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From: Lemuel P. <lem...@gm...> - 2008-12-09 03:18:10
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I just played a VpNe through about half a full game: Dungeon, Lair/Snake/Swamp/Slime, and Vaults/Crypt/Tomb. Sadly, it vanished in a CDO update before I could finish -- I would have liked to try the Hells -- but it was enough to get a decent idea of how they play. And.... Vampires are great! The game feels genuinely different, the powers are interesting, and bloodless like alive often feels like a real choice. Bat form is an effective escape tool but limited by the inability to attack or cast spells and the delay before switching back. Very nice design. Bloodless is generally stronger, but an early amulet of rage, a good mutation or two, or other considerations can make alive attractive too. Still, bloodless is probably a bit too strong, both compared with alive and compared with other races. I'd say Vampires are still a little overpowered in general. So, some suggestions: * Get rid of the innate Necromancy boost. Vampires are perfectly good Necromancers without it. Better to leave this for Mummies, especially since right now bloodless Vampires get almost all the same perks Mummies do. It would make for a cleaner distinction between the undead races if Mummies were clearly the necromancy specialists. * Get rid of the bottling blood mechanism. One of the most distinctive and exciting parts of a vampire game is being at bloodless and low on hp, and running around looking for something to eat while avoiding anything too dangerous. Potions mean you have to do this much less often. And they're not needed -- in this game, I don't think I ever drank one -- when doing e.g. the Tomb I would just return to the Vaults when hp got low. Basically they take the edge off Vampire play, make it less special, and turn a really interesting and distinct game situation into another resource management problem. Plus it's cumbersome and not flavorful. (And I couldn't help wondering why they would last forever until I picked them up, and then go bad.) I would say dump potions of blood entirely -- Vampires are great without them. Alternately, they could be found in the dungeon but not made by the player, in which case they should not coagulate, and probably get their healing effect back. Basically, bottling blood takes the edge off the central challenge of vampire play -- managing the blood level. By making it eaier to reverse the choice to go bloodless, they make that choice less consequential, and therefore less interesting. Getting rid of blood bottling might make Pan impossible for non-Makhlebite vampires, tho. If that's a problem, one solution could be: * Eliminate time and fighting hunger at nearly bloodless. I.e. you only get to bloodless by using spells or abilities with a hunger cost. That would give you three blood-level options instead of the effective two you have now, and would let people continue healing in foodless areas if they gave up some resistances and managed their hunger carefully. A few other minor suggestions: * Bloodless vampires should not heal stats (except via potions -- and maybe the half effect from potions should apply to Restore Abilities too.) * See Invisible should be limited to bloodless, or maybe even eliminated. Two other races get it, and Vampires have lots of other cool toys to play with. Overall, though, great work! This addition is totally up to the high level we expect from Crawl game design. Lemuel |