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But way less damage compared when they dont have the spikes
Had this bug happen to me in Skellige on that unmarked mini-quest near Sund where you have to save the sheep herder guy from the sirens. I was lvl TWENTY and the sirens spawned at lvl 12 or 14 (can't recall). I had a full compliment of enchanced griffin gear/swords, switched to hybrid oil...nada. They wouldn't even catch fire or take damage in the air from my crossbow (though they *did* at least have the decency to drop out of the sky from Aard).
It suddenly self corrected when I dragged the combat into the lap of the shepherd guy. Both the flying floozies then dropped like flies.
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Leaving and returning on a protection quest is likely to cause the dude you are protecting to die and the quest to fail. If I remember the quest you mentioned correctly, you are supposed to be guarding some workers and the brother of the quest giver. Might wanna see if you can kite that ghoul *closer* to the folks you're supposed to protect and see if that sorts it out, like it did with the siren quest above.
Alternatively...rollback to a previous save? One thing that's a very good practice for Witcher 3 is to bang that F5 key before any chat with quest givers or any entrance to a battle encounter. SOMETIMES the game gives you useful checkpoint saves, but more often than not you're better off making at least a quick save if not a hard manual save, before most conversations or stepping into quest-related combat. This is also very useful when about to fight semi-rare quest mobs who are sometimes stingy a.f. with their hides or mutagens or whatever. ;)
Hope that helps.
Not just tough, not healing quickly, it is truly invincible.
The brother in law does not die (not even attacked).
I have left the area, and returned, no change.
I have exited the game, repaired the game, no change.
I have toggled "enemy upscaling" on and off and there is no impact.
I have sceenshots that even say "Geralt hits Ghoul for 0" if anyone can explain how to post screenshots here. Any help is appreciated.
That sign was named something like Yrden. (I remembered this sign by thinking of it as sounding like 'here then'.)
To the OP. There's also a ghoul or ghost or something mission, that you can only damage at night or midnight.
i had a similar issue with this guy who is connected to this quest where he is meant to die and you can take that as advantage to enter somewhere but for some reason he didn't and now he is in continuous fight with 2 other idiots. it looks really funny.
I have fought a noonwraith (had to bail from that fight till I am higher level). But, I could damage it once it entered my spell area. This doesn't seem like that, but I will give it a shot.
This is similar. There is a rendanian (SP) soldier with two dogs also fighting this invincible ghoul and the fight goes on forever, no one seems to get hurt. The brother in law I am supposed to speak to (can't talk to him of course b/c were all in battle), runs away a short distance and then comes back and shouts something about sticking the ghoul in they eye. I suppose it is all funny to watch really, but I hate not being able to complete a quest.
I think you'd know.
It's years since I played TW3. As far as I remember I tried to fight this thing or it wasn't there. I had to google and discovered it needed to be at night.
Meaning if you googled it, you would know. Not sure but there may have been a hint about midnight in the mission brief.
I think the fight was in a small enclosing. The land was slanted. May have been a well in the area that the spirit came from.
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Was likely a nightwraith I was thinking of. I just googled and it's susceptible to Moon dust. Spectre oil (for blade), and Yrden.