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Vampires and Death Knights lose TRAIT_NOROGSTAM, gain TRAIT_BREADY; Regenerate and coffin affects rogstam #1377
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shit pr bro you know whats the counter to vampires inf stamina? one churn undead makes them go boom |
Actually, disguised vampire spawn aren't targeted, and currently have 60% resistance to churn when not disguised. Regular vampires aren't even considered by the spell, and if the vamp lord is the target at any level, the spell rebounds and hits the caster. Churn undead absolutely is not a viable counter, but it will become so if I have my way. All the same, this is a necessary change to make individual vamps fair and balance. |
that's still a 40% chance for an instant kill. Also, idk about this rebound shit i had churn undead cast on me as a Vampire Lord before and the caster looked fine. vampires are pretty balanced in terms of weakness and strengths, you just need a slightly competent church and cooperative guards for them to squish most vampire antags |
and disguised vampires not being targeted is false because i had churn undead cast twice on me and work when i was disguised |
About The Pull Request
I have heard it said many times that one of the main things meant to balance combat is the stamina system, and that the vampires and death knights as players NOT interacting with this system is terrible for balance. It wouldn't feel right if combat mode fatigued vampires and death knights, so I have given them the Battleready trait.
Additionally, since neither can sleep to remove fatigue, I have made it so that using Regenerate will instantly refill stamina and remove fatigue. Alternatively, if you need to conserve vitae OR you are a deathknight, laying within any coffin will restore stamina and fatigue at 10% of maximum per life cycle. Incidentally, coffins now heal and restore death knights too, since they lose their infinite stamina.
Why It's Good For The Game
The current vampire gameplay loop is vampires capture a blood bag or two from the bog, shit around in bog and grab thralls till level 4, tear the sun from the sky and go turn the bogtown into a vampire army before storming Rockhill in a huge deathball and more likely than not killing everyone because they get legendary skills (wrestling & unarmed regardless of class) and infinite stamina.
This aims to change the gameplay loop to require more initial subtlety by increasing the importance of infiltration and social manipulation over just fragging, preparing nests with coffins and portal necklaces, and taking advantage of Vampire spawns' ability to operate during the day while disguised. My hope is that this change will result in better-quality antag players rolling it instead of being inundated with fraggers who just want to live out the power fantasy of being combat gods.