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by ajuc
1324 days ago
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Some elements were better. For example potion mechanics was the best in W1. You could only make them near fire which means there was risk/reward and safe places mattered, and the system had some depth with matching secondary ingredients and managing positive and negative side effects. W2 made alchemy useless cause potions lasted like 3 minutes and cut-scenes were included in that time (so you take a 3 minute potion, enter a 2 minute cut-scene and your potion stops working 1 minute into the boss fight). And W3 made potions less of a hassle by auto-refill but streamlined this too much - you could refill anywhere so you always had potions so resource management wasn't required. And the secondary ingredients and side effects were gone so the system is much simpler. Also the tactical aspect of combat was ok in W1 - adjusting the fighting style and sword combination to the enemies. It just wasn't an action-RPG despite the action-RPG interface. It would be better served by turn-based combat. |
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