Werebeast & Vampire Balancing

MonMarty

Thotdodger
Staff member
Lore
Joined
Jun 29, 2012
Messages
4,429
Reaction score
34,414
Points
663
Age
33
Werebeasts never had a day1 "hotfix" to any problems. And for the longest time we didn't really see any problems either, but there are some severe imbalances with Physical Stat and some abilities are just anti-fun to be on the receiving end of, due to bad wording. These changes have been applied:

Regarding Silven
  • Silven can only become Werebeast or Vampire if they have a particular Mutation. Silven who wish to change out their mutations can contact the Special Perm Manager(s).
Regarding Url
  • Url can no longer be Vampires or Werebeasts.
Physical Limit changes to Werebeasts
  • We're using a new form of stat calculation, that is to say, some will have "increases from limit below" or "increases from limit above" limits. Werebeast and Vampire limits always override racial limits, unless specified otherwise.
  • Uthurenn Physical Limit is 60, overriding any racial limit below that.
  • Scorrico Physical Limit is 40, overriding any racial limit above that.
  • Ursar Physical Limit is 75, overriding any racial limit below that.
  • Raprann Physical Limit is 40, overriding any racial limit above that.
  • Werebeast Physical Stat Limits were spiraling out of control with too many stacking bonuses. This pulls it back down to reasonable numbers.
Changes to Werebeast Mutations
  • Clarified that Cliff Claws does not allow someone to literally run up walls
  • Ursar Beastmode no longer breaks Physical Limit
  • Raprann Physical Stat Limit increased to 40 from 30
  • Talanark Werebeast King limited to 3 maximum Werebeast instead of infinite
  • Talanark Beastmode no longer breaks Physical Limit
  • Scorrico Physical Limit increased to 40 from 25
  • Uthurenn Physical Stat Limit increased to 60 from 50
  • Uthurenn Beastmode no longer breaks Physical Limit
  • All Bane traits still break the Physical Limit
  • Talanark Prey Instinct no longer auto dodges an attack in some really weirdly worded combat scenario that left too much to player interpretation what a combat scenario was. Now, it is made "once per day", but the application is broadened to any physical contact based non-magical, non-rogue action.
Physical Limit changes to Vampires
  • Alais Physical Limit is 40, overriding any racial limit above that. (stays the same)
  • Barghest Physical Limit is 40, overriding any racial limit above that. (raised from 30 to 40)
  • von Kërle Physical Limit is 55, overriding any racial limit above that. (raised from 30 to 55)
  • Shilôt Physical Limit is 35, overriding any racial limit above that. (raised from 30 to 35)
  • Doughall Physical Limit is 45, overriding any racial limit above that. (raised from 30 to 45)
  • Zikiel Physical Limit is 30, overriding any racial limit above that. (raised from 20 to 30)
  • Dorkarth Physical Limit is 50, overriding any racial limit above that. (raised from 30 to 50)
  • Mivver Physical Limit is 30, overriding any racial limit above that. (raised from 20 to 30)
  • The rhetoric here is that Vampires were somehow weirdly weak, imposed by Physical Stat Limits. That was because these limits were applied before Physical Stat became a rolling tool, when it was purely for aesthetics. Now they are more competitive with Werebeasts. In any and all cases however, since Vampires are supposed to be frailer, where-as most Werebeasts can have higher Phyiscal Limits depending on race, Werebeasts can only have lower ones.
Vampire Mutation Changes
  • Barghest passive blood tracking ability removed
  • von Kërle Varghul Physical Buff reduced from 15 to 10, but allowed to break the limit still
  • Doughall +5 Physical Stat buff removed from the Transformation common trait
  • Doughall Mountain Lord triggers from 30 Physical Stat instead of 20
  • Doughall Beast Transformation Physical Stat buff reduced from 15 to 5, but still breaks Limit
Ideally, all Physical Stats nowadays should range somewhere between 20 and 70 to remain healthy, with outliers depending on certain character designs. This should hopefully make Vampires a bit more competitive, while also reducing the overstocking of Physical Stats on Werebeasts. Modifications will be made where necessary if this is "over-steered", but we'll have to see in the coming days.