Vampire Update 5.1 Post-release Balance

MonMarty

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A few changes after more careful consideration:
  • Empowered Holy Water https://wiki.massivecraft.com/Holy_Water.
    • Why: Because Holy Water hadn't been updated along with the Vampire page as was originally intended. It is less of a nuisance and more of a power blocker/incapacitate now.
  • Clarified Varghul Power comparisons.
    • As strong as an Orc with high Unarmed Proficiency
    • Removed instant kill perms on Varghul
    • Clarified that transformation is nigh-instant
    • Do not benefit from Warmaster Mutation
    • Though can use Blood Feasting to regenerate
    • Why: Varghul were being misinterpreted as equivalent to Marken, when they were not. Furthermore, stacking of Mutations led to an OP mixture that was not anticipated. By separating the Mutations and also removing the kill perms, hopefully it feels more like a tank/bulk Vampire and less like an unstoppable killing machine.
  • Clarified Varlord Power comparisons.
    • Slightly less powerful than an Orc / Varghul
    • Faster than an Orc / Varghul, akin to Varran
    • Gave Varlord a lesser form of mind control on all Vampires that doesn't explicitly make them follow commands, but certainly become very susceptible to their suggestions and commands
    • Removed instant maim perms on Varlord (no more Vamp nugget)
    • Why: It was very unclear how Varlord stacked up against Varghul, and also Varlord had less of an understandable niche within the spectrum of strong vampires. By adding the lesser mind control, it enforces the Coven leader identity more, and by clarifying their power, maim perms are no longer necessary.
  • Corrected a typo on Fed Lust (with to wish).
  • Changed Vampire Shriek to no longer burst glass & deafen, but purely cause dizziness & pain.
    • Why: The glass shattering aspect was used to nullify Holy Water, the only freely accessible anti Vampire weapon. This was not intended. Rather, the glass shattering was supposed to be aesthetic. Deafness also is not a conductive form of RP, as a deaf warrior can still fight properly, just not communicate. Dizziness now actually inhibits their fighting ability.
  • Changed Internal Steeling to specify that no Organ damage gets suffered, but the Vampire can be instantly killed with Dragonsteel to the Heart.
    • Why: "Not feeling Damage" or not suffering the averse effects of a fight, are in essence God-RP legalized. This was a hasty implementation. Furthermore, it completely removed the aspect of fear among the Vampires. Vampires feared nothing, in theory they don't even have to fear Holy Water since it doesn't kill them. Dragonsteel is extremely rare (in fact no one owns it yet) and should act as a true fear mechanic for Varlords/Varghul in the same way that those two should act as a true fear mechanic for non Vampires. Varghul & Varlord absolutely need to have something they can be terrified of, even if it is rare, especially because it is rare, and because fear is another necessary component in realistic characters.
  • Blood Rush 1.5 speed modifier removed & replaced with a mutation that closes wounds to prevent blood loss.
    • Why: Modifiers based on in-game action are difficult to track from an enforcement point of view, and it also made it difficult to measure them up against other speed factors. It made Varghul and Varlord mix in their content a bit too much. By making Varlord comparatively weaker but faster, and by making Varghul powerful but slower, speed modifiers interfered with their niches. To finally remove the "not feeling pain" eventually would over-nerf the Vampire, so the ability was replaced with an auto wound closing feature that doesn't necessarily heal or stop any pain, but certainly cause a Vampire not to bleed out in a fight.
  • Dargonica Vampirica now no longer cures Witchblood (Hallowblood) but prevents their ability use for a week, and gains 3 week fed status.
    • Why: Impending Witchblood rewrite that is almost done. The benefits also needed to be more clear since a week of fed status was rather weak. The "Lich Vampire" is supposed to be a counter-counter pick to Hallowbloods without wrecking their rp in an instant feeding session.
  • Other Vampires cannot turn or even feed from Witchbloods (Hallowblood).
    • Why: Pending Witchblood rewrite.
  • Added a bridge between Innocent Guise & Feeding Pheromones to allow for a different Disguise end-path.
    • Why: Feeding Pheromones felt like it belonged in both skill trees, but got put in one where it felt less powerful. By allowing both trees to pick Pheromones at the end, the hope is to buff the Control and Disguise tree a bit.
  • Changed Long Bleeding to Shimmer Mask, a body appearance imitation Mutation.
    • Why: Long Bleeding was considered a pointless skill since non feeding benefits never occur in roleplay. It would purely be background flavor. As such, it was replaced with a really powerful disguise spell that is only available to vampires just to amp up the viability of the Disguise tree a bit more.
  • Boosted Hidden Home to include invisibility when sitting and being un-moving.
    • Why: Again, to boost the Disguise tree which is largely being ignored by new Character Apps. The Disguise Vampire is meant to be something that can be maneuvered around say nobility without constant fear of being discovered and instantly killed. Situational invisibility, especially with the absence of high Proficiency skills and any magic (thus combat skill) mean the character is purely aimed at utility, and it doesn't become an easy escape without its drawbacks.
Updates in Character Applications are only necessary if the players want to change any of their mutations after this post-release re-balance. The names of all Mutations are the same and the sequence of them all was not altered, so a re-review is NOT necessary.
 
Awesome. Thank you for the speed at which this has been done and the fairness of the balancing.