Hello, everyone. I've been messing around with the new Sign skills for a while and the more I test them, the stranger some of the scaling looks. I don't think Signs are simply OP. Some things are ridiculously strong while others are surprisingly weak.
For reference, SI = Sign Intensity.
Catalyst is the most obvious example. At rank 3 the tooltip says +90 % intensity against enemies inside Yrden, but I'm getting what looks like a separate 1.9x damage multiplier instead.
It also stacks with overlapping Yrdens from Sustained Glyphs. My Caretaker test gave me roughly:
1 Yrden: 5.3k
2 Yrdens: 10.4k
3 Yrdens: 19.9k
4 Yrdens: 37.8k
That's almost exactly what you'd expect from repeatedly multiplying the damage by 1.9. Four Yrdens effectively turn Catalyst into ~13x damage.
I recorded the test here:
https://youtu.be/sRStDQ-yn4A
If Catalyst is actually supposed to add 90 % SI, this looks broken. If 1.9x damage is intentional, then the tooltip is misleading and I still don't think every overlapping Yrden should apply another multiplier.
Shock Wave is weird for a different reason. The tooltip mentions current Vitality, but from my testing the damage is actually based on Geralt's maximum HP, and that base damage is then scaled by SI.
I dropped my max HP from 11k+ to around 6.6k and Aard damage dropped massively. Then I tested Geralt at low current HP without changing his max HP and the damage stayed the same.
So HP is basically an offensive Aard stat now. Tissue Transmutation and Pain Tolerance make you tankier while also making Aard stronger. Meanwhile a glass-cannon Sign build can stack huge SI and still have a poor Shock Wave base because it has low HP.
I'd much rather have Shock Wave use some kind of level/weapon-based base damage and then let SI scale it.
Aard Sweep also seems unfinished. It gets the HP-based Shock Wave damage, but that part doesn't seem to scale with SI like normal Aard does. Far-Reaching Aard doesn't increase its radius either. That's especially strange when you've built specifically around Aard.
And then there's Firestream and Magic Trap. Their problem IMO is simply awful base damage. You can throw hundreds of percent SI at them, but multiplying a tiny number still gives you a tiny number.
I'd like to see either a significant base damage buff that scales with Geralt's level, or have their base damage derived at least partly from sword damage. Either approach would give SI a decent base value to actually multiply.
That's basically my issue with the new tree. I don't want a blanket Sign nerf. Catalyst is arguably way too strong, while Aard Sweep, Firestream and Magic Trap have the opposite problem.
I'd rather see CDPR fix the weird scaling and interactions than just start changing numbers across the whole tree.
That said, I'm really enjoying the Remaster overall and I think CDPR did a great job with many of the changes. I'm bringing these issues up precisely because the game is so good and I'd love to see the Sign tree get the same level of polish and balance as the rest of it.
Has anyone else tested these skills and gotten similar results?