Your gripes with CoC II

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Tide Hunter

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May 4, 2019
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You chose companions that had dysynergies with yourself; splitting damage is not meant to be a good thing and is not something we want to encourage.
That is partially why I don't generally take Atugia, despite liking her and wanting to use her. I assume that the reason why she does split damage is mostly to fulfill a better tanking roll: Threat is generated based on total damage/healing, both physical and resolve, so having Atugia deal damage to and heal both at the same time means she's weaker than those focusing on physical or mental damage but still generates decent threat as it's based on both the mental and physical damage. It's bad damage-wise, but good for generating threat to try to tank without making her too powerful damage-wise. Unfortunately, I don't like actually using her, because the split damage makes her feel weak and she still isn't able to keep up, threat-wise, with the other members of the party. I understand that her being unable to generate enough threat also has to do with the party having flashy, strong moves that have large effects on the battlefield, but Atugia's only move that really feels like it has a flashy large-scale effect is Echoes Life, which admittedly feels that way because it does a little bit of everything: It heals every teammate, it damages every enemy (physically and mentally), and can apply the terrified status effect. And flashy is all it really is, because of the split damage essentially meaning that it's more of a light tickling and since it's a jack of all trades ability it is the master of nothing except drawing attention. But really, split damage feels bad to use so the few things that deal it (Atugia and the Lupine's tail wack) are incredibly underpowered, which is mostly why I wonder why they're actually present. I don't want it to be encouraged, but it feels odd when it's there anyways. There's also Berwynn, and how he has the Charm Spell in his repertoire despite his other offensive abilities focusing on dealing health damage rather than mental thusly making Charm feel out of place as it doesn't mesh with the encouraged damage type of his skillset.
 

The Observer

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That is partially why I don't generally take Atugia, despite liking her and wanting to use her. I assume that the reason why she does split damage is mostly to fulfill a better tanking roll: Threat is generated based on total damage/healing, both physical and resolve, so having Atugia deal damage to and heal both at the same time means she's weaker than those focusing on physical or mental damage but still generates decent threat as it's based on both the mental and physical damage. It's bad damage-wise, but good for generating threat to try to tank without making her too powerful damage-wise. Unfortunately, I don't like actually using her, because the split damage makes her feel weak and she still isn't able to keep up, threat-wise, with the other members of the party.

This is correct. Tugs' weakness is basically protection paladin woes -- she is nigh-unkillable, but has bad damage and since she has no way to spike her threat in the way a warrior would have you need to hold back a bit to let her get aggro before your nukers can unload. Her split damage is an intentional thing that Gardeford insisted on as a deliberate weakness.
 
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Akhter13

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There's also Berwynn, and how he has the Charm Spell in his repertoire despite his other offensive abilities focusing on dealing health damage rather than mental thusly making Charm feel out of place as it doesn't mesh with the encouraged damage type of his skillset.
Berwynn is a utility choice, he always bring something to the party. His summon is very good at drawing agro, group heal very handy if no dedicated healer, and the charm with its 3 rounds of Aroused can really boast resolve attacker [making even his lack luster Tease a viable option]
My only gripe with Berwynn is that his perks are the same as a Black Mage, please show him some love and give him his own unique perks just like all the other companions.

PS if flow is set to player and you have a mix of physical and resolve damage going out just target it at different enemies, a sort of a "I'll moisten the horny one's gusset, if you incinerate the immune to lust attacks guy"
 

Dr. Bootytaste

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Viewing it from the perspective of a science does make it less unattractive as far as magic systems go, I just prefer the Lord of The Rings "odd and unknowable" type of magic as opposed to the D&D "clinical and quantifiable" type. To me, it's the line between Fantasy and Science Fantasy. As I prefer the former, that just means it's a personal problem.

Also thanks for responding to the mixing question, totally understandable.
 

Tide Hunter

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Viewing it from the perspective of a science does make it less unattractive as far as magic systems go, I just prefer the Lord of The Rings "odd and unknowable" type of magic as opposed to the D&D "clinical and quantifiable" type. To me, it's the line between Fantasy and Science Fantasy. As I prefer the former, that just means it's a personal problem.
I mean, the combat system in CoC2 is basically 4e D&D except better because all of the equations and modifiers are handled by the code and thusly it's much more fun to play. And even besides, LotR magic feels weird because it's unknowable, to the point where there's literally nothing I can say about it because I don't even remember it. Aside from a few random moments (and also aside from the ring) it doesn't really have that much relevance to the world. Even in most fantasy there's some aspect of being knowable to the magic, even if it's not specifically portrayed like a science.
 

Emerald

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Jun 8, 2016
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Another gripe I have is that so much as exploring takes up a whole gd day without the portals, maybe two. IK it's the point of the portals to make it faster but they aren't everywhere. You pass like a whole damn hour moving one square or something when you're trying to move place to place on foot without them, especially when you need to look for them to have that fast travel.
I probably don't camp as much as I should to make it less irritating but the camping supplies don't stack and only take up inventory space so if I so much as put a camp at the wrong spot I'm having to go aaaallllll the waaaayyyy back to a proper rest spot without a portal once it breaks down because I don't carry multiple camps on me and thus wasting hours moving just to the other side of an area before time stops massively moving around in a town.

Are areas much bigger than how we see from the map? That's the only way I can see why time passes so much when traveling a single square, is that the locations are much bigger than we see on the map. Even the "Time passes weirdly" excuse doesn't vibe with me on this, when time passes so fast when you're out of civilization compared to within.
 
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Paradox01

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Are areas much bigger than how we see from the map?
That's always been my understanding. Town and wilderness maps use different scales.

One thing that would make all of this easier (from a player perspective, of course) is if camps created by Camping Supplies were permanent. Maybe have a small (tiny, really, like 1/1000 per week) chance that some asshole pillages a camp, but that's it.
 
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Savin

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Aug 26, 2015
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Are areas much bigger than how we see from the map?

Yes. The Winter City and Hawkethorne are many miles apart, far enough so that you're going from an alpine area to somewhere with fjords and the southern tip of a glacier.

Foot travel taking a long-ass time is 100% intended, as it's the only real way to give the map any sense of scale. If anything, it should probably be more time consuming.
 
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kiby

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Aug 26, 2015
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Are areas much bigger than how we see from the map?

The open areas are very large, much larger than the towns/camps. You are traveling across miles and miles and kilometers and etc when crossing the southern plains, for example. It's a huge expanse of hilly grassland and farms.
 

Tide Hunter

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I feel like the Waystone in the Foothills is too close to the entrance from Hawkethorne. Like, it's probably intended for the Orcish Warband's camp, but otherwise every other thing in the foothills takes roughly the same time to reach in terms of tiles as if you just left from the gates (minus the two tiles which are immune to random encounters). Except maybe for Shar's tower, but even so that one's not much of a difference. If you're not going to the warband, there's very little reason not to just leave from the Hawkthorne gates. And also, every Waystone except for this one has its entrances and exits located inside of a civilization type location. Hawkethorne, the Wayfort (In terms of tile configuration), the Marefolk Village, the Winter City, and the Den. The Foothills Waystone is the only one not located inside of a location considered civilized in terms of tile configuration, which I assume is mostly because it's possible to just straight up not be able to access the Warband camp and you'd need to farm Arona to do it anyways so having the Waystone allows for convenient access to the camp without needing to unlock it first (as otherwise, you may end up with a waystone that you literally can never have). So really, what I want is for the Foothills Waystone to be moved one tile to the right, so it's closer to the Camp entrance, just that that it can feel like the other waystones do.
 

Shizenhakai

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Jul 9, 2016
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Honestly, the stone in the Foothills is my favorite, placement wise.

While the others are at the end of maps, this one is pretty central, which means you can use it to reach every place there quicker.
Instead of the others, which basically jsut jump you to the end of the area (or in the case of the one in the Fort, to the beginning of the next area).
 

VynalDerp

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Yes. The Winter City and Hawkethorne are many miles apart, far enough so that you're going from an alpine area to somewhere with fjords and the southern tip of a glacier.

Foot travel taking a long-ass time is 100% intended, as it's the only real way to give the map any sense of scale. If anything, it should probably be more time consuming.
To be honest, I never really got the impression that the areas were extremely far apart. It takes a lot of in-game time yes but depending on the difficulty of terrain to cross you can go an extremely short distance in a long arse amount of time. It always felt like I travelled farther to get the Probe Men'gha on TiTS than going to the Wayfort.

The reason it felt longer is probably because of boy scouts. We'd always go camping each year, and would camp less than a mile away from the peak of a mountain. Took us over an hour to climb up it and another hour to climb back down, and we didn't even need the sort of camping gear for cliffs or anything. Time hasn't ever really felt like a good indicator of distance for me since.
 
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coldmonkey

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May 11, 2016
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Please let my male orc have a threesome with Cait and Brint without first taking a minotaur dick up the ass, please. They just want to share a catgirl, not fuck each other.
 
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Violyn

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Foot travel taking a long-ass time is 100% intended, as it's the only real way to give the map any sense of scale. If anything, it should probably be more time consuming.
My first impression when i noticed that so much time passes when going from tile to tile when outside was of wonder and happiness. Gives a lot of room for imagination, both for imagining the whole area and roleplay purposes. I fully support the idea of making it so it takes even longer, timewise, to travel between places. I absolutely fucking love that idea.

I love the ideia of taking a long time, even days, to get from one place to another.
 
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Wsan

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Please let my male orc have a threesome with Cait and Brint without first taking a minotaur dick up the ass, please. They just want to share a catgirl, not fuck each another.
Eight ball says ask again later. When I wrote the scenes I had no idea straight players would like Brint enough to do this, but over time it's become obvious that they do. I'll get around to it whenever I'm adding more Brint threesomes.
 

Zandar

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Aug 31, 2015
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In all fairness, it is definitely a minority opinion that someone has a VERY strong desire to engage in a Man-Woman-Man threesome while also being so strongly against engaging sexually with the man.

The desire to have a threesome which involves you and someone else penetrating a woman while having no physical interaction with the other penetrator is not a strange thing, especially considering this community, but it is something that very a very small amount of people share. Hence why the people who have been writing for these games for years don't cater to it, if they even consider it.
 

coldmonkey

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May 11, 2016
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Eight ball says ask again later. When I wrote the scenes I had no idea straight players would like Brint enough to do this, but over time it's become obvious that they do. I'll get around to it whenever I'm adding more Brint threesomes.
Awesome. It was the Elthara threesome that made me think of it. Brint's a bro, and it's fun to share things with your bros.
 

Merc4food

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Apr 24, 2019
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So after hearing what effects the Kitsune have had on Winter City and how they helped the decline of the Boreal Elves it would be nice if your character had the option to address the fact that the Kitsune are an invasive species at worst or invading imperialistic colonizers at best. And that's not even touching the fact they're all low-key vampiric monsters.

Unfortunately I don't see a way that the champion could deal with them that doesn't involve a weak "I'm watching you" or just straight up locking them out of the Kitsune Den. Which would be unfortunate since as of right now they have a lot of the best gear being held "random" by their merchant.

Extreme view champion: "Hey Kitsune, I've seen what you have been up to and got to say, not a fan." "Go back home and I'll burn your little tree house down."
Komari: "Don't you mean or?"
Champion: "Did I stutter?"

But seriously it would be nice if the Kitsune actually helped the Frost Marches instead of just being a burden and therefore helping Kyssara/the Wraiths
 
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The Observer

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the Kitsune are an invasive species at worst or invading imperialistic colonizers at best. And that's not even touching the fact they're all low-key vampiric monsters.

Glad someone finally noticed.

It's like how in the wake of a complete and utter war that left the majority of the world in tatters, the singular nation that was left relatively unscathed because it was separated from much of the conflict by wide expanses of ocean is abusing its intact position to firmly cement its position as a world hegemon by taking advantage of everyone else's weakness, including setting up military bases in their satrapies all over the world for their own protection, you see --

-- Oh, wait. After the mixture of gunboat diplomacy, nearly becoming a satrapy oneself and seeing what happened to not-China in the opening years of the hundred years of humiliation, not-Japan is certainly open about what they're doing now.
 
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Alypia

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Apr 22, 2016
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Glad someone finally noticed.
Hey! It is pretty cool for new players to notice it, but grognards didn't have a chance to dope it out because you told everybody outright on these very message boards before Floofhaus even dropped. :p

I'm still a fan of making people actually think about what their characters are doing in the porn game, fwiw...and of the clever use of postcolonial ideas.
 
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Paradox01

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I'm still a fan of making people actually think about what their characters are doing in the porn game, fwiw...and of the clever use of postcolonial ideas.
Boo!! Who cares if Junior gets into college, just fuck already!!
 

Merc4food

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Apr 24, 2019
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I was fine with the colonizers until Hethia explains the reason the Druids are losing their powers is due to the loss of the "local gods" so to speak. Something that the Kitsune (Miko, Mai or Komari) talked about was getting all the local gods to their side over the last 200 years.
Now I'm imagining a DnD game were the divine casters can't prepare spells in certain regions because all the gods are bribed/captured.
So when do we get to find out the Kitsune are descended from Wraiths? would explain their "hunger".
 
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WolframL

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So when do we get to find out the Kitsune are descended from Wraiths? would explain their "hunger".
That would be very difficult since they were around long before the 'oops' moment that brought the Wraiths to Savarra in the first place. The Observer wrote a bit about the Old Country's history here which makes this really clear.
 

Merc4food

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That would be very difficult since they were around long before the 'oops' moment that brought the Wraiths to Savarra in the first place. The Observer wrote a bit about the Old Country's history here which makes this really clear.
Gods War was just the LAST major wraith incursion, but legends of them already existed so there must have been contact of some kind before that.
 
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