![]() ![]() These effects are removed at the end of combat, or if the target has been defeated.Īnd Magical Resistance and stun immunity. Sometimes the duration and damage of some effects may differentiate based on the source. Nyaa~ i just wanted to say that i’m looking forward to this game : D i really love Cait * w * i hope there’ll be a happy (well not end but ya know… end?) for her Q.Combat Effects are positive or negative status effects that can be applied to a character during combat. While it will certainly be fixed with time, right now COC2 doesn’t look like what we all want, devs and fans alike. You want to make it great, and we appreciate that. We know you’re working hard and are pouring your souls into this game. What I’m saying here is that as the game currently stands, you either have to win battles through blind luck where you can easily lose without ever making a mistake, or you have to get a particular class skill by paying 100 coins (Which you can only get by farming the previously mentioned lucky encounters). And by that point, the system breaks down due to lack of advanced enemies to not absolutely crush in a single hit. While getting Heal, as suggested in the patch notes, IS helpful, I have only been able to afford it (READ only been able to get up to the required 100 coins) AFTER lucking my way through enough battles to level, and by then the advantage it poses is unnecessary as I can grind to “Power Overwhelming” at level five reliably without ever training. In my experience, having played both a Thief and Warrior (and trying to optimize both), I can say that early on the fights are terribly luck-based, to the point where I have lost fights after getting only a single turn. I think perhaps by scaling their ability scores but not their equipment, so they are relevant longer but eventually fall behind the player. ![]() I’d implement some sort of weak level scaling to extend their viability and cut down on necessary resources. As such, they happened to make them too strong for level one and a little too weak for level three. It seems likely that the developers are trying to figure out a baseline for the difficulty. There are only a handful of encounters, and all seem to be at somewhere around the same level of difficulty. I’ve noticed that a “few” others have pointed this out, but I wanted to speculate on the roots of this particular issue and how it may be handled. ![]()
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