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April 19th, 2004, 07:07 PM
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Second Lieutenant
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Join Date: Feb 2004
Posts: 514
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Re: Vampire Queen mod
I suppose in addition to making the VQ vulnerable to fire and possibly removing an item slot or two, we could just increase her path cost. The IC rationale for the present cost seems to be that mortals are naturally more versatile than monsters, as they have no natural, exclusive affinity for a particular path. It seems to me the VQ is much more a creature of death and Ze Bludd than she is a human.
Complicating things a bit, I don't suppose we could have the VQ consume 1/2/3 blood slaves per round and, if these are unavailable, suffer a local Dominion loss/temporary Path loss/temporary stat loss/whatever? This probably won't solve the problem at hand, but it might add a bit of flavah.
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April 19th, 2004, 07:18 PM
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Sergeant
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Join Date: Sep 2003
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Re: Vampire Queen mod
[quote]Originally posted by Graeme Dice:
Quote:
Death mages could, astral mages definetly couldn't. In positive dominion, with both a skullcap and an AMA she will have a MR in the 30's.
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MR of 30 or not, 30x Solar rays with damage boosted by Light of the N Star will take care of her.
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April 19th, 2004, 07:20 PM
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First Lieutenant
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Join Date: Mar 2004
Location: Seattle
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Re: Vampire Queen mod
Honestly I think the whole problem with her is the life draining attack. But I guess changing that would be pretty much out of character.
So I guess just bumping up her cost to 125 or so, and increasing her magic path costs to 50 or so should help the problem.
But really the problem is the life drain attack. Make it armor piercing, heck make it add +10 damage or something wacky like that to "rebalance it." You can even reduce her cost. But if you remove the life drain I can guarantee that she will be much more "balanced."
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April 19th, 2004, 07:22 PM
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Sergeant
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Join Date: Sep 2003
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Re: Vampire Queen mod
Quote:
Originally posted by Kel:
Your victory forces her to re-spawn. As I see it, that's just an extra ability, a free "Returning"
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She will have to heal afflictions & re-forge all her gear again, which particularly in the case of dead Ermor is quite of a problem because of the narrowness of the national mages.
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April 19th, 2004, 08:15 PM
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Major General
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Join Date: Jan 2004
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Re: Vampire Queen mod
Quote:
Originally posted by Huzurdaddi:
But really the problem is the life drain attack. Make it armor piercing, heck make it add +10 damage or something wacky like that to "rebalance it."
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Uh....you want to make life drain BETTER? It already *IS* armor piercing, but currently adds 0 damage. You want to make it add +10 damage now? How's that balanced?
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April 19th, 2004, 08:25 PM
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Sergeant
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Join Date: Feb 2004
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Re: Vampire Queen mod
Quote:
Originally posted by Norfleet:
quote: Originally posted by Huzurdaddi:
But really the problem is the life drain attack. Make it armor piercing, heck make it add +10 damage or something wacky like that to "rebalance it."
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Uh....you want to make life drain BETTER? It already *IS* armor piercing, but currently adds 0 damage. You want to make it add +10 damage now? How's that balanced? I think he meant give it +10 (or something) *instead* of life draining...
Correct me if I am wrong.
- Kel
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April 19th, 2004, 08:44 PM
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First Lieutenant
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Join Date: Mar 2004
Location: Seattle
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Re: Vampire Queen mod
Quote:
I think he meant give it +10 (or something) *instead* of life draining...
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Yup that's what I meant. The life drain portion of the attack is what really makes the VQ go in the early game. Get rid of that, and "balance" it back with almost ANYTHING ( like a +10 AP attack, whatever! ) and she will not be an expanion machine.
She will probably still be pretty decenet with tons of high powered items, but that's ok. Almost all pretenders are pretty good with tons of high powered items. Maybe not as good as her, but heck she does cost 110 points.
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