Should vampirism be reworked?

  • Yes, vampires should be made stronger than they currently are.

    Votes: 18 58.1%
  • No, keep vampires the way they are.

    Votes: 10 32.3%
  • Vampire Jump height should be increased.

    Votes: 2 6.5%
  • Vampire regeneration should be added.

    Votes: 0 0.0%
  • Both regeneration and jump height should be increased/added.

    Votes: 4 12.9%

  • Total voters
    31
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After a conversation took place in general chat today, I thought the logical solution would be to make a poll, democracy and whatnot. To resolve this and make sure everyone has a fair say, I call a poll, that way it is fairly voted upon and mods/devs can deal with it.

What's this about? The Vampire Addon/Plugin.

Why?

As it stands, vampires are supposed to be feared and combat should be avoided with them, they can outrun, outmaneouver, are tough to put down and are supposed to be inhumanly strong, the fear of infection as it is a disease should be reworked too. Raids are important here, as Vampires can be a useful deterrent.

I also note vampires cannot use the massivecraft traits either. This puts them at a disadvantage because they are limited to the abilites they have which currently are underpowered in comparison to the traits. That's a massive factor to consider when you compare the vampire plugin to the trait plugin.

For starters, vampires can't jump any higher than 1.5 blocks without bloodlust. This is an issue as vampires are seen to leap great heights with ease, bloodlust increases jump height but it does drain food quickly. I think the jump height should be raised to at least 3 blocks without bloodlust on and with it on, they should jump six. It makes sense to me at least, to increase the jump height.

Strength?

Vampires should have higher levels of strength and dish out more damage via fists, or weapons alike. Dread wielding for example.

They aren't nearly as strong as they should be as they're bested with relative ease, even with bloodlust on, it's still relatively easy with wooden sticks; which are easy to make. Anyone can make them and use them with great effect. This means that vampires can't levy damage without dying in comparison to those with various traits enabled.


Infection?

/v i

Infection from the disease should be a concern. Vampires should strike fear into people. The worry of contracting the disease is concerning, so infection should be reworked.

Endurance?

Vampires are notoriously difficult to kill, as it stands. Instead of a health buff, their regenerative health factor should be increased.

Agility?

Jump height. Might seem trivial, but there are traits which allow non-vampires to out jump vampires, even using bloodlust. Increase the jump height to 3 without bloodlust, 6 with bloodlust.

Speed?

Speed, as it stands, seems fine to me. The main gripe here is damage, jump height, agility and infection. The other aspect of negating fall damage and waterbreathing is fine, there's no issues there.


"That's op, that'd ruin raids and PVP."

My answer to that is no. I'll outline it below.

Vampires' achilles heel is sunlight. Any raids during the day would prevent vampires from going outside to defend, but secure the insides of buildings and anywhere that's shaded. It gives raiders a chance to outmaneouver the vampires and use the daylight to their advantage.

Vampires are crippled by anything wooden. Sticks, swords, hell even fence posts. If it's wooden, it's a certified bona-fide vamp killing tool.

Fire. Fire is an extent of sunlight, it is another important tool for tackling the vampires, using it in conjunction with wooden weapons will massacre them.

Holy water splash potions. They're easy to make. One bottle of water, touch a lapis lazuli block and you've got it. They slow down vampires and cause them to burst into flames.


How does this help raids?

It is a massive deterrent. It is a huge defensive advantage, vampires have shelter in their factions and are therefore limited to the area their faction has.

It encourages factions to welcome vampires, gather blood for them and in return, gain fierce warriors who'd defend their faction's ground. It is a positive symbiotic relation. Vampires need blood to survive, factions need warriors to defend their ground. "You scratch my back, I scratch yours."

Night/day cycles aren't long, so Vampires can maneouver around their base and defend it at night, unable to roam during the day due to sunlight. It severely limits their ability to defend during daytime.

Raiding with vampires is limited. Attacks must be at night and will be short, getting to an area takes time and basically eliminates the idea of returning asap to raid again. Respawn. Take time to move. Raid. Die. Wash, rince and repeat.

Vampires used to be strong, dangerous and powerful. I'm not saying revert to it, but I am saying that it needs to be reworked. People used to actively avoid conflict with them because it was incredibly dangerous to do so. I urge you to strongly consider this and rework it.



-DigestingAphid7

(Updated, 16/03/2018.)
 
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They should at least get jump 2 as their baseline (which is a height of 2.5 blocks), then higher with bloodlust. As is, traits actually let you jump higher than the highest vampires can, because the jump2 trait actually gives you the jump 3 effect.
 
Nah, they should be stronger, but what you wrote there mate, that is just simply overpowered. Everyone would become vampire, I think it should be made that Human/normal and Vampire should somehow scale on the same level, meaning they should have some weak points so you should be careful playing them.
 
Nope, we're not repeating this song and dance. I remember the days of the ridiculously OP vampires (cough @Shaneski101 cough) and the scourge of the 3 hit kills.

Never again will the server endure such horror. Not while I live.
 
Nah, they should be stronger, but what you wrote there mate, that is just simply overpowered. Everyone would become vampire, I think it should be made that Human/normal and Vampire should somehow scale on the same level, meaning they should have some weak points so you should be careful playing them.


What would you suggest in lieu? Any opinon and input is useful!
 
At least, to stop "It'd be op", add the increased jump height and health regen. That way it's not completely redundant.
 
I'd love to see a regen/speed boost for vampires. Just a little extra somethin'. Maybe not extra strength though. Oh. And jump boost. Definitely jump boost.
 
I think InDogsWeTrust's right. Balance right? Traits outdo the whole jump thing so the plugin's unbalanced.
 
I tried to take a crack at this awhile ago. Nothing ever happened. Vampirism has been essentially useless for awhile now.

https://forums.massivecraft.com/threads/vampirism-rework-rebalancing-proposal.56739/#post-696330

Vampires were at one point ridiculously OP in PvP. Bloodlust was not balanced correctly.

Now, usage of the vampire plugin is rarely seen. Vampirism may be kept in RP, but I rarely see anyone play in factions while being a vampire. I tried it for a month or two about three or four months ago. It was bad.


Bloodlust literally does nothing regarding damage modification, and wooden objects will murder you even while you are in full god gear. (I'm not saying that's a bad thing, but with the current bloodlust there is really no advantages to being a vampire using the plugin) Traits can do everything vampirism can do but better in my opinion.

In my opinion, traits should be re-balanced and expanded and brought back into PvP. Vampirism should either be slightly tweaked to be relevant again but not be overpowered, or it should be completely reworked, or it should be rebuilt into traits as "vampiric" traits or something.

That's what I think.


To be honest, massive has a bad track history of implementing direct damage or resistance buffs instead of more unique modifiers. That form of modification is very crude and thus causes trouble with balancing and redundancy, thus why many people hate vampires.

They have PTSD from the old days where most people who were competitive in PvP were vampires, bloodlust was ridiculously op, and people were flitting around like they had FlyLand doing insane amounts of damage.

Lightning, shrieks, and smoke filled the air when they were wounded, and in that moment, man saw raw, beautiful chaos. Pure uncompromising uncertainty; evolution.

That wasn't good, even though as a novel factor it was fun. Content is GOOD. It makes us MASSIVE.

So when we get a chance, why not revisit the vampire plugin? It's essentially sitting around useless at the moment, and if you really wanted to be lazy about it, why not just slightly tweak bloodlust values to be relevant? Easy enough change, simple and done, shouldn't take long at all to be honest.
 
Vampirism wasn't fun as a PvP mechanic. IF it could be balanced, it would be interesting to theorise, however the last iteration of the Vampirism plugin was broken, so wooden sticks/weapons didn't do any bonus damage to them, and as such they were ridiculously broken. Furthermore, it's a huge inconvenience to anyone trying to fight to switch between normal weapons and wooden weapons, thus giving vampires in regular combat even more of a bonus.

Personally, I don't think it's worth the effort to rebalance a plugin which is inherently broken at its core.
 
Vampirism wasn't fun as a PvP mechanic. IF it could be balanced, it would be interesting to theorise, however the last iteration of the Vampirism plugin was broken, so wooden sticks/weapons didn't do any bonus damage to them, and as such they were ridiculously broken. Furthermore, it's a huge inconvenience to anyone trying to fight to switch between normal weapons and wooden weapons, thus giving vampires in regular combat even more of a bonus.

Personally, I don't think it's worth the effort to rebalance a plugin which is inherently broken at its core.


I don't think it's that hard to hit a key to switch a wooden weapon in combat. Esp if its in your hotbar. It's as "huge an inconvenience" as hitting one key. Literally.

And once you switch to the wooden weapon, more than likely the vampire is going to die.


I don't think the plugin is broken at its core. I think a flat damage boost and speed are rather rudimentary buffs that make it harder to balance accordingly.

What would be the problem with giving vampire free strength/ strength 2 through bloodlust? I see no problem with that, and that doesn't even really make up for the cons of playing as a vampire.

Tbh I'd like to see a literal vampirism mechanic to where maybe we could have a chance to heal on striking or something.


I'm telling you, wooden weapons destroy vampires. Let alone holy water. If you've not been hit with one as a vampire recently, it hurts.

There's virtually no reason to interact with this plugin as a factions player unless you want to use it for RP or like seriously being at a disadvantage compared to everyone else.
 
Perhaps give vampires a bleed effect similar to mcmmo sword bleed. Every time the bleed ticks it heals the vampire for the same amount of damage. This would work nicely for a 1vX situation were you could strike a number of people and gain a decent amount of health per tick