Vampirism
Posted: Thu May 05, 2005 5:23 pm
Has anyone used vampirism?
I know it does not work properly, but we really need a forum for the devs to explain why something like this exists.
The current description is that Vampirism 1 allows you to absord up to 65 hp or so from the enemy at a credit cost of 65. The hp credit 65 costs 80 hp, so basically its simply inefficient to use. Don't argue that you could use sap instead to gain hp or blah blah, because that could never be strategically useful, trust me plz.
The GM responded to me(ive asked several times since september but usually didnt get much of a response) by saying that if you could break even or better then it would be like getting a free spell. This makes me grimace... isn't the first description of building a heal spell in the game teaching you how to make a free spell by using ranged and time credits?
Vampirism would, yes, allow you to essentially reduce the cost of a spell if you could always absorb an amount greater than the credit cost, but by adding it on to an existing spell you reduce the amount of hp, sap, range credit you have available for your double missile uber spell of choice. In this case it is a viable balanced stanza, if they double the amount of hp that can be absorbed, but still not that incredibly useful unless you are soloing.
I think most people would agree with the logic in this post, but if your opinion differs abotu how it should be changed I want to hear it, however if your opinion is that its fine as it is, then you are just plain wrong cause 2+2 !=5.
Sidenote: I'm impressed it seems like alot more people are reading the forums today than normal.
I know it does not work properly, but we really need a forum for the devs to explain why something like this exists.
The current description is that Vampirism 1 allows you to absord up to 65 hp or so from the enemy at a credit cost of 65. The hp credit 65 costs 80 hp, so basically its simply inefficient to use. Don't argue that you could use sap instead to gain hp or blah blah, because that could never be strategically useful, trust me plz.
The GM responded to me(ive asked several times since september but usually didnt get much of a response) by saying that if you could break even or better then it would be like getting a free spell. This makes me grimace... isn't the first description of building a heal spell in the game teaching you how to make a free spell by using ranged and time credits?
Vampirism would, yes, allow you to essentially reduce the cost of a spell if you could always absorb an amount greater than the credit cost, but by adding it on to an existing spell you reduce the amount of hp, sap, range credit you have available for your double missile uber spell of choice. In this case it is a viable balanced stanza, if they double the amount of hp that can be absorbed, but still not that incredibly useful unless you are soloing.
I think most people would agree with the logic in this post, but if your opinion differs abotu how it should be changed I want to hear it, however if your opinion is that its fine as it is, then you are just plain wrong cause 2+2 !=5.
Sidenote: I'm impressed it seems like alot more people are reading the forums today than normal.