#"Vampirism" revork
50 messages · Page 1 of 1 (latest)
(the old version was better)
this post doesn’t even suggest a rework, it just says to change it
if anything, it asks for number tweaks
I know right.
I think the best choice would be to triple the length
omg guys ahahaha hear me out, what if there was a more risk/reward related one that wasnt really clunky to use, it could, idk, turn all your hp and some missing into recovery? oh wait
Maybe instead of healing per melee hit it heals based on the damage dealt, as it is currently requieres you to land 2 melee hits per second just to regain the health you lost which already doesn’t work with a handful of slower survival weapons (which yunno this thing scales with)
And to have enough enemies nearby to get 20 hits in 10 seconds without running out
Adrenaline and Frenzy use this kinda formula, and as far as I understood, the only weapon that managed to utilize these mutations well is Trident
the best course of action for Vampirism is probably to revert it to its previous iteration
(the one that deletes your remaining HP and gives a gigachunk of recovery)
nohohohohohooo
never have I seen a thread so full of bad opinions
it's not opinion, it's merely experience 
like I haven't tried everything, but Trident seems to be the most effective with those muts
- adrenaline and frenzy are REALLY good off-color. the (biggest) problem with them though is that they scale with base damage so it'd STILL be most effective to just use an off-color weapon so you can farm on enemy infinitely. this is also an issue with current vampirism.
- the old iteration was nice, but it suffered from "well if I mess it up I can just camp in this corner until the cooldown comes back and then use it again." if you played safe, it was virtually no risk, and also virtually a full heal. the current iteration ALSO suffers from this except it heals you much less
the stuff you can feel normally just by doing combat normally instead of some minmaxing tech bs
oh the base damage thing makes a bit of sense
trident should be absolute dogshit with frenzy and adren because it's got a hitrate higher than those muts' ICD but whatever
I still like the idea of having it be the old version but with like 3x cooldown and each time you use it your max health is permanently decreased by a (hyperbolic) 20% for the rest of the biome
no way to mitigate the risk then
I feel like for the second point it just applies with anything defensive and the only real thing you can do to prevent it is to make the cooldown only tick down in-combat (whatever can be defined as in-combat that is)
like Ice Armor
fuckin
idk Tonic
Foresight is kinda this now
sip
using kills makes it absolutely useless for most bosses past the first use, but in biomes it'll be good and impossible to camp out
that'll just significantly discourage people from actually using it
the permanent per-biome hp reduction
idk probably just me
I would still never touch that shit if it's gonna reduce my max hp even per biome basis
what's that psychological effect again
where you'll avoid using a limited item thing so bad "to use for later" only to complete the whole game without ever using it
that's what I have in mind
maybe you're right about that
it probably shouldn't decrease your hp down to 1 at that point, maybe just by half
but any other way it's still free healing
a risk doesn't make it not free
id honestly be cool with just removing vampirism altogether cos it seems like its nearly impossible to not make it good but extremely lame by making the healing too good or borderline detrimental by making the healing so low it pretty much guarantees a net loss
like with frenzy, adrenaline, necromancy, drain weapons, etc all those options are so slight because the healing is so easy to activate while with stuff like food and health flasks theyre in a more limited quantity so it justifies them being more instantly effective
vampirism is weird because the condition is bad and the healing is also bad but if you buff the healing or make the condition easier then its really easy to make it smth like, frenzy/adrenaline but it takes a skill slot instead of a mutation slot
and thats assuming buffing the healing to actually make it justify the risk and the cooldown just doesnt outright become the best healing method