Your gripes with CoC II

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Rudra72

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Jun 16, 2022
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Maybe I'm reading this wrong, but enthiccening Cait is the corruption arc?

But....why?


I don't want to go all the way, but a lil more curves on our bomb kitty is something I'd like


Am I mistaken in it being locked to her corruption path?

If I'm not........why?
 
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Tide Hunter

Well-Known Member
May 4, 2019
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Maybe I'm reading this wrong, but enthiccening Cait is the corruption arc?

But....why?


I don't want to go all the way, but a lil more curves on our bomb kitty is something I'd like


Am I mistaken in it being locked to her corruption path?

If I'm not........why?
The enthiccening is just having her suck a lot of cock/tiddy. I'm fairly certain you could have her do it whether or not you do what Savin considers to be her corruption arc, which seems to be about tying sex and money together.
 

Everblight

Well-Known Member
Sep 8, 2022
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Maybe I'm reading this wrong, but enthiccening Cait is the corruption arc?

But....why?


I don't want to go all the way, but a lil more curves on our bomb kitty is something I'd like


Am I mistaken in it being locked to her corruption path?

If I'm not........why?
May I suggest Leo Cait if you just want some curves with zero corruption implications.
 

IraMorti

Well-Known Member
Dec 5, 2017
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That Kiyoko's scenes don't have any double penetration variant for multi-cock. Like I get that her thing is breeding, so no pure anal scenes... but when you got more than one dick it be nice to have the option to use it. I mean, I think only one of her scenes even acknowledge you have more than one dick. Honestly I wish more of the content actually used it.
 

Kass

Active Member
May 21, 2022
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Could we also have more undergarment options? Right now, they're all just +3 Temptation or +3 Sexiness (Bar the Loincloth and the Pink Seaweave Thong). If that's a balance decision, I'm okay with that; but I kind of wish we had some non-combat variations. Like in TiTS, stuff like the Gabilani Panties/Bra exist (adds transparent tag for large sizes, although the statline is the same as the other undergarments).

I'll admit this is mostly out of a mild annoyance at the fact that my undergarments are the only non-unique items I'm wearing, but they don't necessarily have to be unique.
 

arch99

Well-Known Member
Dec 24, 2019
434
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Could we also have more undergarment options? Right now, they're all just +3 Temptation or +3 Sexiness (Bar the Loincloth and the Pink Seaweave Thong). If that's a balance decision, I'm okay with that; but I kind of wish we had some non-combat variations. Like in TiTS, stuff like the Gabilani Panties/Bra exist (adds transparent tag for large sizes, although the statline is the same as the other undergarments).

I'll admit this is mostly out of a mild annoyance at the fact that my undergarments are the only non-unique items I'm wearing, but they don't necessarily have to be unique.
There's also the linen tunic, which is weird to me that it's included, as by giving +3 to focus, it's always the optimal choice for any non-sexiness based build.
 

YEsManKablaam

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Sep 2, 2015
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This is a really a small thing but while I am really liking the wayfort becoming more traveled with more people, including nina as the newest, showing up I guess I think it would be neat if these things were like small boosts to how much the wayfort makes in a sense.

like for nina it's like. idk 100 a week added to what your wayfort takes in. the gambling duo if you bring them on over add on another 100 a week. i prefer it to be a small amount so it doesn't feel mandatory to bring in everyone just for gold gain but feeling the slight impacts from each person brought in and deals made in your wayfort would be nice. Albeit not necessary or anything. I like how it's been growing so far.

And maybe the occasional mention of keeping the peace in a bigger way then catching that same dang thief and being able to donate wood, stone, and metal to your place as well as Kiyoko's would be nice. Perhaps it could serve a purpose later I don't know if it even serves a purpose for Kiyoko's place.

I have other ideas but i don't want to just dump a million things here I feel that's more intended for a different thread.
 
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groz

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Aug 4, 2021
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There's a trend to shove a new scene, mechanic, or character into the game without considering the updates the addition would have on the world. For example, Quint has an impregnation scene, and a talk scene about "children." As a character, it's clear he's pretty into the idea of knocking chicks up. But when the PC gets pregnant, or gives birth, nothing in particular changes. The talk scenes remain the same, and there's little comment at all about what should be a pretty big deal.

While I love the depth the writers attempt to add into their work, limiting that depth to individual scenes prevents it from actually becoming part of the character, and the character becomes fragmented and soulless.
 
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Resawar

Well-Known Member
Sep 21, 2018
234
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I want enemy's to be on the same playing field as the player, what I mean by this? I want all powers that use recharge to be changed from recharging using turns to using rounds, because of the current system enemy's with two or more action points seem to have barely any cooldown on recharge powers. As enemy's with two action points can use powers like cleave almost every other round while you have to wait the full three rounds, and those with three action points can use it every round.

Now this is not an attack on the main action point system but an attack on a secondary part of it, that being as stated above the more action points you have the faster recharge powers cooldown. Most multi action point enemy's I have seen have other powers, attacks, and or status type moves to use other then the move they just used and don't need to spam the same move every other round or every round, and this problem does not effect powers that are encounter or at-wills as they are balanced to be use as often or as little as possible such as at-wills having "low damage", not many modifiers if any, or being special effects or stances and encounter powers being usable only once per combat encounter.

Though not my main point I still want to get this thought also in my head across. The secondary effect of action points giving extra cooldown rate is also greatly damaging the power of status effect because any enemy with more then one action point loses statuses twice or thrice as fast, which in turn gimp things such as aroused, blinded, and other nondamaging statuses. I think these non damaging effects should last round lengths and not turn lengths as to effect the enemy's just as much as they effect the player. Statuses such as stun and others will most likely need to stay with the turn system as they are never going to be the same power as an ultimate such as banishment.
 

arch99

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Dec 24, 2019
434
410
I agree on statuses staying per-round being much better, it makes things like lategame thieves terrible since statuses are impossible to reliably keep up, but I think enemies being able to recharge powers quicker is perfectly reasonable.
 

Everblight

Well-Known Member
Sep 8, 2022
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I want enemy's to be on the same playing field as the player, what I mean by this? I want all powers that use recharge to be changed from recharging using turns to using rounds, because of the current system enemy's with two or more action points seem to have barely any cooldown on recharge powers. As enemy's with two action points can use powers like cleave almost every other round while you have to wait the full three rounds, and those with three action points can use it every round.

Now this is not an attack on the main action point system but an attack on a secondary part of it, that being as stated above the more action points you have the faster recharge powers cooldown. Most multi action point enemy's I have seen have other powers, attacks, and or status type moves to use other then the move they just used and don't need to spam the same move every other round or every round, and this problem does not effect powers that are encounter or at-wills as they are balanced to be use as often or as little as possible such as at-wills having "low damage", not many modifiers if any, or being special effects or stances and encounter powers being usable only once per combat encounter.

Though not my main point I still want to get this thought also in my head across. The secondary effect of action points giving extra cooldown rate is also greatly damaging the power of status effect because any enemy with more then one action point loses statuses twice or thrice as fast, which in turn gimp things such as aroused, blinded, and other nondamaging statuses. I think these non damaging effects should last round lengths and not turn lengths as to effect the enemy's just as much as they effect the player. Statuses such as stun and others will most likely need to stay with the turn system as they are never going to be the same power as an ultimate such as banishment.
This is why blessing is so overpowered compared to similar damage increasing options. For example blessing fireball versus Grease fireball. You would think 50% fire vulnerability would be just as valid as an increase buff from blessing, but it isn't because multi-action enemies just shake off the vulnerability before you can even use fireball.
 

Acharehnus

Well-Known Member
Jun 3, 2022
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Enemy powers recharging per action instead of round is entirely by design to compensate for the fact that enemies who get multiple actions per turn tend to be outnumbered three to one. This applies to enemies recovering from debuffs as well.
Feel like a system that means pretty much all debuffs wear off before you can take advantage of them could use some re-thinking.
 

YEsManKablaam

Well-Known Member
Sep 2, 2015
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Feel like a system that means pretty much all debuffs wear off before you can take advantage of them could use some re-thinking.

well in theory since there's three of you you'd have teammates who can inflict debuffs and you take advantage of them in that same round. you know making use of the fact you have 3v1. This is also assuming we later don't get an ability to get more than one action point ourselves through either leveling or some ultimate.

From what I remember statuses and then twisting the knife with some certain moves was basically super op anyways this could just be a form of balancing they're doing to specifically counter that being so easy most of the time. But, that part I'm not as sure about.
 

zagzig

Well-Known Member
Feb 26, 2021
803
1,064
Feel like a system that means pretty much all debuffs wear off before you can take advantage of them could use some re-thinking.
On the other hand, being able to Shell Cracker a boss and then have your full party take swings on them for two full rounds would be so powerful something would need to be reversed in the other direction. And that would probably be enemies getting buffs like Blessing, which for them could now last for three full attacks. And by that time the cooldown would have gone, so they could put up Blessing again. And then if they need to nerf that and power up other things and is it really worth it at this point?

I would say the system at present encourages you to collaborate with your party. If you can't set up a Grease for yourself, you can still set up Grease for Pyro Brienne or Agni. If you can't debuff + Twist The Knife yourself, have a teammate debuff for you. It's a party-based game, use the party.
 

WolframL

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Feb 12, 2020
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If you're having trouble with Whisper, you're either failing to notice that he has a crippling weakness that you can take advantage of, you're playing a build that's too dependent on Powers with the Weapon and/or Spell tags that you don't have any options when you're hit with his debuffs (note that a Remedy will clear those up), or some combination of both.
 

A1teros

Well-Known Member
Dec 23, 2021
392
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Wait he has a blatant weakness? Only thing I noticed was you can cheese him by looking at the turn order and seeing who goes twice, I guess that counts but it's not on the same level as something like using fire to daze Lucina, its more metagaming. I guess carrying remedies around makes sense, although now I'm wondering why those cure you dropping your weapon, good to know though.
 
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CitrusWolf

Well-Known Member
May 19, 2020
439
604
Wait he has a blatant weakness? Only thing I noticed was you can cheese him by looking at the turn order and seeing who goes twice. I guess carrying remedies around makes sense, although now I'm wondering why those cure you dropping your weapon.
that's the weakness
 

WolframL

Well-Known Member
Feb 12, 2020
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Spying on the turn order is an effective trick but not what I meant. Whisper is insanely weak to Tease attacks
 

Akuma11

New Member
Oct 28, 2022
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If you're having trouble with Whisper, you're either failing to notice that he has a crippling weakness that you can take advantage of, you're playing a build that's too dependent on Powers with the Weapon and/or Spell tags that you don't have any options when you're hit with his debuffs (note that a Remedy will clear those up), or some combination of both.
Well when 95% of the game is generally fine with that loadout (including the abyssal depths) it still doesn't go against my point being an absurd spike in difficulty and a bit of overcompensation.
 

Shrike675

Well-Known Member
Apr 8, 2021
861
636
To be fair whisper copies another strategy that you've definitely seen at least once; kura uses the same strat, albeit she's much easier since she doesn't disarm you at every opportunity.
 
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