Most of the changes/improvements are I fine I guess, but, at least on paper, 2,4 and 5 will make the game worse in my book.
2. Parrying is now unlimited (even when Vigor is completely depleted), though parries no longer cancel all damage (maximum 50% reduction once the relevant ability has been acquired).
Parrying was close to unlimited pre-2.0 as well with Tawny Owl and/or with points invested in some of the vigor regenerating skills.
And since the damage reduction was 100% when the skill was maxed out, it was a viable alternative to rolling in a lot of situations (on top of being useful to disbalance some heavy opponents).
Making it unlimited by default lessens the RPG aspect of it and capping its damage reduction at 50% makes it a lot less useful as an action element and only encourages more rolling, thus less varied play style.
If anything, they should´ve made rolling vigor dependent.
4. Geralt´s attacks are no longer interrupted by attacking opponents. Attacks are now contiguous and foes cannot interrupt Geralt´s attacks by landing a blow.
5. Assorted fixes now prevent opponents from incessantly attacking Geralt after he has been knocked down.
Further lessens importance of approaching encounters in a somewhat considerate manner. I really don´t like these.
Personally I hoped that when it comes to combat balance and this patch, the major care would be given addressing the second half of the game where the combat becomes too easy.
Relentless attacking FTW!
Yes, of course. Active blocking or parrying is a major annoyance for me in an Action RPG. I don't need that in this genre.
In
action RPGs, personally I prefer when attacking is also automated
.
On a more serious note, making blocking automated is the worst way to go about in action/RPG imo.
As I see it, in a game with good action/RPG combat, players have full control over when and what action their char will execute, with the effectiveness and/or availability of these actions being determined via char development system.
Plus, automated blocking even when linked to one or more stats simply takes tactical/emergent element out of the action, so I prefer it active even when there´s no stat influencing it.
Anyway, imo an ideal action/RPG hybrid is when both aspects are about 50/50, both challenge the player and sufficient handling of both is required to successful progress through a game. Even with its relatively simple char development system, I think this kind of harmony was achieved best in G2:NotR.