Search found 280 matches

by Karjus
Sat Apr 27, 2019 5:42 pm
Forum: General Combat
Topic: Difficulty: Mob Defenses
Replies: 11
Views: 5771

Re: Difficulty: Mob Defenses

In an attempt to test this a bit more fully, I decided to try a new character today. Going up to 100 Melee, I've found it highly enjoyable. You really can't mess around without armor, and have to stance dance or you're pretty easy prey. On the flip side, I've *struggled* to overhunt by even 25 skill...
by Karjus
Sat Apr 27, 2019 8:36 am
Forum: Suggestions/Tweaks
Topic: Skill Increase MAX
Replies: 3
Views: 2009

Re: Skill Increase MAX

Yeah, put me down as a fan as well.
by Karjus
Fri Apr 26, 2019 10:53 am
Forum: General Combat
Topic: Difficulty: Mob Defenses
Replies: 11
Views: 5771

Re: Difficulty: Mob Defenses

That should help to some degree Rias, but I think there is still going to be too little gap. To use Spearfishers as an example Spearfisher = Attack: 25+d100 // Defense: 25 25-25+d100 // Result of 0+d100 over their defense. Guarantied hit It could be that maybe monsters need to get more dodge/parry/b...
by Karjus
Thu Apr 25, 2019 1:35 pm
Forum: General Combat
Topic: Difficulty: Mob Defenses
Replies: 11
Views: 5771

Difficulty: Mob Defenses

Hi guys, Currently I tend to think combat in Cogg is far too easy for a variety of reasons with the implemented selection of monsters. One of those reasons that I'd like to look over here as to why that is, is their relative attack/defense rolls and how they align with each other compared to a playe...
by Karjus
Fri Apr 12, 2019 12:59 pm
Forum: Suggestions/Tweaks
Topic: Attack Messaging (Abilities)
Replies: 0
Views: 1394

Attack Messaging (Abilities)

Currently it seems some Ability attacks don't have any unique wording. Would be pretty neat if they did. It would also be pretty cool if the messaging was unique depending on the damage type/weapon of the attack. As an example, Cleave hits two opponents in the room. It might make sense to do one lar...
by Karjus
Wed Apr 10, 2019 12:46 pm
Forum: General Combat
Topic: Balance and Combat: Suggestion
Replies: 2
Views: 2039

Balance and Combat: Suggestion

So, been playing around a bit with Combat and what is on offer currently. While it's hard to fully judge, due to it being a work in progress I've a few thoughts that may (or may not) make it a bit more interesting/fun. I'm not a huge fan o balance in the current state. Not so much to do with the pen...
by Karjus
Tue Sep 19, 2017 4:49 pm
Forum: General Combat
Topic: Balance and Risk management - suggestions wanted
Replies: 6
Views: 3045

Re: Balance and Risk management - suggestions wanted

Smash - Can only be used when you're well balanced. Does good damage and unbalances your opponent, but reduces your balance a lot on use. Wild Swing - Can be used regardless of balance/risk, but is easily defended against. If it connects however, does decent damage and reduces your opponents balance...
by Karjus
Thu Sep 14, 2017 12:07 pm
Forum: Character Discussion
Topic: Roles!
Replies: 14
Views: 8884

Re: Roles!

Going combat, for sure. With a little extra spice. Find out what, or not.
by Karjus
Mon Sep 11, 2017 10:57 pm
Forum: Suggestions/Tweaks
Topic: Intuitive Learning
Replies: 4
Views: 1165

Re: Intuitive Learning

It wouldn't surprise me if that there are some climbing (maybe not swimming) checks that don't have a skill check despite using a climb direction so no real need for the first few ranks to be free. For swimming, I'd also say no. Some people just can't swim. Dunno. I guess I'd just prefer these sort ...
by Karjus
Thu Sep 07, 2017 9:28 am
Forum: General Discussion
Topic: Epic
Replies: 14
Views: 6306

Re: Epic

I too am excited.