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Vampire negatives are outdated.
Affs/dmg in the sun, fire malus and sip malus for something that adds one word to a description and is 100% flavor. This is clearly out of date, and doesn't make sense for aetolia post-multiclassing.
Thoughts?
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Comments
I agree with you, but a lot of people won't which is why it has stuck for so long
Another point is generation based sipping and elemental protection still a thing for vampires or was it removed? For example it use to be you became a Arch duke and got better protection than a Count from cold/fire etc.
Is the vampire sip malus really something that balances the class? Would the game be better off and easier to balance with the endgame healing skills? Should lithe and agile really have such steep maluses that speed combat is not viable pre-endgame? Why do we need reach level 75 to gain blood reserves as humans? -Why- do humans even have blood reserves as an innate racial skill?
Ideally, 'HELP RACES' would go over each of the races briefly, whereas 'HELP HUMAN' or whatever would have a bit more of detail as well as the race's four innate abilities listed with syntaxes and an explanation of what they do. As such:
HELP HUMAN
The race of Humans is adept at many things, but their true expertise is in their ability to adapt and grow. Where many races have settled in one or two areas alone, Humankind covers the realm with an equal influence. The cities are filled with the voices of Humans, and their hands have shaped society since the start of the Midnight Age.
Base statistics for this race's starting Statpack:
Strength: 13 Dexterity: 12
Constitution: 13 Intelligence: 12
Starting Statpack: Typical
The humans' innate abilities are:
Imp. Meditation:
- You will enjoy increased willpower and mana gain when meditating.
Imp. Sleep:
- You will regain health and endurance faster when sleeping.
Selfishness:
- You will have access to the SELFISHNESS command.
Blood reserves:
- A character with this skill will have increased blood reserves.
See Also: HELP RACES, HELP RACIAL SKILLS, HELP STATPACKS.
-A lot- has changed over the years but races/statpacks/vampire bonuses has not. Using my previous examples, the human abilities are a list full of nothing.
There are -so- many interesting things and bonuses that could be added to racial skills (or endgame skills, if you prefer that). Improved crafting to have a chance to return commodities used when crafting an item. Master scavanger for gold drops when bashing. Marksman for improved bow and throwing accuracy if we want to go into more specific bonuses. I even think we could do things like improved dodging for rajmala, or experience gains for humans, horkval chitin skin for a few percent (2-3%) blunt/cutting protection, and things like that. Nice bonuses without really being too overpowered. I think we should start working towards endgame being less of a 'must have' and more of a 'this is pretty cool'. Endgame could be made a bit less powerful while the mortal races could be upgraded a bit to reduce the gap. It's a bit depressing to tell new players 'you want to pick a statpack with high constitution because you'll be bashing all the way to 99 if you want to do well in combat'.
Some suggestions would be to improve constitution across the board for non-endgame statpacks (with the exception of resilient), remove reconstitution/renew, make it so miasma/warmth does not stack with blessing damage reduction (or simply just remove the blessing damage reduction, it's pretty crazy how much of a difference blessings make), bump the Typical/Normal statpack experience gains to 3 as well, etcetera, etcetera. I think a lot could be done if this is something that would make the game better. And I think it would. Endgame statpacks, abilities, haven bonuses seem to be a bit too far ahead of what you have as a non-endgame character.
Opinions? Suggestions? Criticism?
Borscin's level 80 making you stronger in regards to it seems fair, maybe just give them annoying cosmetic effects, no sun-affs and...y'know, leave the sun damage as is. As a level 50-ish vampire I never had issues tanking it, why is it a problem now?
'Smelling like burnt bacon, Xarian enters from the west."
Not really sure what you're talking about. How exactly do you feel Praenomen/Bloodborn have issues with tanking damage?
Praenomen and Bloodborn are two of the most tanky classes in the game, though there are a couple that are more tanky. They have some of the best active healing in the game and their damage reduction is some of the best in the game. The malus is a balancing factor.
Heck, when I played a bloodborn I have very very little difficulty tanking damage. It was pretty much a guarantee that I was not going to get damage killed. In fact, there were several times when Tralendar sigularity-bomb-killed basically everyone on both sides of group engagements and I was one the few people that survived - with a decent amount of health left.
"But Xavin", you might ask, "Hasn't it been almost a year and a half since you last played Bloodborn?" Well, yes, it has. But the only thing that has changed in that time was the fact that the powerful statpack lost a single point in each of its resistances. Not really that big a deal in the grand scheme of things.
Amulet of the Moon 500cr
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Artifact Property: sunbane
Reduces damage taken from sunlight, also prevents afflictions the sun normally gives out.
That said, even without the artifact, I never found the afflictions to be that terrible. They should be even less trouble in this day and age of first aid.
Edit: and if that's too expensive for your tastes, there's the 100cr darkness artifact as well, though that doesn't really help with sun-running.
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Whenever people disagree with your opinion, they're posting nonsense?
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Whenever people disagree with your opinion, they're posting nonsense?
You noncom you. You're trolling him into being done with his own thread. Again.
The world as I know it is over...