01-27-2025, 03:27 AM
(This post was last modified: 01-27-2025, 03:29 AM by Retrino. Edited 1 time in total.)
I think it kind of goes without saying that vampires are one of the weakest antagonists to roll. They've always had a large number of weaknesses, but with more changes pushing them away from alternate sources of blood to now solely player blood From The Player Themselves, they've become incredibly underpowered.
Just to give an idea of the proportion for the nonhuman antags and their comparative weaknesses:
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Vampires-
Take severe damage from space INCLUDING ocean/acid maps where there is no starlight. Just water. You burn either way
Take tons of burn from a fair easy chemical to make (holy water)
Allergic to garlic (again holy water but it is a weakness in another form)
Take tons of burn from being inside the chapel
Have one of your only early game abilities (glare) nullified by an incredibly common item (sunglasses)
Lose your blood points when you're being stabbed in any way that would normally cause someone to bleed
Unable to consume more than 250 blood from one player
Unable to consume blood from any other means. Including freshly spilled player blood from the ground
Draining dead humans gives a much lower blood point intake
Chaplains are just straight up immune to you and can beat you to death with a book easily and swiftly
Extremely loud ability noises that !! aoe alert anyone within a 20 tile radius (going off multiple anecdotes. i have no personal idea)
Arcfiends-
Stuns (welcome to the club pal)
One funny gene
Changelings-
Smelling salts
Fire, theoretically ?? It stops their healing, but fire hurts everybody. Can it really be considered a changeling weakness
Stuns (though kill two people and you can just shamble out of any stun, or send a limb critter after your attacker)
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To further elaborate on how unfortunate the vampires have it, I took a small sample size of 80 arcfiends and 80 vampires just to compare their success rates, since they have very similar objectives to fill. These results were from the most recent 80 of each antag to roll.
Arcfiend success rate fell at ~42.5%
Vampire success rate fell at ~13.75%
So, what's the deal with vampires? Why are they so bad at being alive? Well, they're incredibly slow to ramp up. Their abilities have high blood unlock rates, and often a vampire that's successful is only successful because they've managed to get some thralls to help them gather more victims. Meanwhile, their arcfiend cousins are running around getting points from almost every object on station, and changelings are pointing and laughing at them from space with their free identity swapping and arm morphing. Building any decent amount of blood points is even worse on lowpop.
Alright, how do we deal with these issues. I don't think the answer is "bring down other antagonists power level to match vampires" because that'd just kind of suck shit for everybody. Could they use an additional weakness or two? Probably, they are pretty powerful, but their successes also aren't all that impressive. (Changelings almost always fail because they have some bonkers objective like 10 individual kills. Really game. You want me to kill one person every ten minutes? On MY rp server? don't think so) Instead, I do think the passive means of getting blood should be walked back. You shouldn't have to out yourself as an antag to get a crumb of point to spend to up your monster stuff. But, yes, sitting in a room with 20 IV bags also isn't great gameplay for anyone. My suggestion would instead be, have blood with player DNA be consumable for vampires, since it doesn't make all that much sense that biting someone directly and stabbing them then drinking the result works for one but not the other. I'm also on my knees begging for vampires to be able to walk out into the ocean without taking damage from "starlight". You are basically screwed rolling an engineer vampire on oshan, and acid already burns without a suit.
Just to give an idea of the proportion for the nonhuman antags and their comparative weaknesses:
____________________
Vampires-
Take severe damage from space INCLUDING ocean/acid maps where there is no starlight. Just water. You burn either way
Take tons of burn from a fair easy chemical to make (holy water)
Allergic to garlic (again holy water but it is a weakness in another form)
Take tons of burn from being inside the chapel
Have one of your only early game abilities (glare) nullified by an incredibly common item (sunglasses)
Lose your blood points when you're being stabbed in any way that would normally cause someone to bleed
Unable to consume more than 250 blood from one player
Unable to consume blood from any other means. Including freshly spilled player blood from the ground
Draining dead humans gives a much lower blood point intake
Chaplains are just straight up immune to you and can beat you to death with a book easily and swiftly
Extremely loud ability noises that !! aoe alert anyone within a 20 tile radius (going off multiple anecdotes. i have no personal idea)
Arcfiends-
Stuns (welcome to the club pal)
One funny gene
Changelings-
Smelling salts
Fire, theoretically ?? It stops their healing, but fire hurts everybody. Can it really be considered a changeling weakness
Stuns (though kill two people and you can just shamble out of any stun, or send a limb critter after your attacker)
_____________________
To further elaborate on how unfortunate the vampires have it, I took a small sample size of 80 arcfiends and 80 vampires just to compare their success rates, since they have very similar objectives to fill. These results were from the most recent 80 of each antag to roll.
Arcfiend success rate fell at ~42.5%
Vampire success rate fell at ~13.75%
So, what's the deal with vampires? Why are they so bad at being alive? Well, they're incredibly slow to ramp up. Their abilities have high blood unlock rates, and often a vampire that's successful is only successful because they've managed to get some thralls to help them gather more victims. Meanwhile, their arcfiend cousins are running around getting points from almost every object on station, and changelings are pointing and laughing at them from space with their free identity swapping and arm morphing. Building any decent amount of blood points is even worse on lowpop.
Alright, how do we deal with these issues. I don't think the answer is "bring down other antagonists power level to match vampires" because that'd just kind of suck shit for everybody. Could they use an additional weakness or two? Probably, they are pretty powerful, but their successes also aren't all that impressive. (Changelings almost always fail because they have some bonkers objective like 10 individual kills. Really game. You want me to kill one person every ten minutes? On MY rp server? don't think so) Instead, I do think the passive means of getting blood should be walked back. You shouldn't have to out yourself as an antag to get a crumb of point to spend to up your monster stuff. But, yes, sitting in a room with 20 IV bags also isn't great gameplay for anyone. My suggestion would instead be, have blood with player DNA be consumable for vampires, since it doesn't make all that much sense that biting someone directly and stabbing them then drinking the result works for one but not the other. I'm also on my knees begging for vampires to be able to walk out into the ocean without taking damage from "starlight". You are basically screwed rolling an engineer vampire on oshan, and acid already burns without a suit.