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A balanced look at the Naval Training Center




Potential fixes:
It doesn't have to be that way, though.
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A moderate rework to the core loop to meet both sides in the middle

So I don't think it's any point of contention that right now, the core gameplay loop is causing some serious tension between both sides.
Neither side is really to blame here, as it's a constant cycle. Scavengers play super cautiously and use tons of powers to avoid Hunters at all costs because Hunters instantly kill them. Hunters instantly kill Scavengers because Scavs hide and play super cautiously and use tons of powers, so getting them down is a challenge. Rinse and repeat, endless cycle.
So for this reason, I propose the following suggestions to make getting merked by a Hunter not an INSTANT death sentence, while still maintaining a bit of progress for a Hunter who is able to score downs. The key thing here is that a Hunter is still able to make tangible progress against the Scavs in a match.
There are a good deal of moving pieces to this suggested rework, so please try to weigh them as a whole and not individually.
Blood System
The first series of changes is around the blood system, and giving it a real tangible purpose.
All in all, these changes add a bit more consequence and incentive to the actual blood system and should hopefully encourage Scavs to keep playing even when things get rough. These aren't the only changes though, so bear with me.
Execution System
No player likes getting removed instantly from a match, I sympathize with that as a pure Hunter player. But at the same time, having such a binary choice for Hunters sucks. You either kill a player and remove them, or let them go. There's no middle ground. Thus, I propose a series of changes that should hopefully meet in the middle.
These changes are to allow for Scavengers to be executed without being instantly kicked out of the game, but to still allow large, tangible progression for the Hunter.
Downed System
Currently, there are some unintended griefing possibilities with the down system. These are a few changes to alleviate issues for both sides. To preface, "Downed" will refer to a Scav while they are in their crawling animation, but "ragdolling" will refer to the first ragdoll when they go from active to downed.
These changes should hopefully make it less easy for Hunters to abuse the down mechanic and grief Scavengers.
Falling System
In line with the above changes, there should be a few adjustments to the current penalties for falling, both for Hunters AND Scavengers.
General Match Changes
A selection of general changes that go in line with the rest
For Hunters, they will be alerted that a resource cache has spawned, but not its location. These caches will have a different appearance than normal crates, looking like a smaller, gray version of the golden crate. If a Scavenger attempts to activate them, they will be revealed, but the crate will not disappear. These are just small little bonuses that the Hunter can search out if the Scavengers are turtling extremely hard. Hunter resource caches will appear once every 60 seconds and will not disappear.
Hunter and Scavenger Power Changes
Not many to touch here, just a couple small ones.
All in all, these changes should add some more "Reason" for scavengers to explore and participate in the match, while still allowing for the Hunter to make tangible progress against them.
TL;DR Less punishment for downed Scavengers, more incentive for participating in blood system, tangible progress for Hunters against Scavengers.
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Bitcoin - Binary Options Scam - Proflex Options (Buyer Beware)

This is an elaborate investment scam and you want to be very careful when it comes to trusting people you meet online. I was recently matched with a binary investor manager (scammer), while using a popular app for networking called, Shapr. I met a nice person named Peter McGuffey (ended up being a fake person), I mentioned I was interested in binary options and he recommended I sign up for a site called, proflexoptions.com site looked legit and had great reviews and you can see they put a lot of work to making the site appear reputable. I did attempt to do some research on the site via google, but I ignored the red flag that there was no established history of the site on search engines. I was willing to over look a lot of things because you have Peter who is in on the scam reassuring me with lie after lie that is legit and I have an opportunity to make good money. I've found a lot of the so called investment mangers lurking on this social media sites looking for unsuspecting people like myself to scam.

Basically the scam works like this, the scammer will seem very friendly and knowledgeable of binary options and if you invest as little as $350-$500 to start at the basic level you can typically see returns of 4k to 10k or more in as 7-10 days. The Scammer will only ask for 15% or 30% of your earnings when you cash out. So all you have to do is setup a free account with proflexoptions.com or a similar and make your initial deposit of $500 to fund your account. This allows the scammer to bid on high yields to maximize your investment. Keep in mind, I wanted to setup a call with the Peter first before making any type of deposit and he agreed which gave me reassurance that this was legit. When I spoke with Peter it was suspicious and I once again ignored the red flag that he sounded nothing like the guy in the picture. He had a slight accent possibly African decent, but was very charismatic and his english was not broken. After being convinced this guy was on the up and up I decided to move forward. Peter also reassured me this is completely legit (100%).

After making my initial deposit of $500 in bitcoin I was ready to allow Peter to start bidding for me. In a few days I was up $2700 with the weekend coming up and I was super excited. This is when scam started to unfold, I was told before hand that my account had to be vetted for 7 days before I can withdraw any funds. So even though I was up my initial investment I had to wait to cash out. By the time I was ready to withdraw, Peter had earned close to $7,000 and apparently this exceeded the amount you can withdraw at Basic level I started with a $500 investment. So in order to now to withdrawal any funds I would need to upgrade to the Silver tier and this would require an additional $1500. I immediately went off on Peter and let him know I thought this was a scam and I didn't have the money (which I didn't) to upgrade. I asked him to front the money and I would pay him back once I cashed out, I figured this would really see if this dude was willing to put some skin in the game too since he was again reassuring this was 100% legit and did not think I would exceed my winnings at the basic level. Well he didn't front the whole $1500, but was willing to cover 40% and I had to come up with the 60%. Keep in mind he is still bidding and now my total is now up to $12,000 ready to withdraw and I would get a $4000 bonus once I upgrade to silver. Of course, I was already $500 in and looking at $16,000 to cash out in 5 days or less I decided to borrow the funds from a family member and upgrade to silver.

I was continuously reassured from Peter that I would be cashing out and I had nothing to worry about and he looked forward to all the referrals I would be sending him. So I did pay the borrowed $900 and immediately after Peter paid his $600 I was now ready to start the withdrawal; or so I thought. As I goto the withdrawal page I noticed there is not an option to push Next or Done? Since the site has a live chat I immediately got the chat to find out what gives? After going back and forth with the person I'm told I need to pay the taxes on my earnings and not that my earnings are up to $20,000, my taxes would be $611. Well of course I said take out the taxes from the withdrawal, but conveniently I would have to pay them up front, because they can not remove from the earnings and in the past when they gave earnings to others, 90% of the people would cash out and never take pay their taxes. So in order for me to withdraw I would need to pay the $611. Now I beyond pissed, I'm cussing out Peter and whoever I chatting with on the site.

I'm realizing this more than likely a scam and I'm going to have to cut my losses, however I got more reassurance from Peter and thinking I could be walking away from $20,000 withdrawal I decided I would pay the $611, this was a huge risk and would put my checking account at negative. After having confirmation that the bitcoin was deposited into the designated bitcoin address ( which I double checked) I got on the chat to confirm they received the paid taxes and of course they said they did not see the deposit yet. After many days going back and forth if they got it or not (the transaction to place on a Saturday), I was told they would need to investigate to see what happened. I had all the proof on my end the funded were completed, but after an additional 48hr investigation they cam e to the conclusion I was a victim of a man in the middle hack (does not exist). Reality has now officially set in and I'm ready to start looking up IP addresses and visiting people, Ive also lost all trust in Peter and I'm not holding back. He tries to reassure but its not working anymore and he realizes it. He tells me he is also ready to stop investing with the company also and if I could just wait a day before I post on social media this is a scam because he has another client who is ready to withdrawal too and to see if he can. I did, and he tried to show me proof that it worked, but I didn't care about the pending funds and I want to see the hash from blockchain and a complete transaction when the funds are in his account. Given they realized I was on to this scam, the next day my account was deleted from proflexoptions.com site and Peters whatsapp account was deleted. I was officially scammed. :(

Please pass this on to anyone who has gone through this or dealing with this company or one similar to proflexoptions.com , they are all scams and I hope this helps someone avoid falling into the same scam I had to go through. Feel free to message or comment in this thread if you have any questions.
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Beginners tips collection and other PSAs

Seen this requested in a few places and there are plenty of tips, just I've not found them all in once place. Moreover, here's a list of things that I really wish I'd known. Also note; I don't know everything :)
Always go through the tutorial quest until you get the hyperdrive and antimatter blueprints before even considering a new ship.

Inventory Space

You start as the lowest of the low. Minimal inventory space. This can be increased in 2 ways.
  1. In Space Stations, on the left (as you look away from the exit tunnel) there is the technology market. Go to the guy on the far left and interact with the thing at the back of his shop. Buy upgrade slot. This costs more and more each time you do it.
  2. Drop pod. You might stumble across one of these, or you can build a signal booster and use a 'drop-pod coordinates' to find one. Just a note, it doesn't remember you've found one, so if you try it a second time you'll 'discover' the same drop pod.
Once at the drop pod you'll need to repair it. If you need cobalt, I've found the stalagmites in caves usually are made of it.
High Capacity Inventory space
Now this could be me, but I don't find myself really using this as much as I did pre-next, it's just extra space that moreoften than not I put unusual pick ups in (like gek relics). This because the game isn't smart enough to realize you've a half filled slot in the HCI and puts any just-collected element/item/whatevs straight into your regular inventory. I get tired of having to manually go move it into the HCI so no I don't bother much.

Space Anomaly

Atlas pass V1
Once you have the Anomaly appear with Pollo, frequently return. After a few visits they will give you the blueprint to make the Atlas pass. You only need to make one, it doesn't get used up.
Also, if you return too soon you can buy blueprints for an increasing cost the more times you return. These are blind and just categorized as Suit, Ship or Multitool.
There is a multi-tool to check out too. Just like everywhere else it's random. but check it just in case, it might be awesome. It's in the large column next to pollo but only opens when you're close enough. Speaking of which...


buying note
In the space station the multi-tool tech shop has a multi tool for sale, but it can be hard to access. stand to the leftmost, and click on the lower left corner of the open multitool compartment to access
Scanning fauna and flora can be incredibly lucrative for basically minimal work. You will need to buy the scanner upgrades from the space station as a matter of priority. once you get 3 S class upgrades you'll be raking it in on every plant and creature scanned - rocks, not so much. Be sure to have the scanner and all the upgrades adjacent when you place them for added bonus.
Once you've scanned plant/beast go to the discoveries menu (P on PC) and upload all fauna/flora hovering over the category icons in the bottom right.
You'll notice at the top it says to scan all fauna for bonus nanites. Once you have all in that category you NEED to press the paw icon in the top right to claim the bonus
Arrange your upgrades (either constructed from blueprints or installed) so like touches like. This gives additional bonuses. (though I'm not sure how you see them)
There is a limit of 3 upgrades that provide the same bonus. So you can have 3 scanner bonuses that increase range, and 3 separate ones that increase $$$amount.
Also, you can install 3 upgrades in the tech inventory and ANOTHER 3 in the regular inventory. Not for the multitool though :(
When using the terrain manipulator to collect (coppecobalt/etc.) deposits, make the sphere small as to collect more, though takes longer.

'How to make easy money'

- other posts cover this in various ways but I wanted to mention 2 quick things.
  1. Chlorine is pretty easy to find and sells well per unit. handy early on. I found a multitool I wanted and grinded all the chlorine in the local area and got it quite quickly considering.
  2. Selling for profit - if you plan to sell a large amount of stuff again and again, sell it to NPCs that land at (any) outpost. Doing otherwise will lower the system wide price of that item. If your picky you might even want to shop around a few NPCs to get the best price possible, as they all have a slightly different amount they're willing to pay for the item. If you're selling for profit, don't sell if the % is red.
There's a 'No Mans Sky Economy' post that's far more brilliant at breaking down all this than me. seanscheckshirts is a hero.


FreighteFrigate expeditions are a good idea and reap rewards with minimal effort from you. You'll need to build the fleet command room first so you can debrief them. Once you have, in the main bridge, talk to the person stood at the round display/console thing in the middle. (also check out the other 3 on that roundy thing)
C frigates will level up the more expeditions they go on and encounters they have. Dont send these out on anything but 1 star missions though. I might be wrong on this, but I think the first expedition you send out has a 100% success rate, which does give you a bit of a false impression.
If you can match the type of your frigate to the type of mission do. Look for the colors.
Fleet upgrades are a good idea if you have them. use them.
If you exchange freighters, there is no way of transferring inventory like there is with ships.
Only build fuel in 50 tonne lots initially.


For faster movement, move forwards and do a melee strike. Then during the strike press the jetpack button. The momentum from the strike gives you a neat starting boost. Ideal for fleeing from sentinels.
Turn off multiplayer via options>network>Network play
Learn how to recharge your shields/weapons during flight BEFORE YOU NEED IT. Use the quick menu and it'll be right there. Same can be used for quickly charging multitool too.
Also, if you've just destroyed an enemy ship, fly into the containers dropped as there is often a shield 'auto-healer' in there.
Build the base computer somewhere you would want to teleport into, as that's where the space station teleport will take you.
Use T to turn on/off the flashlight (torch)

Others' helpful words:

You don't get the mission to build an overseer terminal for your base until you build a cylindrical room out of pure ferrite. This is ludicrous because it never tells you that is a requirement ever. pharmaceutical_joy notes 'You do, however, get a mission to build the cylindrical room at a certain point in Artemis's story'
When you already have a freighter and trade up to a new freighter (aka the capital ships) you don't get the option to transfer cargo and you lose whatever you had on your freighter (atleast I haven't found how to recover it).
Freighter Warp and Rocket Boots are currently bugged to shit and don't work. Don't worry if they don't work.
For the base building timed mission, do not select it until you are by an actual base computer, and maybe your freighter being in another system. The reason is it is really, really easy to bug this mission out so it's stuck going to your freighter, and it's hard to fix.
Performance boost Posted byu/ChrisTheDrunkITGuy
1.Launch task manager (CTRL SHIFT ESC), hit more details, and go to Performance tab. Make sure CPU is selected, then note in the lower right the value for Logical Processors
  1. Go to Steam\steamapps\common\No Man's Sky\Binaries\SETTINGS and open TKGRAPHICSSETTINGS.MXML with notepad
  2. Hit CTRL F and search for NumHighThreads
  3. Change value to the number of Logical processors and save. Also try setting numhigh and numlow to 0 if that does not work or you are not sure.
Base location tips
from the above:
If you have the economy scanner equiped and are in your ship. Navigate to where you can change from 1st or 3rd person mode, and you'll see the option to scan for trade posts.
Posted byu/gyom999
Use your signal booster to save on Navigational/Drop pods data.
The portable Signal Booster "locate nearby structures" will always search for the same location type you just found/are at.
Let's say you use the Signal Booster to scan for drop pods, you go to that drop pod location, you use the save beacon, you get the exosuit slot.. If you redeploy the signal booster and "locate nearby structures", it will always look for additionnal drop pods as long as you don't go to another location type. This way, you can go from drop pod to drop pods without using additionnal data.
It's range is more limited though.
Posted by u/Daumier_
You can disassemble almost every single room in your freighter before selling it
Posted by u/planet_hopper_52
There is a second trading terminal at each space station.
Its on the side of the technology traders in the room to the right of the multitool dude
Posted by u/NinjaOttsel
The glowing domes littered around Atlas stations have a chance of teaching you a word when walking over them.
submitted by Citruspunch to NoMansSkyTheGame [link] [comments]

An in-depth review of the "Ghost Mode" gameplay overhaul mod

As I'm sure you can all relate, the 10th Witcher Games Anniversary video brought a lot of feels. And with them came the itch to do yet another playthrough of my favourite video game. This time, to freshen up the experience, I decided to break from my tradition of only installing visual enhancement mods and look into the gameplay overhauls recommended on the sub.
To my surprise in-depth assessments of these mods were nowhere to be found. True you can look up detailed descriptions of what they change, but that won't give you an impression of how the changes work in practice nor an objective look at how they impact the overall experience. Thus the goal of this thread is to help you decide if you would enjoy using "Ghost Mode" for your next playthrough and to serve as a resource for posterity.
Note: the title of this post is no misnomer. This is a long read. If you already have an idea of what the mod is about and are just wondering "if it's any good", then feel free to skip to the TLDR rating section at the bottom.


First thing first, all the changes introduced by the mod remain true to the vanilla feel, flow and story of the game. There is no need to worry that the game you know and love will suddenly be unrecognisable, that you won't know your arse from your elbow. Secondly, I do not plan to rehash the full changelog in this review. Changes from Vanilla will only be mentioned if they are relevant to the point I am making.
Dsiclaimer: this review is written with the above in mind. I do not claim my experience to be completely exhaustive. For example, things which were difficult or annoying for my setup might be trivial for others and vice versa. Your mileage may vary.

General Gameplay

The mod has been implemented in a competent way. I did not notice any performance decrease compared to Vanilla and encountered no game breaking bugs. There was only a single major issue in 2.6 which was repeatable and highly annoying, but thankfully it seems to be fully fixed with version 2.7.
Immersion has been improved and the game world is more believable. Some examples:

Quests and Experience

The way the experience penalty works has also been changed. Previously you would get 100% of quest experience if you were at most 5 levels above the quest level, and basically 0% if you were 6 levels above or more. Now for every level you are above a quest the experience reward is reduced by 16%. This also works the other way around, you will receive an experience bonus for doing quests which are higher level than you.
This way you get the best of both worlds. You get to tailor the quest order to your liking, without having to suffer meta-gaming pressure, and at the same time Geralt will not end up overlevelled.


This is usually the number one reason why people recommend this mod and it is clear to see why. The author has implemented a great number of improvements to nearly all of the vanilla systems. Combat is more challenging and rewards players for their skill and preparation better. Geralt's overpowered traits and abilities have been toned down and your specialisation makes a much bigger difference to how you approach fights.
Overall, most battles are more fun with GM compared to vanilla. However this comes at a cost: namely the "realism", feel and flow of combat have all decreased to facilitate the above. Let's examine the 4 main areas where GM changes combat and evaluate them in detail.

Enemy behaviour

The first thing you will probably notice is that "all enemies have a reduced reaction time". The reason I put quotes around that phrase is because I don't know the actual inner workings of the mod and precisely how it has modified the AI scripts. Therefore I am just calling the effect as I saw and experienced it during my playthrough. The easiest way to describe it is: the time frame between you being in range of an enemy and the enemy starting their action is now much lower.
The primary effect of this change is an increase in difficulty. You now have to have faster reflexes in order to be able to dodge enemy attacks. Additionally, enemies will spend significantly less time in a hit recovery state after you land a blow. Which means that you won't be able to chain as many attacks as you could before, since your enemy will dodge/retaliate much more rapidly.
This change really shines when it comes to boss fights. The faster enemy reaction time forces you to play by the boss' rules and pay attention to their mechanics, rather than treating them as a higher health & damage generic enemy. To give a concrete example, let us look at the Olgierd fight at the burning manor.
In Vanilla you can easily beat him on Death March by ignoring the fight's mechanics. You simply position yourself slightly outside of his melee range and start a rend which he walks into. Then you follow this up with a quick dodge to the side to avoid the sand in the eyes and immediately start another rend. The boss gets locked in the above AI loop and you win pretty easily. The reduced reaction time in Ghost Mode counters this perfectly. By the time you are winding up your rend the boss, instead of walking into your sword, starts his own attack which targets where you will be after you swing and hits you before you can deal any damage.
So to beat him I had to actually play by the rules, which means conventional sword swinging is out of the question, especially as you also leave yourself open to a quick counter attack which kills you in 2-3 hits. The rules in this case are: counter his attack, swing once and go on the defensive. There are three different attacks he throws at you:
  • The red charge: when you are far away from him, it is the easiest to counter and the bare minimum required to win. If you can only counter this then you will win, but it will take ages.
  • The phase charge: is when he turns semi transparent and steps side to side. He only does this if your are slightly outside of melee range, so you have much less margin of error on your counter. If you are quick enough you can counter this type of attack with a close to 100% success rate, which means that a better player can defeat him much more rapidly.
  • Finally we have the slash combo, which he does when you are in melee range. This one is also counterable, but the reaction time is so small I didn't feel it was worth the risk. Especially because if you fail it and only parry you will be locked in that stance for a few of his hits which will drain your stamina significantly (and you cannot counter without stamina, but more on this topic later).
So as you can see from the above GM makes you pay attention to the intended mechanics and rewards skilled play.
The change to reaction time also has its downsides however, and they are major ones. Most notably, enemies which have extremely fast attack animations by default become unfair in melee combat. Especially if they are in a group. The best example of this problem are all of the insectoid type enemies like the endregas and the kikimores. Their attack animation is fast and when you pair it with an increased aggression and run speed it means that you literally cannot attack them preemptively. If you start any type of attack (without dodging one of their attacks or parrying first) they will strike you first, even if you were outside of their melee range when you initiated your swing. As you can probably tell fighting groups of these enemies is extremely annoying especially early on. Later you can cheese them by unloading your entire reserve of Dancing Stars & Northern wind bombs for some semblance of crowd control, but even that is like putting a plaster on an amputated leg. What's strange is that looking at past feedback numerous people have complained about these enemies, throughout the mod's life cycle. Yet the author has failed to address the problem, which is that they shouldn't have reduced reaction time in the first place. Such empty difficulty, only for its own sake is never good.
Another downside is that early on you cannot take on groups of certain enemies, like wraiths, nekkers or insectoids for example, without resorting to AI abuse. This probably only applies to the higher difficulties, but when the best way of beating groups in the early game is dragging enemies one by one to the edge of their AI leash it doesn't feel good. No matter how skilled you are in melee combat you cannot defeat such packs head on without numerous deaths, which doesn't make you feel like a witcher at all in those encounters.
Finally, GM also implements monster "dodge" with a much more heavy handed approach compared to Vanilla. All sorts of enemies will now dodge your attacks more frequently. This is yet another example of where combat quality was sacrificed in order to increase combat difficulty. I write "dodge" in quotation marks because normally the word implies that the enemy sees your attack and reacts to it by getting out of the way. This mod makes the enemies which "dodge" the most feel like blatant AI bots with rigid if-then logic in their script, which harms immersion. Some examples:
  • Enemies dodging mid attack, when it makes no sense for them to do so
  • Werewolves dodging while airborne in the middle of their lunge
  • Humans dodging attacks that come from behind them and they cannot see
  • Shrieker glitching into its "on the ground" dodge animation while flying, after being shot with a crossbow
  • Occasionally enemies dodging attacks while burning, sirens dodging when knocked down etc.

Skill Balance changes

A lot of adjustments have been made to the skill tree in order to improve how balanced Geralt is in combat. The changes can mostly be summed up by saying "baseline Geralt was nerfed". What that means in practice is that witchering aspects you do not invest points into will be significantly worse compared to vanilla. For example the signs, crossbow and damage bombs are a lot less useful for my mainly sword focused build. This is a good thing as specialisation encourages more diversity in your playstyle. Here are some examples:
  • Quen no longer always blocks at least 1 attack, regardless of how much damage it's supposed to absorb. Now it's no longer the combat crutch it used to be in Vanilla as it will only absorb the value of the shield and the rest of the damage will go through.
  • Poison and bleed effects are no longer extremely overpowered boss monster killers. Their duration and damage are significantly reduced to the point where 1 poison application is equal to about 2 additional sword attacks. Still good, but now balanced.
  • Crossbow & Bombs now only deal half damage if they were auto aimed. And of course manual aiming during combat is way too slow unless you have invested into the related skills. There seem to be a few minor bugs related to these items. For example manual crossbow shots sometimes don't bring big flyers down despite hitting them successfully. Superior Samum, manually aimed, dealing 5 (yes five) damage on kikimores.
  • In general overpowered skills have been nerfed (rend, whirl, euphoria etc.) while underpowered abilities have been buffed (crippling strikes, undying, counter attack etc.).
Overall the skill tree feels significantly more polished and we now have a lot more viable choices to pick from.

Defensive techniques (dodge, roll, counter, parry)

The way dodging and rolling worked in Vanilla was a simple binary check. Did you press the appropriate button before the attack connected with your character? If yes then avoid all damage, regardless of where your character ended up going (for attacks which can be dodged). And while this was still a big improvement from the second game, the i-frames were way too generous and the moves lacked any stamina cost. Which made it all to easy to just spam the dodge button and be invulnerable. GM changes this behaviour by also taking into account the direction Geralt moves in when dodging/rolling with respect to the enemy attack. Now if you dodge in time but still end up connecting with the attack, depending on the angle, you will take partial damage and debuffs based on what direction you were going in.
Parrying and countering have been significantly enhanced compared to the base game. Essentially now you can parry/counter nearly all attacks, those coming from monsters included. Taking counters as an example, you may counter light attacks just like before - by reducing all incoming damage - but now you retaliate against monsters with a "counter slash". This also applies to heavy attacks (including hammer and spear wielding humans) except that damage is reduced only by 50%. Both parry and counter now have a stamina cost depending on the attack you have deflected. This is a great addition to the game in my opinion. It plays perfectly with the risk and reward scale. Countering carries a greater reward because you spend your time negating the monster attack and dealing damage on your own, instead of just negating as you would with a dodge. However the risk is also greater because you confusing monster light and heavy attacks means you will take significant damage, especially if your build is not prepared for it. Yet another gameplay element where skill is rewarded.

Armour, stamina and different playstyles

Stamina management is now a big part of combat, rather than a mere afterthought with Tawny oil. The base regeneration rate is significantly reduced, all combat actions pause this regeneration for a short while and counter and parry stamina costs are increased. The armour you are wearing now also affects your stamina more than the Vanilla regeneration penalties. Light armour has no penalties and increases stamina regen, medium armour introduces a stamina cost for rolling & sprinting and heavy armour has stamina costs associated with rolling, dodging and sprinting.
Armour now plays a much bigger role in the game thanks to its significantly increased damage absorption capabilities. Plenty of enemies now have high armour values which also makes the armour penetration stat on swords better. To help with this, your heavy attacks now have a significant amount of armour penetration by default. This means that quick attack spam is no longer maximum dps against all enemy types and you will have to mix in heavy attacks much more frequently. Some enemies like golems are so heavily armoured that using quick attacks against them is basically pointless. Similarly, high armour values on your gear now make a big dent in the incoming damage whereas in Vanilla they were useless and the only thing that mattered were the resistances on the gear.
Both of these changes together translate into very distinct melee combat playstyles depending on which Witcher set you are wearing, which is one of the best features of GM for me.
  • Light Armour: the Cat set provides the combat experience which is closest to Vanilla DM, with a few important tweaks. Firstly, because you have very little damage reduction, Quen is practically useless. It won't even fully absorb a light attack from a drowner. This combined with the change to the defensive techniques means that you actually have to be quick on your feet and good at dodging, you can only rely on your own skill. Secondly you can also mix in counters for increased dps once you are familiar with the attack patterns of the enemies. However you still have to dodge heavy attacks due to your lack of defence. This makes the Feline armour playstyle a skillful dance combining counters & dodging which is extremely fun, especially against bosses and small enemy groups.
  • Medium Armour: the Wolf set is a bit of a jack of all trades, master of none. It has less damage compared to the Cat but more defensive stats and armour. This essentially means that your playstyle is similar to the Cat but you reduce some of the risk and settle for a lesser reward. You still can't afford to counter heavy attacks, but at the same time the stamina penalties for sprinting and rolling are mostly irrelevant as the latter is only necessary to get out of the way of enemy AoE attacks. As a result you will be safer against large groups compared to the cat but will have to settle for reduced offensive capabilities.
  • Heavy Armour: the Bear set in GM presents a markedly different combat experience compared to vanilla. The quickest way to describe it is as an "immovable object". The stamina cost for dodging means that you will spend all of your time holding your ground and countering ALL enemy attacks (apart from AoE). The high armour value and damage resists mean that you can shrug off heavy attacks with ease. Combine this with talents that use adrenaline to heal you and an Ekkimara decoction to create a true tank build. However, due to the slow stamina regeneration signs are pretty much out of the question because every sign costs 10+ counter attacks leading to a big dps loss. This playstyle is extremely fun against groups of enemies because it allows you to combine defense with offense and simultaneously negate enemy damage. It also has its weaknesses - namely big enemies and bosses who make heavy use of area effect attacks, such as Griffins and Imlerith for example. Overall I didn't spend much time testing this playstyle in my run, but I found it very satisfying and fun. Definitely keen on using it for a complete playthrough in the future.
Another highlight of the GM combat enhancements are the 1v1 fist fights (seriously). They are much more challenging, fun and skill intensive due to the reworked stamina system. In Vanilla these were pretty formulaic - keep your distance from the opponent so that they only lunge with a heavy attack, which is easier to counter compared to the fast jabs. Counter it, throw a one-two and then rinse and repeat. In Ghost Mode you no longer have the stamina to consecutively counter all attacks and must spend some time in between counters to recover, which introduces a great deal of tension and makes the fights more skillful. Remember, dodging pauses your stamina regeneration so you don't have an easy way around this. Especially as many arenas are quite small which make this process challenging. Furthermore blocking jabs costs significantly less stamina, so if you're confident in countering the opponent's fast attacks you have a great opportunity to skill display. In addition group fist fights are a lot easier compared to Vanilla, because the opponents aren't health sponges. This is another great change in my book as those were pretty tedious and the fist fight system doesn't really work great for group combat.
Finally, to finish off this section, I would like to spend some time looking at enemy balance in the Blood & Wine expansion. There were several problems with it in my opinion, which overall decrease the quality of the experience.
  • Giant centipedes deal too much damage. Yes they are generally easy to avoid, however them one shotting a character in master crafted Feline Gear + Quen + Superior Insect Oil + Protective Coating + 600 hp green mutagen at full life seems excessive. I'd suggest a 30% damage nerf. For comparison, level appropriate Giant Centipedes hit harder than red skull cyclopses and werewolves.
  • High concentration of monsters which work badly with the reduced reaction times due to their instant attacks.
  • Arachnomorph damage seems to be balanced against them hitting you once when most of the time they double tap you, which enables 1 small spider to pretty much instantly kill you from full life if you make a mistake. Damage should be reduced by at least 40%.
  • The two Guardian Panthers in the Professor Moreau quest are extremely overtuned for when you face them and, as a consequence, require extremely cheesy strategies to beat.
  • Alps are probably the hardest enemies in the whole game. Thankfully you only have to fight them twice. The first one's alone and she's manageable, but the second involves you getting tag-teamed by a Bruxa as well and that one is quite painful. It's a good thing Dettlaff can mind control other "lesser" vampires, because otherwise one of those ginger vamps would easily wipe the floor with both him & Regis at the same time.

Items and crafting

  • Witcher set bonuses now scale with the number of pieces equipped rather than being binary. Bonuses also apply from the lowest set tier and not just Grandmaster level. This is a good change in my book as they diversify your combat style from an earlier stage of the game. Set swords are no longer the best weapons for their level requirement, so exploring the world and doing contracts for relics feels much more rewarding.
  • The weapon & armour upgrade kits, sold by master craftsmen, are a great addition to the game. They allow you to increase the base damage/armour of your equipment by increasing its level requirement by 1 (i.e. the Aerondight effect). This enables you to make use of those special relic swords like: Hjalmar's Steel Sword, Pang of Conscience, Blade of the Bits, Winter's Blade etc. from the moment you obtain them to as long as you wish. This means that you must only pick a weapon based on if its secondary stats have synergy with your build, and this opens up a lot of choices and min-maxing.
  • Speaking of special relic swords, these now have significantly improved secondary stats which makes them stand out from the generic random relics. Depending on your build you will probably end up using one of these for most of your playthrough. It feels great to get a "special" sword reward for a quest which is actually useful and not vendor fodder like in Vanilla.
  • Equipment crafting now requires significantly less materials, so you are no longer forced to dismantle an entire army's worth of arsenal to craft something. Unfortunately the craftsmen will now rip you off much harder, comparatively to Vanilla, with their fees. So if you want to unlock all the levels of the Runewright and deck out Corvo Bianco in the various Witcher sets you will still have to pick up and vendor massive amounts of loot.
  • Crafting costs of random weapons in the early game, before you can access sets and contract relics, are prohibitively expensive.
  • White Gull isn't so difficult to produce anymore as it doesn't require Redanian Herbal and you can craft the Mandrake Cordial yourself, white honey now comes with more charges - both are nice QoL changes.
  • Potions and bombs require significantly less ingredients, so theoretically you would need to spend less time picking flowers. However considering that you could buy most of these cheaply from herbalists in the vanilla game (and still can) this change is more or less irrelevant in practice.
Cooking recipes are a good addition to the immersion in my experience. A witcher on the path should be able to cook himself a meal while squatting in some untamed wilderness. Unfortunately, in practice I did not use these recipes at all after leaving White Orchard. There are a few problems with the current implementation:
  • Food & drink healing is not balanced according to the amount of ingredients required to produce. For example, right at the start of the game you can learn how to make apple juice which is in the top tier of drink healing and costs next to nothing to make, in contrast with other much more expensive drink recipes which very often heal for less. Food recipes require way too many ingredients (the vast majority of which must be bought) and offer sub par healing in comparison.
  • Human enemies in Velen and onwards drop way too much food, often between 2-3 pieces each. Why should I waste money buying ingredients and cooking when I could obtain something nearly as good for free?
  • Coking recipes are too expensive for what they offer. They could use a 50% coin cost reduction across the board. Food recipes should require less ingredients. There should be more distinct healing "tiers" for different food & drink, less total recipes and bandits should drop less grub to incentivise people to interact with the system.


  • Enemies focusing more on NPCs during combat (if present) makes certain escort quests significantly more annoying on Death March: namely the Black Pearl and the Skellige mine clearing duo. Those NPCs could use a buff to their survivability.
  • All wolves/dogs & boars are significantly weaker compared to the vanilla game. Probably a design decision, but it feels out of place since all other enemies are harder. Wolves in the Land of a Thousand Fables do have level appropriate stats unlike all their siblings for some reason.
  • Kinks to the extra books/notes feature: fist fight quests keep giving you the same note after a brawl for every brawl, many texts are given out at weird times. For example, right at the beginning of some action sequence.
  • Early game bosses and contract monsters (level req < 15) could use a modest health reduction to prevent boredom. Later on the only enemy that felt too "health spongy" was Iris' nightmare. Those Olgierds could use a health reduction because at the moment the fight is quite repetitive, lacks the atmosphere of the burning manor fight and so becomes a bit tedious.
  • The base Yrden duration is too short and makes fighting Wraith bosses extremely tedious early on, until you get Enhanced or preferably Superior Moon Dust.
  • Superior Cursed Oil now requires berserker skin which is not obtainable in Skellige if you investigate the massacre with Ceris. Previously there was a bug where berserkers spawned near Kaer Morhen, but this seems to be fixed in the newest version. The only place I found berserker skin in the whole game was in the Borsodi vault (?), dropped by one of his guardsmen (??). Either put a copy of the ingredient somewhere in the Vildkaarls' village, or change it to some other more lore appropriate place. The current location makes no sense.
  • The inventory weight system is at best a sidegrade to Vanilla. Yes, it is unrealistic that Geralt is able to hold all these weightless ingredients in Roach's saddlebags. So this mod now gives them weight and forces you to regularly deposit all your ingredients in the stash. Then to access them more conveniently every time you are at an appropriate vendor (alchemist/blacksmith/armourer) Geralt is able to telepathically access said stash to obtain the ingredients. To me it seems like one unrealistic element was simply replaced with a different one equally as unrealistic, so what's the point?
    • In all fairness you can reduce the weight of all items from the mod options, but that slider leads to even more immersion problems. Because if you wish to compensate for the weight on all the ingredients you have to turn up the slider so much that all the swords and armour now weigh practically nothing as well. A better solution would be keeping the weight slider and adding a check box for "Zero ingredient weight", or just using the vanilla weight system because the current implementation isn't a clear improvement.
  • I find the name of the mod to be a bit unfortunate, since it has nothing to do with any of the content. Makes you wonder if it's one of the reasons why it is not more popular.
  • Grapeshot seems to deal insignificant damage to higher level enemies. Superior version of it hits arachas for 5 damage with an aimed shot for example. Even without bomb talents it shouldn't be this weak.
  • Aerondight has lost a great deal of its unique flavour (all items can now be upgraded) and the nerf to its secondary stats was too great. Before it would give 10% attack power per stack, up to 10 stacks, now this has been reduced to 5% crit damage. For comparison, random relic swords can spawn with 60%+ critical damage and have 4 other secondary stats as well. Not to mention free sockets, which cost ~8000 gold for Aerondight. Finally, while the bonus at maximum stacks is still great it's now harder to maintain due to the decreased enemy reaction time, is basically non-existent against all the instant attack foes (and for heavy armour builds) and has overlap with several consumables (thunderbolt potion & oils now give crit chance) and talents which reduces its effectiveness even further. Overall the sword feels underwhelming and not worth using.
  • Olgierd's sabre, Iris, no longer gains charges when enemies block your attacks and doesn't buff the damage of the fast attacks. To compensate it now deals 10% of target's maximum life in addition to the other bonus damage when charged. I was very excited to use this sword with the new item upgrade kits and was left moderately disappointed. The life loss penalty is still too big and basically forces you into using Katakan decoction which doesn't feel great. Furthermore, to charge the sword you must deliver 3 successful fast attacks in succession. Against armoured enemies this feels horrible as you're effectively whacking them with a wet noodle until you can charge the finisher. In addition, humans are much more likely to dodge your attacks compared to before causing you to often whiff on the charged strong attack while still paying the health cost. Overall the sword is still worth using and feels satisfying with the Severance runeword, however I would like to see some quality of life change: for example halving the health penalty.
  • This mod breaks the following achievements: equipping a full witcher set (Armed and Dangerous), equipping all the grandmaster set pieces (Dressed to Kill), equipping Aerondight (Embodiment of the Five Virtues). Tested on GoG. Probably irrelevant for 99% of people, but worth mentioning.
  • The Undvik set has less armour than the basic Feline set, despite having a higher level requirement and being heavy armour.
  • Superior Full Moon heal, based on current toxicity, either does not work or heals a minuscule amount.
  • Kill count bestiary section feels a bit too arcade-y and gimmicky for my tastes. Would prefer it hidden at the bottom of the list and collapsed by default or, better yet, an optional toggle in the mod options if possible.

Scoring (TLDR)

I will now attempt to rate this mod based on an arbitrary scale I just made up. A score of 5/10 means that overall the mod neither improves nor deteriorates the experience when compared to the original game. A higher score than that is good, lower is bad.
  • -1 for the fast reaction times on enemies with instantaneous attack animations (and the fact that this hasn't been fixed for so long) and the balancing issues of Blood & Wine.
  • -0.5 for the overall lowered quality of the combat experience: namely its feel, flow & realism.
  • -0.5 for all the points listed in the Nitpick section.
  • -0.5 for the experience penalty system which promotes meta-gaming and for the subpar support of the NG+ mode
Overall: 7.5/10. Despite the occasional hiccups I thoroughly enjoyed my playthrough with Ghost Mode. I found the mod to be an overall improvement to the base game and definitely recommend it.

Never Asked Questions

Q: What difficulty should I play on?
  • You are looking for a similar challenge to vanilla Death March or early game B&BB, to see if you like the other gameplay changes? Story & Sword. If you don't care about the combat then I would suggest that you also reduce monster damage from the mod options.
  • You played on Death March from level 1 and found it too easy? Blood and Broken Bones.
  • You played on Death March from level 1 with self-imposed limitations such as: no Quen, not using set swords, deliberately skipping some of the best talents and found it too easy? Death March.
Q: What build did you use?
A: Combat/Alchemy - GM Death March
I went for delusion & poisoned blades first. Muscle memory & strength training second, then back to alchemy for protective coating, afterwards filled out the combat tree. Undying was only equipped once the first B&W skill slot was unlocked and I could move an alchemy skill there, on lower difficulty levels I would replace it with Razor Focus. Delusion is optional. I pick it mostly for RP reasons although the extra stamina regen is nice, especially early on. If you don't want to use it then replace it with the Synergy skill from the alchemy tree.
Q: Any other interesting stats/tidbits from your run?
  • Hardest 1v1 fight: werewolf outside of the Whispering Hillock, ~10 deaths.
  • Other boss fights with number of deaths in parenthesis: WO Griffin (1), Imlerith (2), Toad Prince (0), Olgierd (3), Caretaker (1), Olgierds (2), Caranthir (0), Eredin (1), Dettlaff (0)
  • Hardest group fight: arachas cave south west of Harviken on Faroe, 8 deaths.
  • Found the "Tor Zirael" sword for the first time ever in 4 playthroughs, not sure if finally lucky or spawn chance increased in the mod. Unfortunately, stats wise it's still rubbish.
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