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Personally, I've never found gargoyles to be much of a problem to deal with, on any difficulty level.
Using the Deithwen sword will give you an edge (you can find it at the bottom of the trail leading down from the mountain in the beginning of the chapter), and if you have a good armor they shouldn't really hit you for much (unless you let them surround you).
You should use Quen to protect you. If you've upgraded Aard with the Winter Solstice this can also be useful (especially if you went with a Mage build).
And, of course, unless you're farming them there's no real need to fight the gargoyles at all if they cause you so much trouble.
Gargs are worse than any single boss in the entire game. And they're normal creatures. Deithwen doesn't do enough damage unless behind them and you can't get behind them half the time because they flank the shi out of you.
Second, as I said, gargoyles are optional. You don't need to fight them at all to do the quest to deactivate them. Just roll past them down the stairs (with Quen) and use the runes to deactivate them.
As for the Operator - it's supposed to be the toughest fight in the game, and it's completely optional. Even if you reach the Operator (which you don't have to) you don't even have to fight them.
Totally sick of games discarding prerequisite and skillset in favor of "play your way". Dumbed down, watered down games conditioning players to think their approach and what they want to do should be the way to do it. Hey, if it sells...
They don't get trapped by Yrden. You can't cast Anxii because they will instantly kill you before it's done. Quen breaks on 1 hit and they combo constantly. And Igni and Aard are completely worthless.
It takes around 5-6 strong attacks to kill one...FROM BEHIND with the Assassin trait and a fully upgraded and buffed sword.
Like the other dude said, the only way to basically beat Gargs is to completely avoid them. They WILL smash your face in otherwise.
So please....tell me how something that does all of this in the best possible gear is fair? And don't say Quen was supposed to absorb 1 hit. It was meant to from a boss perspective, you can easy absorb 5-6 attacks from any other normal monster once at level 3. Gargs hit harder than the chapter 2 boss....and they're normal creatures. For that matter, they hit harder than BOTH of the bosses in chapter 3 as well.
Games being hard, fine. I can deal with that. But normal monsters that deal beyond boss level damage, swarm and are extremely hard to kill? Especially with how freaking retarded the targetting system can be in Witcher 2? That's straight unfair. Not being hard, just unfair.
These are just some of the reasons I will refuse to play this game on Insane.
Because... what answer do you want ?
CDPR apologize to you for a game that already not supported and released 4 years ago ?
or what ? what do you want ?
As I said, I had no issue with the rest of the game on Hard. At all. A lot of it was learning the fights and not making stupid mistakes. But when the company goes out of their way to put in something basically just to troll their players....yea. There was no way they shoulld''ve been stronger than end game bosses. And yet, they were.
Make a game hard all you want. Leave being stupidly unfair out of it.
It should be easy for you to find on You Tube Let's Play videos of people easily dealing with gargoyles in any difficulty setting (depends on player ability, of course).
Quen always protects you from one hit. You claim it can absorb 5-6 attacks from "normal monsters" but this isn't true. You either haven't payed attention, or are using a mod which affects Quen (on purpose or by mistake). Quen is a one hit shield regardless of the damage being blocked.
Personally, as I said, gargoyles were never a problem. They die in 2-3 hits on average with the right equipment and they are very easy to dodge. I rarely even use Quen anymore when fighting them since their attack pattern is predictable.
The only gargoyle related problems I've had were the gargoyles with the Operator and only in Dark difficulty. But this is mostly because you need to keep switching swords in the fight (Steel for Operator, silver for gargoyles).
The pattern of a Garg is predictable as long as you 1). stay far, far away and allow the combo to basically never happen and roll behind, or 2). Don't have to deal with more than 2. 2 plus anything else, Operator or another Garg, throws pretty much all of it out the window. Unless you can manage to somehow press all of them into a single corner....which is high impossible.
And I'm sorry, 2-3 hits is utter BS. Using Deithwhen with 1 Ysgith and 2 Fire runes and buffed with a Whetstone still took 4 hits at the minimum while behind the target. Watching Youtube videos of people doing the Garg contract on harder difficulties shows the same thing. I counted 6 hits at the very minimum from the front if all were power attacks will Deithwen.
As for the combat system, I can't tell you how many times I've died because the tracker won't move off an opponent who backed off and I rolled and backed away to try to retarget, waited for 3-4 seconds and then tried attacking....just to have it snap back to the thing that was FURTHEST AWAY from me and get me swarmed. Guess that's to be expected....along with crashing every 5th save/load cycle because the game can't handle it.
Edit - I just got on to test the damage threshhold for Quen and it was 2 hits for a normal Harpy in C3 on the cliff. If they attack you while the animation for Quen breaking is still in progress, it will block even more. I blocked 4 total attacks during the animations while doing these tests. Not sure if it's a bug or what, but there you have it.