So, I've been thinking about this for awhile, especially after I've recently started playing again. I know that I've never done combat in Aetolia, but I have in other IRE games(quite extensively too), and I have to say after seeing all the changes done to the skills in Aetolia, it's kind of odd to see Sanguis languish like it has. Almost half the entire skillset is stuff that only applies if you have another player as your childer. Which is great, I love the system, I always have. That's one of the reasons I've always been Praenomen. I think the skillset has a lot of room for change and condensing to make room for said changes to make it actually generally useful. Below are some thoughts I have on making it better.- Take the skills Will, Monitor, Vision, Sire, Embrace and put them into a single skill named 'Progeny', this frees up 5 or 4(if you don't want Embrace being a part of it, which I'd wholly understand) skills.
- I really feel like a lot of the minion manipulation skills could be condensed as well maybe into a 'Minion' skill?
- Make some of the minions more useful in combat. I understand the ones there are great now, but not all of them are, only a small portion. Combat customization is always better than not.
I mean, this skillset has largely been the same for the past 8 or 9 years that I've had a character with it. It just seems so blah compared to what's came out recently. I want to stay a Praenomen and I want to do combat with it once I make a system, I'd just like to be able to use it a little more than for a passive offense(wraith, ghast). The Hematurgy skillset the Bloodborn get is so much more interesting than what Sanguis has stagnated into. Maybe tie some changes into it into something Abhorash does, since it came from him in the first place?
Thoughts?
"Hell hath no hold on a warrior’s mind, see how the snow has made each of us blind. Vibrant colors spray from new dead, staining the earth such a beautiful red."
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Comments
I do gotta say I disagree with you on hematurgy. I was -never- bored with it. So many neat roleplay hooks.
That said, you're right about them being tertiary skills, though without them combat as a vampire gets very hard.
Abhorash says, "Ve'kahi has proved that even bastards can earn their place."
Just seems like a waste. But yeah, maybe it just is Vampires in general needing a revamp. I'd certainly argue though that Hematurgy is a lot cooler than Sanguis right now.
Hematurgy isn't really much better from this perspective, by the way - all you'd use outside of combat is wisp shield and three passive put-it-up-and-forget-about-it defences.
Some updates to vamp skills might be neat though, across the board. All of your 'childer' skills are also applicable to your minions, as it were, so you -can- use those when you RP, when childer are short on the finding.
While I didn't play back then, a lot of the Bloodborn rituals used to be immensely powerful (too powerful) as was the case with Acino. While I think that some improvements can be made on the subject of rituals, I can't comment too much on whether or not individual tweaks and improvements could be made for better utility and combat versatility as even when I did play more frequently, I did not see many Bloodborn fighters. I could be wrong, but I suspect it is because Praenomen just offers so much more as a class in terms of pressure and offense if you want to fight as a vampire.
Too many changes wouldn't be beneficial though, I can comment with certainty that Praenomen remains the strongest affliction class out there given its sheer amount of health and mana pressure, affliction potential, etc. , so buffing or changing the other minions to make them more powerful for Bloodborn gives more to a class like Praenomen that is not struggling by any means. I would like to see Bloodborn and Praenomen get their skillsets made completely independent of one another. A problem with classes with shared skillsets, as seen on Lusternia, is that changes that would vastly benefit one class would make another class with the skills too powerful. For what it is worth though, I do think Bloodborn could use a bit more instead of just a cheesy gimmick like Eldritch Invocation which is easy to set your system to detect and counter.
As far as I know, there isn't any difference between the tekura of Daru and Sentaari. Pretty sure Daru don't have Kainet in Telepathy, but I think their main real difference lies in Kaido and Illumination. Daru also share skillsets with Luminaries and have a few Illumination abilities that set them apart from Luminaries such as Discharge.
It is interesting to note though that when the wraith does the mana damage, it also does psychic damage of your health at the same time. I was testing an offense that relies on passive health damage while doing contemplate/siphon, so since thats basically the only offense I have set up right now, thats why I use wraith all the time.
I can't speak for what the wight or zombie do though. The banshee would be an interesting test though, because if it only does the shield shatter every 1 of 10 hits like the ghast/wraith do, it'd be pretty awful, and as for frenzy shattering shields, also in my testing, Sunder only really hits maybe once every 4 hits? Most of the time you frenzies continue to bounce off the shield tattoo.
Praenomen affliction output is already insane with Wise + Crown + Biles. The minion shouldn't be contributing another very steady source of passive afflicts. Get a high level minion + Insidiae + blood rage and it's very good already, the only problem I have with it is that the minion dies in like 4 hits.
Cutting 20% 0% 46% 38%
Blunt 20% 0% 46% 38%
Magic 40% 24% 0% 53%
Psychic 20% 24% 0% 39%
skeleton
attacks every 5 seconds
-- light cutting damage (150's) every 5 seconds
ghoul
attacks every 5 seconds
-- moderate cutting damage (mid to high 400's) every 5 seconds, gives a bit of bleeding
zombie
attacks every 5 seconds
-- moderate cutting damage (high 300's to low 400's)
-- fear affliction with no damage
ghast
attacks every 5 seconds
-- moderate cutting damage (400's)
-- paralysis with no damage
banshee
attacks every 5 seconds
-- light magical damage (low-mid 200's)
-- if the banshee attacks a shielded target, it breaks the shield (seems to have a 100% success rate)
wight
attacks every 5 seconds
--moderate to moderate-high cutting damage (low-mid 400's to low 500's)
--high-moderate unblockable damage (low 500's)
--leech hp, regaining hp as it attacks, making it a more resilient mob for affinity
wraith
attacks every 5 seconds
--moderate cutting damage (high 400's)
--moderate psychic damage (low 400's) paired with moderate mana damage(7% max mana)
I suppose it comes down to combat philosophy and preferred playstyle with the ghast vs wraith thing. The banshee and wight seem decent, but very niche.
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Decision:
2013/03/09 08:42:56
I don't think a little forced interaction is a bad thing. It won't be the end of the world if you can't get your path switched straight away.
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In essence, the admin stance is that a bit of forced interaction will do you good.
Edit: And remember, not -every skill- is going to be super useful in combat.
You don't want to make a class that has decent hindering, aff output and damage into a class with -amazing- hindering, aff output and damage.
The more I think about it, the more I think that banshee might be -really good-. Consider: it attacks every 5 seconds, and if your target has shield up it will break it 100% of the time. That makes it a passive hammer tattoo. Now, shield is on a 4 second static eq. Which means that, most likely, your opponent will touch shield and still be off eq when the banshee breaks it.
Edit: and I added a bit more info about the minions. Namely, ghouls dealing some bleeding and the fact that wraiths drain 7% of the target's max mana on their mana drain hit.