Signs -- the spells used by witchers to disable or destroy their opponents -- often felt inessential in The Witcher 2: Assassins of Kings. The utility magic certainly served its purpose in numerous situations, but those encounters rarely required much more than sword slashes between dodge rolls. I used them when I remembered I had them, and forgot shortly after. In The Witcher 3: Wild Hunt, Geralt of Rivia lives and dies by both the sword and the spell. Even on the easiest difficulty, ignoring Signs is the quickest way to lose in battle.
Combat in The Witcher 3 is complex and challenging in a way that’s even more satisfying than the last two games. The newfound importance of magic is secretly the most important reason why. Early on, each of Geralt’s five Signs function similarly to The Witcher 2: useful, satisfying, but unsophisticated. The flaming Igni and telekinetic Aard spells operate similarly, blasting an energetic force toward enemies. Igni’s small chance to set enemies alight is its differentiating factor, but as it levels and becomes a devastating, targeted flamethrower, it starts serving a different purpose than Aard’s fierce knockback and increasingly effective crowd-control. The Quen shield, like it did before, can deal damage by exploding when it takes enough damage. It also comes with the invaluable benefit of converting damage into health when leveled appropriately.
from IGN News http://feeds.ign.com/~r/ign/news/~3/tCpcQWhaO7A/slaughtering-with-signs-the-magic-of-the-witcher-3-wild-hunt-ign-first
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