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Its a terrible idea and totally lore/logics unfriendly.
This is a great idea!
Why would you switch after every battle?
Unless you are a talentless dimwit your build is what you want Geralt to be. Only easy mode noobs need every talent available to compensate for their lack of skill. I bet you switch in deception for easy dialogue options.
If you are pure Fighter then you have to deal with your weak signs and short duration potions. But you hit like a truck, so fights can be shorter.
If you are a pure Sign user then you won't deal as much damage, but you can constantly debuff enemies to give yourself advantages.
If you are an alchemist then you have a small chemical weapons factory at your disposal and take on enemies while high asa kite and spamming fragmentation bombs like it's going out of style. You are also the only build that can really get the benefit of decoctions.
A smart player will generally keep to a 4/0/0, 3/1/0, or 2/2/0 style of build. Mixing all three is possible in late NG+, but not recommended before then. Want to vary yourself easily? Take three sign skills to boost your stamina regen, or three alchemist skills to have more effective potions and bombs, finally three fighter skills will boost damage output. Add these to a nine skill build of another type to add a bit of flavour.
The skill slot number can be (or at least looks very much like it) extended in ./gameplay/abilities/geralt_skills.xml
IMO doubling the skill slots will make Geralt way OP and kill the purpose of so called "build". But if you really want it, download moding tools, uncoock the game and look on the last part of the xml file ^. It looks like this:
<skill_slots>
<slot id="1" unlockedOnLevel="0" group="1" neighbourUp="2" neighbourDown="" neighbourLeft="" neighbourRight="3" />
<slot id="2" unlockedOnLevel="2" group="1" neighbourUp="4" neighbourDown="" neighbourLeft="1" neighbourRight="5" />
<slot id="3" unlockedOnLevel="4" group="1" neighbourUp="6" neighbourDown="" neighbourLeft="3" neighbourRight="7" />
<slot id="4" unlockedOnLevel="6" group="2" neighbourUp="" neighbourDown="1" neighbourLeft="" neighbourRight="4" />
<slot id="5" unlockedOnLevel="8" group="2" neighbourUp="" neighbourDown="3" neighbourLeft="2" neighbourRight="6" />
<slot id="6" unlockedOnLevel="10" group="2" neighbourUp="" neighbourDown="5" neighbourLeft="4" neighbourRight="8" />
<slot id="7" unlockedOnLevel="12" group="3" neighbourUp="8" neighbourDown="" neighbourLeft="5" neighbourRight="9" />
<slot id="8" unlockedOnLevel="15" group="3" neighbourUp="10" neighbourDown="" neighbourLeft="7" neighbourRight="11" />
<slot id="9" unlockedOnLevel="18" group="3" neighbourUp="12" neighbourDown="" neighbourLeft="9" neighbourRight="13" />
<slot id="10" unlockedOnLevel="22" group="4" neighbourUp="" neighbourDown="7" neighbourLeft="6" neighbourRight="10" />
<slot id="11" unlockedOnLevel="26" group="4" neighbourUp="" neighbourDown="9" neighbourLeft="8" neighbourRight="12" />
<slot id="12" unlockedOnLevel="30" group="4" neighbourUp="" neighbourDown="11" neighbourLeft="10" neighbourRight="14" />
</skill_slots>
<!-- skill mutagen slots -->
<mutagen_slots>
<mutagen skillGroup="1" unlockedAtLevel="2" />
<mutagen skillGroup="2" unlockedAtLevel="9" />
<mutagen skillGroup="3" unlockedAtLevel="16" />
<mutagen skillGroup="4" unlockedAtLevel="28" />
</mutagen_slots>
To me it seems you can add as many skill/mutagen slots as you want.
Good luck
Where this breaks down is the constant menu fiddling to actually achieve this. IMO its the one glaring flaw in an otherwise unbeatable game. I even bought the latest DA game at the same time and compared to the WItrcher 3, it's SO BORING. However I prefer the way the skill system works in that game even though its more MMO'y, it works because it gets out of the players way. Of course, DAI has its own horrendous menu problems. Not to mention the whole mobile app thing it does *shudder*.
There are oils, potions and bombs for fighting specific monsters. Bestiary gives tips about which one to use agains each particular monster. I do not recall any bestiary notes about which skills or mutagens should Geralt use. Can you name any?
Also the vanila DM is very easy and do not require anything but pressing dodge/roll in the right moments, no potions oils or bombs are really needed in 99% of situations.
Eh? At what point does the Bestiary recommend skills? Please point me to ANY entry that says "You must have X skill for Y enemy".
I suppose that you are one of those unintelligent people that never tries things out for themselves? No wonder you have trouble with the game.
With the exception of oils (always useful, regardless of build) there are many ways to take out creatures that are not recorded. Take the Griffin in White Orchard which, supposedly, is best dealt with by using Grapeshot, Hybrid Oil, and Aard. Now, Aard is useful, but is easily replaced with your crossbow (oh look, suddenly you don't need to ba a Sign user), and Grapeshot is ok, but by far the best is Dancing Star, lots of damage and imobilises the Griffin completely while it burns (this also applies to Igni, so you don't need to specialise in Aard even if you ARE a sign user) and this effect happens even if you aren't an alchemist. Taking that Griffin on at level 30 in NG+ on Death March was incredibly easy with my combat build (no signs, limited potion usage).
Face it, you suck at the game and need training wheels to get anywhere.
I'll repeat with emphasis for you.
Why would you change skills after EVERY battle?
On NG+ I carry a few respec potions to play with different builds, but I change it up on occasion, not all the time (maybe every 10-15 hours so far, money isn't hard to come by).
Progressing past 30 one can accumulate more skill points and combine skills from the deepest branches of different trees.
That is the point.
Past 30 the variety of build grow till around 90 skill points are accumulated (because you need around 30 points to unlock the last branch in each tree).
I don't think being OP is an argument as you can be OP with 12. I actually end up sticking to the 12 i know work instead of trying other skills for fun and variety , so limiting me to 12 makes me more likely to be OP.
Why limit fun and variety? people wanting OP builds have them anyway.