Hi folks,
This post here is not to discuss any nerfs or bugfixing, as we all know some abilities and ultimate cost reduction needs to be fixed anyway. This is merely an approach to enhance the Vampire and Werewolf experience. To make it more distinguishing from the human players.
My problem at the moment is the following: there are far too many Vampires and Werewolfs, which people already describe as "Twilight Online" or "Underworld Online". The reason is: there is basically no commitment, you simply receive an additional skill line. Especially Werewolfs in regards of PVE suffer no disadvantages, but also basically don't receive any advantages. Vampires on the other hand are not really forced to be played as Vampires. Another poster here described Vampirism as a "walk in the park". Daytime/Nighttime does not matter, feeding does not really matter (in PVP that health regeneration debuff is not a real debuff, since most direct encounters don't last very long).
Now you might disagree with me, but I believe that the Vampire population should not account for more than 10% of the players, and Werewolfs should also not account for more than 10% of the players. I kind of feel stupid joining a party with 3 Vampires. To sort out the "real" Vampires and Werewolfs from the ones who just take it because there is no commitment, I am looking at a couple of SIMPLE features to implement to enhance the experience.
Werewolfs (in addition to the existing skill line):
- Werewolf form considerably stronger than human form (a transformed Werewolf should be able to take on 2-4 players by himself in PVP, or 1-2 players if they are equipped with Fighter's guild abilities)
- After Werewolf form expired, the player gets a 10-20% debuff on stats/partial stats for the same duration, making him vulnerable after the transformation
- Random Werewolf transformation on taking damage 1/200, 1/500 or 1/1000, whatever seems most suitable (regardless on how many ultimate points you have, but your points get reset to 0)
- Ultimate cost to be adjusted (seems to high at the moment)
Basically, I like the idea of the random Werewolf transformation on taking damage because it will add some bestial randomness to playing a Werewolf. If you have bad luck it forces you into Werewolf form on some trash mob and junks your ultimate points. I am not sure if Werewolf form receives a health buff, but I would say it needs double the health and about 20-30% more damage than the "average player", to compete with 2-4 players in PVP? Anyway, you guys probably have great ideas. Keep in mind it should be "easy" to implement, since it will be already hard to balance.
Vampires (in addition to existing skill line):
- 10% stat debuff during daytime, 15% stat buff during nighttime (e.g. if daytime accounts for 2/3 of the total time, I am not sure on this one; so vampires would be considerably stronger during the shorter night, and slightly weaker during the longer day)
- In addition to the health regeneration debuff every stage of Vampirism adds another 25% fire damage taken while keeping the other advantages (125% more fire damage on stage 4)
My concern at the moment is, even if they fix the absurd ultimate cost reduction there will be no real reason to maintain stage 1, because frankly the health regeneration debuff is not really a big issue. At the moment being a well fed Vampire makes no real sense. Or am I missing something?
What do you guys think? This is not an approach to nerf or make things unviable, but to add commitment to these choices. You want to be a Vampire? Then be a real Vampire and deal with it, also during daytime.
Besides, I don't understand why Vampires/Werewolfs can use Fighter's guild skill line (yes I know they were in Skyrim, but screw that).
This here is an open discussion. Please keep the "nerf that, nerf this" in the other threads. I am talking about commitment!