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I only recently downloaded the FCR2 mod, and felt that there wasn't much change. I'm still throwing down Quen every time it runs out, and rolling around the battle whenever I don't have the chance to swing an attack.

Anyone here found any changes to how they fight beyond the damage done by different enemies?
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manakin: I only recently downloaded the FCR2 mod, and felt that there wasn't much change. I'm still throwing down Quen every time it runs out, and rolling around the battle whenever I don't have the chance to swing an attack.

Anyone here found any changes to how they fight beyond the damage done by different enemies?
I tried it for a time, and then uninstalled it. I felt like combat was actually easier, and the game did not feel as rewarding in terms of Gear progression and character development.
I seldom used Quen.

With a fully developed Swordsman tree (with backfilling to get the most useful skipped damage and dexterity options) most enemies will not be a problem in a one on one stand-up fight with no tactics... With a little more care, and suitable choices for oils, potions, and tactical positioning and signs damage can be avoided for the most part... being hit isn't the plan here.

Yrden, especially upgraded and chained is excellent for immobilising enemies, which can then be damaged by the shock, and finished with the sword from the sides or rear. Excellent against trolls/golems/shielded Nilgaardians etc.

Avoid being in the focus of lots of attackers. Slowly circle around so that one enemy is nearest and finish him first, use passive blocking (or active Quen, though this inhibits sign recovery and changes active sign from 'whatever' to "Aard") and riposte to deal with enemies that can block or 'cover' themselves.

The right oils for the circumstances... the witcher's yellow(?) meteorite sword, with 3 rune slots or the 'best' silver sword (depending on 'normal' or 'post-conjunction' monster/animal) and the most appropriate trophy for the task are useful.

I tended to focus on quick-kills, ignoring armour, or increasing damage against expected monster types above most other things. If I expected a hard fight, I might add vitality instead of damage, but in the knowledge that the fight may be longer as a result... and the increase in vitality is moderated by being hit more times..

I used Quen in the late *big fight* as a post-hoc flame damper, and Aard to overcome a 'zombie' bug in the same sequence (dead monsters can't be hit by swords, plot devices require damage, and provide plot armour preventing death being meaningful... so uprated Aard covers this 'requirement/capability' gap - two occasions).

No ridiculous rolling everywhere. No 'Benny Hill' monster chases while regenerating, nothing too horribly lore-breaking. Fights go badly if you mess up positioning and get surrounded in the open... with protection at your sides and back, or with space to move around the fringe and you can quite rightly eliminate slower, clumsier opponents with little trouble.