No Dodging Status Effects

⭐ ⭐ (135 endorsements) 📥 1,354 downloads 📌 v4.03.1 📅 10/3/2019
⚪ Last updated 2023

By Partoutatix · Tweaks

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 5/21/2023 📅 Created: 10/3/2019

🔍 Analysis

  • 👍 10.0% endorsement rate — high engagement, a strong quality signal
  • 🏆 #74 of 104 Tweaks mods in this game by downloads

📋 About This Mod

Stronger Monster Status Effects and Stronger Alchemical Countering recommended.

Dodging an enemy's blow will still trigger its status effects if it had any. Dark Souls-style.

Why this mod?

Makes most contract fights deadlier. The status effects caused by boss monsters and thus the need for proper alchemy/gear preparation to counter them become a constant, regardless of the player's ability to press the generously-timed dodge button.

Same way you're supposed to use dodge or roll if you want to avoid the brunt physical damage of a monster's attack (making the mini combat log display something like "Lustful Hag hit Geralt for 0 damage.") you're supposed to use the appropriate alchemy items to avoid the status effects of enemy attacks.

Ex: if the bestiary tells you the contract monster you're about to face up against is poisonous then you're supposed to use golden oriole to counter/negate the poison, or equip the viper armor set, or thyssen armor for the same effect (and carrying around status-countering gear actually gives the saddlebag bonus a more interesting purpose than just limiting how much loot you can move at once).

The overall goal here is to make it so that -on the higher difficulties- you are unlikely to survive contract fights if you don't properly prepare for that contract fight with the right gear/alchemy items for it and don't make proper use of them, the way witchers are supposed to. That's what combat on the "hard" difficulty in tw1 (read: balanced/normal, same as the B&BB difficulty in tw3) basically boiled down to: preparation.

None of that works/is possible if status effects can be easily ignored/brushed aside by simply pressing the dodge button during the generously-timed dodge window. By making the status effects still trigger during a dodge you make monster's status effects (and thus the more interesting differences between different types of monsters) a bigger & constant factor in most contract fights, regardless of whether the player is capable of pressing the dodge button in less than 2 seconds or whether he's lethargic.

This is a system that already existed in Souls-type games to force the player to use certain status-countering items against certain enemies/in certain segments, to better characterize those enemies and segments and offer some bigger differences between enemy types than just how they move and how hard they can hit (not to mention give the economy system a bigger purpose). You can think of it as splash damage if you need a different concept for it. And in a game like the witcher where having to prepare differently for different fights and having to imbibe different potions for different enemies is such a big part of the lore&role of a witcher, making the player have to prepare and use the proper alchemy items/status-effect-countering tools is far more important, and IMO

📊 Mod Details

Game
Witcher3 Mods
Author
Partoutatix
Version
4.03.1
Downloads
1,354
Endorsements
135
Category
Tweaks
Created
10/3/2019
Updated
5/21/2023

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