Skip the part below, if you don't care about, why I find vampire underpowered, It's not really important !
Complaining time ! I feel like vamp is very underpowered especially when you compare them to other antags which posses similar mechanics/gameplay, in fact I'd say that as long as you have glasses vamps really aren't a threat to fight. With vamps offensive abilities being : Bouncy bats, a scream that doesn't do enough stun to actually be good for fighting and diseased touch is good but really isn't useful on the shortterm.
Suggested Changes for abilities.
Glare : Give glare the ability to ignore eye protection as an upgrade (unlock at 500 blood or so, maybe reduce the amount of stun given if the target does have glasses)
Chiropteran screech : Perhaps would increasing the amount of stamina damage dealt by it would be good.
Chiropteran screechMk2 : If It's going to get an upgrade it might aswell actually be good, maybe give a chonky amount of brain damage on top of what it already has ? I feel like the radio jam isn't really that useful, unless you're only fighting one person (Even tho you are quite litteraly inviting every player near you to come fight you)
Bat form : Making it so vamps always squeeze throught doors instead of prying them open if they can would be a good way to slow down pursuers and to compensate for the stamina cost.
Bat formMk2 : Lowering the stam cost when cloaked in darkness would perhaps make the ability more reliable to use as an escape option or to hide.
Cancel stun : Isn't the damage penalty already harsh enough without the blood cost ? Maybe would making it blood free be a better idea ?
Coffin escape : Buffing the hp of the coffin or the speed at which the vamp regenerates within it would be nice !
Abilities idea.
Summon thralls (unlocks at 30 blood, cost 80 blood, usable while cuffed) : Forcefully teleports all thralls to their master in order to help them.
Accelerate blood flow (unlocks at 400 blood, cost 100 blood, cannot be used if cuffed) :
If used on self : Accelerates your own bloodflow to safe and beneficial levels. Solves cardiac arrest, puts both loosebreath and Oxygen damage to 0, slightly negates movement penalty from damage for 2 mins.
If used on humanoid : Spontanously Accelerates the bloodflow of the victim beyond their heart capacity. Deals significant damage to both the brain and the heart, has a chance to induce an heartattack, mimicks the effects of hypertensive for 2 to 4 mins.
Ideally this would be better if there was an effect showing that the ability was used.
Mechanic related suggestions
Make thralls unable to go hypertensive, this really feels unintended and makes thralls ability to gain more max health the more blood they have limited (this is also annoying >:c).
Make the progression bar from hypnotising invisible to other players (Isn't the loud flash sound from glaring already enough >.>)
This was brought to you by space dracula.
Complaining time ! I feel like vamp is very underpowered especially when you compare them to other antags which posses similar mechanics/gameplay, in fact I'd say that as long as you have glasses vamps really aren't a threat to fight. With vamps offensive abilities being : Bouncy bats, a scream that doesn't do enough stun to actually be good for fighting and diseased touch is good but really isn't useful on the shortterm.
Suggested Changes for abilities.
Glare : Give glare the ability to ignore eye protection as an upgrade (unlock at 500 blood or so, maybe reduce the amount of stun given if the target does have glasses)
Chiropteran screech : Perhaps would increasing the amount of stamina damage dealt by it would be good.
Chiropteran screechMk2 : If It's going to get an upgrade it might aswell actually be good, maybe give a chonky amount of brain damage on top of what it already has ? I feel like the radio jam isn't really that useful, unless you're only fighting one person (Even tho you are quite litteraly inviting every player near you to come fight you)
Bat form : Making it so vamps always squeeze throught doors instead of prying them open if they can would be a good way to slow down pursuers and to compensate for the stamina cost.
Bat formMk2 : Lowering the stam cost when cloaked in darkness would perhaps make the ability more reliable to use as an escape option or to hide.
Cancel stun : Isn't the damage penalty already harsh enough without the blood cost ? Maybe would making it blood free be a better idea ?
Coffin escape : Buffing the hp of the coffin or the speed at which the vamp regenerates within it would be nice !
Abilities idea.
Summon thralls (unlocks at 30 blood, cost 80 blood, usable while cuffed) : Forcefully teleports all thralls to their master in order to help them.
Accelerate blood flow (unlocks at 400 blood, cost 100 blood, cannot be used if cuffed) :
If used on self : Accelerates your own bloodflow to safe and beneficial levels. Solves cardiac arrest, puts both loosebreath and Oxygen damage to 0, slightly negates movement penalty from damage for 2 mins.
If used on humanoid : Spontanously Accelerates the bloodflow of the victim beyond their heart capacity. Deals significant damage to both the brain and the heart, has a chance to induce an heartattack, mimicks the effects of hypertensive for 2 to 4 mins.
Ideally this would be better if there was an effect showing that the ability was used.
Mechanic related suggestions
Make thralls unable to go hypertensive, this really feels unintended and makes thralls ability to gain more max health the more blood they have limited (this is also annoying >:c).
Make the progression bar from hypnotising invisible to other players (Isn't the loud flash sound from glaring already enough >.>)
This was brought to you by space dracula.