Search found 280 matches
- 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...
- 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.
- 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...
- 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...
- 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...
- 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...
- 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...
- Thu Sep 14, 2017 12:07 pm
- Forum: Character Discussion
- Topic: Roles!
- Replies: 14
- Views: 8878
Re: Roles!
Going combat, for sure. With a little extra spice. Find out what, or not.
- 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 ...
- Thu Sep 07, 2017 9:28 am
- Forum: General Discussion
- Topic: Epic
- Replies: 14
- Views: 6306
Re: Epic
I too am excited.