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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Vampire Race
ArchivedUser
Guest
The vampire and undead being highly known as as the ruler of the night. Who knows how many vampires are walking this continent or even this very earth. If you ever come into contact with one just pray that these legendary rulers of the night have no use for you or that you haven't provoked its hunger.
Racial abilities
Blood lust- As the fight continues to bloody the land and the fighters the vampire slowly loses its mind. Doing more damage but losing its ability to think and maneuver with intelligence.
Blood Sphere- As the vampire kills other humans/humanoids the blood is drained from the body and can be used to for abilities rather than mana
Create lesser vampire- The vampire drains the blood from a humanoid by mannually sucking the blood from its victim creating a slave that follows its masters very will.
Vampire kin- Summons vampiric animals that obey the summoner depending on the lvl may be higher ranked monsters or monsters with versitile abilities for scouting,tanking,support.
Racial abilities
Blood lust- As the fight continues to bloody the land and the fighters the vampire slowly loses its mind. Doing more damage but losing its ability to think and maneuver with intelligence.
Blood Sphere- As the vampire kills other humans/humanoids the blood is drained from the body and can be used to for abilities rather than mana
Create lesser vampire- The vampire drains the blood from a humanoid by mannually sucking the blood from its victim creating a slave that follows its masters very will.
Vampire kin- Summons vampiric animals that obey the summoner depending on the lvl may be higher ranked monsters or monsters with versitile abilities for scouting,tanking,support.
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Comments
You recive a small stacking bloodreserve every time you dmg an enemy attacked with the augmented spell/attack beforehand for a certain amount of time. When the time runs out, the next spell used will cost less mana, drawing from the bloodreserve instead first.
I don't like classical vampires tho in mmos. You are going to be weaker during dayhours and stronger in nighthours? For an MMO that's not really something you want or even can balance I dare to say. How will you ever justify that you are only at 3/4 of your strength during this siege that happens during dayhours? You will be op in the next one? Even if it's only a slight thing, at least the traditional vampire is not an option in my opinion.
Some culture that has some vampiristic characteristics tho could be interesting.
So what would you like to see in a race to "feel" like vampires? stalkers of the night, draining blood by bite, necromantic tendencies?
What's their background that they prefere the night? Are they people that were forced underground and adapted to the dark better than the light?
Why did they perfect the skill of stalking? Were they threatened underground if they made too much noise?
Why are they obsessed with blood? Is there a need or is it some cultural thing to use the blood of the enemie.
I like the idea though. The problem is with Vampires in MMOs, they lean too much towards strength than weaknesses. Just look at ESO as an example.
If they ever should make Vampires appear as a class (or as a perk/talent/whatever) in Ashes, they should have the standard weaknesses, so it would lean toward risks/rewards, than just multiply pros and almost non cons. Otherwise players would have the feeling of being forced to becoming a vampire, to be able to compete with others.
But it could defiantly be interesting having vampire players in the game. But it might be hard to balance, so I doubt we are going to see Vampires in Ashes.
But lets say these monsters are in the open, it would cause others to gather and join other guilds to combat others increasing the teamwork within this game. I honestly believe that depending on the race and the lore in this game each should get its unique passive and or actives that make the race known but it also needs weaknesses to make it so that one isnt invincible.. That said Keep the racial passives powerful.. and the weaknesses like x3 fire damage for undead races as x4 holy damage it will make things interesting
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Yes. I can see where you are coming from saying that it could be a class. But I would hardly not it enjoy it as much. Ive played one game where there was an option of being a vampire as a class. I tried it.. Simply said I didn't enjoy it much at all. When I hear about vampire its more of a race and less of a class in my opinion. First off vampires would be categorized as an undead race. So just because of that they should get several Weaknesses and resistances for that fact, but then also you need to factor in the vampirsm. Which could add even more weaknesses and add a couple of strengths. They mentioned that they would add more races when as game runs.. I would just like them to think of vampires when adding more races
Personally I want minimal racial bonuses. I'd rather play the race I want to play without having feeling pigeonholed into the "best one" for my class.
Here's an explanation.
http://elderscrolls.wikia.com/wiki/Vampirism_(Online)
It has multiple branches which it could go in but I don't see them working out unless they want to redefine vampires as a whole.
I follow fruitporn in that vampirism is a human disease, a mutation. Depending on what interpretation is being followed, they could be little more than blood crazed beasts or on the opposite side, the most arrogant of nobility.
If they want to make the vampires a race of goody two shoes that get along with other races, they'd have to redefine their entire existence of parasitizing on humans. In my honest opinion, that is an unneeded hurdle that a new MMORPG should not tackle in a vanilla release of their game unless they go full blown dark gothica on the world, which in the initial videos doesn't look like it.
Perhaps as an expansion I'd say ;-)
There are 3 potential ways races may be treated in this (or any) game.
The first you have already mentioned as being purely cosmetic, in most games that choose this method you may see a much larger variety of races chosen though a lot of the fantasy of that race is lost.
The second is the exact opposite, more commonly seen in table-top games than video games, massive bonuses to racial stats causing specific race class combos to be infinitely more prevalent than others. For example Orc barbarians and Elven archers.
The last option is a mixing of the two where only subtle bonuses are provided to certain races that min-maxers might pay attention to, but is largely ignored by the player-base.
Now depending on the games choice vampires may or may not be possible. If you choose the first option Vampires are available but they so closely resemble humans that there isn't much of a point. Pale and red eyed doesn't exactly qualify the amount of bad-assery we expect. The second option would cause vampires to exceptionally overpowered in some cases and completely worthless in others. Vampires under this category would be the strongest/fastest/most intellegent race in the game, but have massive drawbacks to compensate. This can include massive weakness to fire, inability to play during daylight hours and more. This if balanced correctly is the coolest option though it may leave the race seeming inaccessible to some. The last option would have vampires with slight resistance loss and only slight bonuses to certain stats, leaving them as just a human lookalike with different stat weights.
Basically Vampires are watered down to a color palette swap in every scenario except the one that allows for massive racial differences. This opens up a whole new issue of how they need to be balanced, but how does one balance what is, in most lore, the top of the food chain? In some cases they have been balanced poorly (cough ESO cough) but since every one has the potential to become one its seen as a non-issue by devs. I am all for passive racial bonuses, especially as too many active abilities makes it too similar to a class, and detracts from the class fantasy. Vampires are unique in the day night cycle they go through so perhaps passives that have there positives doubled at night, and the negatives doubled during the day? Something like -
[VAMPIRE - Racial passive - all passive bonuses are doubled at night, all passive debuffs are doubled during the day.]
This could extend to additional inherent vampire passives as well as class passives. If vampires are not a unique race and they follow the elder scrolls route of allowing each race to become a vampire through their actions (sub-race) than this passive would extend to their previous racial passives. (Think of an orc/vampire barbarian at night).
In any case these are just some of my thoughts, if the devs do decide to take on the challenge of adding vampires or other sub-races it will be up to them to correctly balance them.
Instead i would like to see a similar system to ESO - however it would need to be very well balanced otherwise it will end like Vampire in ESO where Vampire was insane at the very beginning of the game.
Make it super rare! Legit, only 0.5% chance to be afflicted with and give it a quest chain to heal and remove. Once you choose to remove it, your character is permanently cured and immune! Forever regret your decision later!
I agree that if it is introduced it should have its own major trade offs. Personally I'd do something like lower stats in day time (attack/defence/evasion that sort of thing) - unless you are equipped with a specific piece of equipment that negates this effect (ring / amulet). Which you can acquire through a different quest chain. The trade off is now you have a near useless equipment slot used up instead.
The next penalty I would give is that they can no longer be healed by clerics and purification spells do not work on them. Instead they get increased natural health regen, life steal and get bursts of heals when they defeat an enemy. Maybe also give them a natural 30% resistance to debuffs / shortened duration.
I think those are fair trade offs without going over the top.