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报告翻译问题
Totally agreed.
this is one of worst part in witcher 2. (......including worst UI ..... XD)
A bit of a shame, for a game about using potions, many of them are pointless. (Thunderbolt is bad too.... Takes away a ton of your health for miniminal attack gains? Just use Rook instead....)
Tawny Owl is very useful for fights as well (extra Vigor regen), especially for a Mage build (but not only).
Rook is overall useful (might as well always use it unless you plan on some other potion).
Other potions are more situational (e.g. protection from Poisoning, or from Incineration, etc.)
Should I explain myself? Yes; how many people will read so much? Lets find out.
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Basically, the player needs a pre-cognitive ability, to know when and where the fight will ocurr, prep, then battle. I have drank potions so many times and found the mobs didn't even respawn, so the potions were wasted, or I found the spawn, but even upon running away, the game would not let me rest, so I could not prep. As for boss fights, I'd have to find out when they trigger, then reload a save to prep. Typically, I gave up on even bothering with them.
How many people would use Tylenol if the duration was 5 minutes per dose? Duration is ridiculous for all effects in game. It is about as bad as weapon durability in Dead Island games.
Quick slots for a few potions (like single bottles of up to three types) would be a welcome addition. Geralt could have durable containers, or a reduction that he could pop in his mouth. Just becaues it is a feudal period doesn't mean glass blowers have to be idiots, that only glass can be a container, and that cooks forgot how to reduce a liquid ;)
Built in macros would be helpful for potions and gear loadouts: Let the player create lists of which potions to combine and drink for different battle prep scenarios, instead of having to pick them every single time. This would also allow (see next point)....
Let the player prep without having to enter that meditation screen; this would keep the game more fluid. It could be done by selecting a group of hot-keyed potions, while not in battle.
Also, in Witcher 1 you could add special effects to potions if you had all of the correct "secondary" features of the various ingredients. This is not in WItcher 2 either.
This game is so unfinished. Even Act 3 is sort of stapled on at the end, with a conclusion (dialogue and cutscenes) to give the player closure... it ended so abruptly and basically just when the game got started. Look at the Monty Hall loot dump in Act 3: Give the players a ton of fun gear, then have nothing left to fight; One sword in particular, I only had humans to fight once and then the over-grown lizard.
So many *incomplete features*, not to mention lack of QA or someone rationalized no need for further investment (risk assessment does more damage than good in the wrong hands).
I really miss secondary potion effects :(
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I called them *incomplete features*, which could start arguments. Really they are not fleshed out, not tested (or tested and not fixed), poorly designed and not re-designed, and a lot of short-cuts, lack of attention to detail, lack of polish.
That way, when you first play through the game, you will know beforehand what kind of enemies are going to spawn so you can drink the potions before the battle starts.
Also, they made the actual potion drinking very expedite by making you go to one wheel menu, watch an animation, 2 button presses, compiling a list of the potions you predict you will need, adding them to a list, confirming your selection, and finally watching the drinking animation for the 100th time. It's all made to work very well.