The Witcher 3: Wild Hunt

The Witcher 3: Wild Hunt

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ndeke Aug 5, 2024 @ 5:01am
Witcher 4 combat
As someone who plays a lot of games, big fan of the Witcher(not the Netflix version)/ cd project red. I also program some small games here and there as a hobby. I have a couple of ideas for the Witcher 4 combat system.


My personal issues regarding Witcher 3 combat system:

I would say the problem with Witcher 3 combat is that it is slow, rigid and awkward at times. I don't think making Witcher 4 combat system just like dark souls is a good enough solution either. The other problem of the Witcher 3 is the combat design for enemy NPC. Most of the enemies are too simply, they just follow the player then attack when in a certain range. The next problem is the stat based levelling. The problem with stat levelling is that turns everything into a game of power levels rather than skill. In the books Witcher are able to defeat monsters because their knowledge, equipment and skill, not a number on their head.

Witcher 4 combat system ideas:

What I would do is make combat/movement much smoother. Rather than making the Witcher stuck at a walking speed during combat, I would make that you move at speed between walk and run. But you can run during combat and will not eat your energy but it will leave the Witcher some what vulnerable to an attack.

The Witcher character should have more combos then just the basic three hits, hard and fast attack. The player should being to stab and grab the enemy or even disarm the enemy. Certain combos end with a powerful sign being cast in a cinematic way. I would redesign how the sign system works. I would make that quen works like a block, aard is a push back good for spacing, igni is good at damaging the ops but leaves you valunerable. Axii would still work more or less the same. Yeden usefulness is scenario based. I would combine its functionality in the withcer 3 and 2 together. I would make that you have manner bar for signs and stamina bar for special attack actions.

I would make that the crossbolt is like a gun that does a lot damage to humans without armor and certain monsters. Works well at far/mid range but is ♥♥♥♥ at close. But crossbolt doesn't have infinite ammo, so the player has to buy bolts or find them. Swords are the best weapons at close range. I would make that potions and oils have more dynamic role in combat rather than just being stat base boost. Bombs must have more of boom to them. Super effective against all human enemies, and somewhat monsters. Again ammo very limited and you have buy bombs or find them.

Enemy design:

Finally the enemy NPC. I would try to stick the book description of the monsters. Certain monsters are fast agile light hitters, slow hard hitters or in-between those extremes. The enemy npc will challenge the player in a meaningful way rather then just being punching bag. Some big monsters can grab the witcher and throw him like a bag of potatoes. I would remove all stat base boosts and rather have an emphasis on enemy knowledge and player skill. Monsters are a lot tougher than human enemies. Human enemies are generally weak, but they make up for this in terms of numbers and smarter strategies then monsters who just attack the witcher like animal with brute force. It is important that personalities of each enemy is reflected in their attack behaviours.


So those are my ideas for the Witcher 4 combat system. if I had time and money I would make a simply build of my ideas but what ever. What are your ideas, please share them.
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ndeke Aug 5, 2024 @ 5:14am 
I almost forgot.

Armour

Certain armour should provide a lot of protection for the Wicther but he will move slower at a result. light armour allows the Wicther to move fast with little protection. Equipment base armour allows the Witcher to carry more potions,bolts or bombs. Each armour should have clear strengths and weakness, but there should not be an armour that so powerful that players can just tank shots from fiends or vampires or wat ever. I don't want scenarios where player are turning off their brains while playing unless the game is on easy mode.
FreZZy Aug 6, 2024 @ 9:51am 
Armors already have clear strenghts and weaknesess. And do own purposes. For fighting i dont know, maybe stances or something like that. But nothing major. My only complaint is lack of tough enemies. There are few which require special tactics but not enough. And more unique boss fights.
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Date Posted: Aug 5, 2024 @ 5:01am
Posts: 2