Out-of-combat Adrenaline System Rework (Next-Gen)
🟠 Updated over a year ago⚠️ Install Order · 2 steps
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🔍 Analysis
- 🏆 #75 of 259 Gameplay Changes mods in this game by downloads
📋 About This Mod
This mod fixes the inconsistent and exploitable out-of-combat adrenaline mechanics while preserving the strategic value of adrenaline buildup. It introduces a tiered adrenaline drain system with dynamic behaviors based on adrenaline levels and active buffs, ensuring a balanced and immersive experience.
Vanilla Game Issues Addressed
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[]Infinite Adrenaline Exploit
[
]Fixed the ability to permanently maintain max adrenaline out of combat via signs (e.g., casting Axii on Roach).[]Resolved the "glitched" adrenaline bar that never drains out of combat combat.
[]Tedious Post-Combat Drain
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[]Removed the requirement to wait for full adrenaline drain before rebuilding.
[
]Added strategic pauses in drain when actively gaining adrenaline out of combat.Key Features
Tiered Adrenaline Drain System
Adrenaline now drains at three tiers, with clear visual feedback at the 1. 0 and 2. 0 markers:
Below 1. 0
- []Slow drain (0. 5x) after 20s delay. Ideal for casual exploration.
- []Moderate drain (2. 5x) after 10s delay. Requires active upkeep.
- []Rapid drain (5x) after 0. 5s delay. Hard to sustain without buffs.
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[]Maribor Forest Potion
[]Grants a +1. 0 buff offset, pausing drain longer in tiers 1. 0–2. 0
- []Activates a +1. 0 buff offset after exiting combat with >1. 0 adrenaline
- Combining both buffs and exiting combat with >2. 0 adrenaline grants a +1. 5 offset, enabling prolonged high adrenaline (2. 0+) for skilled builds
No changes to in-combat adrenaline system
Placation runeword effect does maintain original limitation on stopping the drain, except for bonus offsets
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[]Removed the requirement to wait for full adrenaline drain before rebuilding.
📊 Mod Details
- Game
- Witcher 3 Mods
- Author
- junicave
- Version
- 1.1.0
- Downloads
- 350
- Endorsements
- 16
- Category
- Gameplay Changes
- Created
- 1/31/2025
- Updated
- 2/19/2025
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