11-12-2020, 11:16 AM
(This post was last modified: 11-12-2020, 11:35 AM by GameMaster85.)
I really do agree that vampires need to have a bit of tweaking regarding Sanguine Crest and Lunar Lunatism. When someone pulls out ye olde holy weapon to smack a vampire, it should definitely be a vampire that had to go into Lunar Lunatism mode, and the negatives of being hit with 50% more damage from almost all sources should be outweighed by the power Lunar Lunatism gives. Besides, it's very classical that vampires are strong until they have to face their racial weaknesses.
I really love the rework because it gives vampires a chance to not only be a bit more stealthy in their combat, but also only be affected by their harsh negatives when they go into, effectively, a vampire form. But yeah, LL and Sanguine Crest needs that tweak to make it feel like it's actually "good" to hit a vampire with it active. They're "strong" now, so we gotta use their new weakness to compensate!
Ideas I have off the top of my head is similar. Have Sanguine Crest start with +1 in each stat, raising every turn that passes and capping at +2. Lunar Lunatism then raises the cap to +4, and once your stats reaches the full cap, the status effects Lunar Lunatism would inflict become unresistable by specific status effects (Looking at you, Recklessness). Scale the Essence Cost of LL per round with Sanguine Crest's current stage * 5. (+4 in each stat = 20 Essence per round). Have the stat cap also be dependent on every 10 San the vampire has (20 San = +2 Max, 40 San = +4 Cap), and maybe if it allows, have the weaknesses scale with the current stat level as well.
Making Life Drain also give Essence is a good change. It allows non-basic-attackers to actually have a good way to generate Essence, and is only really strong on full-WIL builds. Banquet has the potential to do damage with crits for manual hit boys. Give the love for all builds.
I really love the rework because it gives vampires a chance to not only be a bit more stealthy in their combat, but also only be affected by their harsh negatives when they go into, effectively, a vampire form. But yeah, LL and Sanguine Crest needs that tweak to make it feel like it's actually "good" to hit a vampire with it active. They're "strong" now, so we gotta use their new weakness to compensate!
Ideas I have off the top of my head is similar. Have Sanguine Crest start with +1 in each stat, raising every turn that passes and capping at +2. Lunar Lunatism then raises the cap to +4, and once your stats reaches the full cap, the status effects Lunar Lunatism would inflict become unresistable by specific status effects (Looking at you, Recklessness). Scale the Essence Cost of LL per round with Sanguine Crest's current stage * 5. (+4 in each stat = 20 Essence per round). Have the stat cap also be dependent on every 10 San the vampire has (20 San = +2 Max, 40 San = +4 Cap), and maybe if it allows, have the weaknesses scale with the current stat level as well.
Making Life Drain also give Essence is a good change. It allows non-basic-attackers to actually have a good way to generate Essence, and is only really strong on full-WIL builds. Banquet has the potential to do damage with crits for manual hit boys. Give the love for all builds.