@wiouds said:
@Toxic-Seahorse
How is the level system and how much does it affect the combat? That is a huge part of what make the game play of a RPG fun and is the key thing I care about.
What about the player control gear growth? What about the player control stats growth (gear not a factor) and how much does stats matters? How is the player control abilities growth?
Hm, well, it's not as traditional as Baldur's Gate - but has a lot of the familiar elements and leveling works in several dimensions:
1) monsters do not level with you - some are just too hard to face until the player is tougher, and the player just has to deal with that. There is a color-coding and level number above superior foes so that you can see just how out-leveled you are and decide whether you want to give it a go anyway.
2) some quests have recommended levels as well
3) when the character levels up, the interesting customization is through applying points to new skills and skill upgrades (e.g. resistance to toxicity of the potions you have to drink, stamina recovery modifiers, or adding projectile parry, etc)
4) gear is something you have restrictions on in several ways - you need to be certain levels to use certain levels of gear. On top of that, one of the main ways of upgrading gear is through crafting. But crafting requires schematics and components that you acquire through playing. Moreover, it costs money. And money isn't thrown at you left and right in the way it is in some RPGs - so, again, you have to work for it. Being able to do more dangerous quests and contracts requires higher level, and so it all loops back to needing to progress as a witcher.
5) alchemy is very important to the game, and requires exploration, recipe acquisition, and advancement to improve as well.
It all matters a lot. To expand on how these things tie into combat mechanics: your gear and points allocation help with resistances to various types of attack. They help with stamina and health recovery. They affect stamina loss. Meanwhile you need potions and oils/poisons to be an effective combatant - giving you better dark vision, choosing the right poison for the right type of foe (is it a spirit or a living creature or a vampire or...), affecting health recovery and resistances... you need to craft bombs to blind or damage foes and destroy their nests. Again, different bombs for different purposes, just as with the potions and oils and poisons. You need to set traps, dodge, roll, parry, block, cast spells, throw bombs, use light attacks when appropriate, heavy attacks when appropriate... all of this depends on the foe type and how many, and it all uses stamina and other depletable resources. It's not simple button mashing on a hard difficulty... it can't be or you will die. And hopefully you can see how the leveling aspects above tie into the ability to do all this effectively.
Hope this is helpful - there's a lot going on in terms of mechanics - but nothing a seasoned cRPG person would balk at to be sure.
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