@thatpinguino: Nice video! It seems like you may have succomed to the pitfall that I've seen many people who didn't play The Witcher 1 fall into.
I can see that from the skill tree, it may look like you can spec in totally different directions to sort of change your class a la carte like Amalur or the Elder Scrolls games. Like in many RPGs, you can go melee if you want to be a fighter or spec in magic if you want to be a mage, kind of thing. But I think what some folks miss is that, even though you can tweak what you like to do more of in combat, you're not really drastically changing how the game expects you to fight and use all the things at your disposal. In this series, you just don't really play as the character you want to make, you play as Geralt, and he uses a combination of swords, alchemy, and signs to get those monsters killed.
I totally agree, however, that the game does a shit job of explaining the signs and why they're so important. Yrden, in its first level for example, sets a magical trap that can stun enemies for a pretty long time, effectively removing them from the group chasing you, and setting them up for some high damage backstabs (or at least leaving one less person bashing away on the lady you have to protect). Quen, at its first level, deflects all the damage you'd take from one hit, making you kind of invincible if your vigor regens fast enough. And at higher levels, it deflects damage rom you being hit back to the attacker, has a chance to also incinerate them, etc.
The other thing you mention in that video is that the combat is a button mashy kind of thing. That works for some enemies, especially when they're alone (the enemy AI is... not great), but in a group that's guaranteed to get you killed. I was very happy that I'm playing The Witcher 2 (right now, actually) after I played Dark Souls, because the flow and insistence on awareness of your surroundings and enemy attacks is very similar. Every single monster/dude with sword can kill you if you're not careful. And that means you just can't run up to someone, expect to hit X until they're dead, and move on. More like real combat, even if you hit someone they can still hit you back. So the tactic is much more about rolling in, attacking, and then getting the hell away from that person/thing.
Lastly, blocking can be great if you spec in that direction. There's a skill in the training tree that reduces damage to zero if you block when your vigor is full, which is suited for your style where you don't like to use a ton of signs. And I'm not sure if you ever tried to use riposte, but it can be crazy effective. You hold block, but if you attack when a prompt appears before the dude attacks you, you get a free hit which can sometimes be an instant kill.
Again though, the game itself (aside from the pretty good mini story arena tutorial thing which I'm not sure if you played because it wasn't in the game when it was released) does a pretty bad job of communicating everything I said above, so there's no blame coming from me at all. But it's definitely a combat system that gets much more rewarding and satisfying if you take the time to experiment and try to suss out the benefits of using everything at your disposal.
Keep the videos coming!
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