Vampire Balance Suggestion - Printable Version +- Goonstation Forums (https://forum.ss13.co) +-- Forum: Discussion (https://forum.ss13.co/forumdisplay.php?fid=6) +--- Forum: Ideas & Suggestions (https://forum.ss13.co/forumdisplay.php?fid=8) +--- Thread: Vampire Balance Suggestion (/showthread.php?tid=1640) |
Vampire Balance Suggestion - Lavastage - 09-20-2013 I have seen people complaining about the vampire for a little while now, for a while people were saying "it's too weak!" then they added glare, then all I heard was "it's too powerful!" and I have an idea. How about you balance the vampire so when it's in a high light level tile, it's powers are weakened / disabled. that would make vampire rounds a little more interesting, forcing people to use flashlights and trying to stay in a bright area. while vampires hunt in the dark. Re: Vampire Balance Suggestion - Readster - 09-20-2013 Supporting this idea. Re: Vampire Balance Suggestion - Goton564 - 09-20-2013 Just as long as the bite isn't affected by this, I support this idea. Re: Vampire Balance Suggestion - Embolism - 09-20-2013 I thought toting around flashlights is already standard practice against Vampires due to Cloak of Darkness. Personally I think Glare is fine, it's Hypnotise I don't like. It used to be a high blood ability, perhaps it should go back to being that. Re: Vampire Balance Suggestion - Daeren - 09-20-2013 Embolism Wrote:I thought toting around flashlights is already standard practice against Vampires due to Cloak of Darkness. Once I get one or two victims I don't need Hypnotize as a vampire. Spawn, find inattentive schmuck, Glare, chokehold while I steal the radio, oh look at that, you can't do shit and I get EVERY SINGLE USEFUL POWER EXCEPT MIST FORM. The health update doubling blood per victim and Glare were the one two punch that made vampires ridiculous. The stopgap solution would be to double blood requirements but that'd just slow down the inevitable freight train that is an invisible shapeshifting screaming bat-spawning teleporting vampire with an array of crowd control powers and a free recovery from stun that also heals them. Re: Vampire Balance Suggestion - Readster - 09-20-2013 I'll be honest, I like vampires being overpowered because of how rare they are. That being said, they need to at least be defeatable without rushing them with a group in a small space. Re: Vampire Balance Suggestion - icarus - 09-20-2013 a big problem is that the vampire has no weaknesses it can't get rid of with a braindead guy and a medkit get enough blood and you can stand the chapel and i'm pretty sure holy water/starlight (i haven't been vamp in a while but i don't think i've ever seen a vampire start burning at any of these) we need crosses and garlic, dumb shit that can make vampires weaker without totally destroying them (if the vamp can mange to disarm you then you're gonna have some trouble) Re: Vampire Balance Suggestion - Wydamn - 09-21-2013 I may be wrong, but a vampire in space gets burned by the starlight. It would be nice if being within 1 or 2 tiles of a window or hull breach also had this effect. Re: Vampire Balance Suggestion - Sundance - 09-21-2013 Okay, I didn't want to be the first one to complain about vampire, but it seems the feeling around here is neutral. Vamps need to be neutered a bit. For some odd reason I haven't got changling in a few months, but I roll vampire almost frequently, and even when playing it, it's just not fun because there's no real challenge. Here are my major complaints:
Granted if any of those nerfs are put in place, I'd like to see some spells buffed. Diseased touch, costing 100 points is rather lame and is never used when your bats could easily kill the shit out of someone much faster. I'd say diseased touch should be 25 blood points. I'd also say if any nerf is put in place that the vampire would probably need a helping hand more, so enthrall at 200 blood points would be better |