Your Gripes With CoC2

wolvensky770

New Member
Dec 15, 2022
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Amberoga's party has too much healing imo, it makes the fight drag on a ridiculous amount when neither party has the capacity to kill the other, so you just get stuck in combat. She already has Ishtun popping heals for her so War Banner and a combat heal seems excessive for party healing, especially since Borscht is their only party member capable of dealing damage. Just got stuck in a never-ending fight for like 10 encounters straight in a row at Coastlands thats why I'm bitchin on here.
 
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Lostname475

Well-Known Member
Apr 3, 2023
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It feels a bit odd that Solveig and Grettel can still get into the marches if the orc camp gets destroyed. How did they get here?

Amberoga's party has too much healing imo, it makes the fight drag on a ridiculous amount when neither party has the capacity to kill the other, so you just get stuck in combat. She already has Ishtun popping heals for her so War Banner and a combat heal seems excessive for party healing, especially since Borscht is their only party member capable of dealing damage. Just got stuck in a never-ending fight for like 10 encounters straight in a row at Coastlands thats why I'm bitchin on here.
Can you not just target the healer to reduce the amount of healing they can get per turn?
 
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Punccline

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Dec 25, 2025
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It feels a bit odd that Solveig and Grettel can still get into the marches if the orc camp gets destroyed. How did they get here?


Can you not just target the healer to reduce the amount of healing they can get per turn?

You kinda can. There are two big issues though.

1. The healer has Healer's Hands and a ton of health (over 500), so she can sustain herself pretty well by healing the others. And her heal is Great Heal, so she heals for a lot.

2. Amberoga herself has Tough Skin, Frostwarden, War Banner AND Berserkergang. Her damage actually isn't that high, but she's an absolute brick wall of defense that's hard to chew through if you didn't specifically plan for it. Even if Ishtun dies she can sustain herself really well.

(Also, 2.5: Amberoga generates a fuckton of threat, so your summons and companions if you aren't on Manual will always hard target her and not Ishtun, the healer).

Basically, the fight is hard, but because the enemies have a ton of sustain and not much damage, you don't actually lose most of the time. You just sit there locked in a stalemate forever until you eventually get bored or someone gets lucky with their crits.
 

Resawar

Well-Known Member
Sep 21, 2018
232
343
It would be really nice for Presence to increase max HP again or even just boost something else. Companions with investment in Presence who don't summon or tease/charm as their main thing don't get much out of the investment, unlike a PC who can use it to help increase their companions stats. Sets like Warhides(other then Prime Target), Berserker, Chieftain's Bronze, Kangen are not getting much use out of the Leadership or the Sexiness, Kangen could have it to better use the basic Tease attack on cooldown but still. Strength is still useful for getting more pen on things plus more Armor and Willpower can be helpful to mitigate magic damage, Presence is for summoning and for teasing or in the PC's case also for boosting but nothing much else. Even Leadership could be changed to give a bonus or something. Presence investment just for a summon also feels bad as its just for one thing and will effect nothing else the person does, other then the base Tease attack.

Ultimate's still feel bad to use even to this day, I would just rather have an extra At-Will or Recharge power over a once a day power. Revive as an ultimate work well and it makes sense for the system when you start there but as you go and look at other powers the idea falls more apart, this is not including enemies getting them as like Revive its just a bigger ultimate move to pull-off.

Ultimate's feel too situational, maybe the feeling could be fixed if each one had a scaling amount of times it could be used in a day, but only once per battle like an Encounter power. Things like Revive could only be still used once a day but the base line for other ones could be raised to twice or thrice a day for others, Shell would fit well as a thrice a day or more power along with Kitsunetsuki, Arcanist's Blessing, and Azyrran's minus 50 percent damages ones. This would lessen the feeling of waste with not using them for anything but the best situation and get people to use them more often. Three per day also just feels better for all of them really other then the Revives. The revives should only be once a day due to them needing to be rare or expensive, most games have it this way anyway and it works out.

Also yes I know people still hold on to rare ammo types or buff potions and stuff ingames even when they have more then one and I also know that increasing the amount is not really a massive fix as it is still limiting to only be able to use it in so many battles a day, but this solution helps deal with them in a way other then just outright removing them or leaving this feeling about them until the next game. This could even be an idea to add for level 10 but that then would only fix the problem at endgame.
 
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