Community College Hero: Knowledge is Power (old WIP thread, now closed)

Hey @Eric Moser I feel like when you do the battle against the wervoron with the level 2 detective it doesn’t feel like you can beat him, yah you can throw a smoke bomb at him but he still is a to attack and overpoower you. For some reason whenever I see that there are new villains in speck it for some reason reminds me of the batman arkahm city type thing. lol

This is just because the character creation in the demo isn’t exactly the best.

If you’re a Level 2 Detective,that means your analysis is 7.If you took the HELL subcommittee twice in the first game,it’d be 9.Just distract your mom with humor on the bus stop and it’s gonna be 10,the stat needed to go the Retribution route with the Wyvern.

As for escaping the Wyvern,I don’t think that’s possible at the time if you’re a Detective.

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So,if I mind asking you people,what do you think are the best subcommittees for each archetype?

Well yah I hate it so much because he just always seems way to overpowed to my detective character, the only reason I’m able to survive the fight, is because the police c’ome toards the alley in the first place. Otherwise you can do pretty well in the fight.

Definitely what I was thinking but unless you meet the status requirements for that route your just gonna be penalised or at least that’s the kind of message I’m getting because, when you were thinking of which path to go with, the one for the route to gain power requires you to have a certain stats so the kind of message I’m getting is definitely you’re gonna be penalised if you choose a path that doesn’t match your states even if the different powers should have their own acquisition route you are only gonna be able to awaken it through either some kind of experiment or some other such way.

You will be able to be successsful on any of the three paths regardless of your archetype. I’m not going to let a reader take a path that is doomed for failure.

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It would be pretty silly if any paths you take are potentially lethal anyway, the tone of this and the last game doesn’t seem to be the type of games that throw sucker punches at the player.

Best to just have all paths have their own strengths and weaknesses and go from there.

So,in the Zentih route,how will we know which powers you get?

Do you pick it?Does your dream power have anything to do with it?

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My money is on the dream power. In the Part 2, the game asked which dream power we chose in the first game, so it is probably important to something.

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I wished for flight, and then Origami…
It would be quite poetic to gain such powers in her honor.

Then again,maybe it was just there for that tiny extra text at the beginning of your ‘gain power’ notes.

You know,for variation and stuff.

Speaking of the powers…

I know Eric said that we’ll have 3 Zenith sets all containing 2 powers,but I really don’t roll with that idea.

My take on things is that,instead of giving the MC 2 powers,why not give them 3? Those 3 powers will be based on your stats,obviously.

Sure,there’s the whole downside of supposedly making the MC TOO powerful,but I just don’t feel like giving up a stat in the Zenith route.

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That’s true. I guess I just really want to be Professor X :smile:

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Thinking about it now i really want to gain her powers. Imagine a evil Origami.

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I’m sorry,but I simply cannot.

She’s too damn nice.

But i’m not :sunglasses:
If i had her Powers i would be her evil clone, i’m sorry.

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Maybe we’ll see Origami’s evil twin: Towel Animal.

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Even MC as Origami on a revenge path would work for me.

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Origami was nice and i know that she would hate I still want revenge :confused:

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As fun as that sounds it would make the MC far too broken and make all fights going forward too easy. Can you imagine how dangerous the Acrobat Archetype would be? I do not want to be a Saitama character; ruins the tension of the story.