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Vamp UnderPowered

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SaMmM
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Post by rinxx420 Mon Apr 13, 2009 2:41 am

Vamps to underpowered.... way to improve Smile

Lower cost of items... kitty klaw 7k and i cant even take down a diamond wall
give chainlighting back its 32 hits per person Razz
remove shield item and change towards upgrade
Add more ways to get into someone base XD
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Post by Englocked Mon Apr 13, 2009 4:27 am

I would suggest to give vamps more ways to get feed, what about an upgrade or an item that give them a chance to get gold each time they hit a building?
or an urn income depending on how much goldmines there are in game?

I disagree about an upgrade giving armor instead of shield, it would make towers useless unless the upgrade can only be researched once ?

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Post by Greg Mon Apr 13, 2009 5:13 am

I disagree about all of this... Kitty is fine... This is speed... I told Sam when we made it less hits to make it faster cool down that Speed is supposed to be fast... You need fast in a Speedy game not slow...
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Post by deivo Mon Apr 13, 2009 5:32 am

in others vampirism vamps and heroes have a place where they can get gold/exp. Nights for vamp, day for heroes.
Maybe here u can make a spot for vamp to get gold (no exp), and leave the human spot for heroes as now.

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Post by rqx Mon Apr 13, 2009 1:11 pm

I don't think the vamp is underpowered at all.. I don't know about other people but I win nearly all my games with ease. I do agree the chain lightning should be reverted to 32 bounces and the original cooldown since I can take out furl harvesters easier than ever. Some terrain should be changed as well but I think a terrain revamp is in the works.

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Post by rinxx420 Mon Apr 13, 2009 10:47 pm

if you had a room of full human proz theres no way you can win X( u need at least 1 early game feeder... 2 big midgame feeders.... or else its a good game for humans....
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Post by MySpaceBarBroke Mon Apr 13, 2009 11:05 pm

deivo wrote:in others vampirism vamps and heroes have a place where they can get gold/exp. Nights for vamp, day for heroes.
Maybe here u can make a spot for vamp to get gold (no exp), and leave the human spot for heroes as now.

Pointless, waste of space, this is speed not a game of who can get the most gold/exp. And besides, thats kinda cheap don't ya think? You could just go afk for however much of time then when it's night/day again click to go back in then afk again. And that idea, is used in a lot of "crap" vampirism off epic wars that have 1 dls cos it sucks.
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Post by deivo Tue Apr 14, 2009 7:15 pm

yes but in case all humans pros at begginig (upgraded workers hp + tower of healt) how can the vamp get money????

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Post by MySpaceBarBroke Tue Apr 14, 2009 8:17 pm

If theres a full game of pros (unlikely) then most of the time, it would be gg unless he is fed. If his not fed, and i'm there, i'll kill him by trapping him.
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Post by Englocked Tue Apr 14, 2009 8:22 pm

deivo wrote:yes but in case all humans pros at begginig (upgraded workers hp + tower of healt) how can the vamp get money????

He can't, his best option is to get urn and then wait to get enough gold for assassin to kill harvesters if humans let him Or maybe get rod of teleportation and try to wall jump into bases if he spotted some humans who don't know how to counter it.

If all humans are pro though it's a 100% lose.

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Post by SaMmM Tue Apr 14, 2009 9:36 pm

I'm thinking of raising the requirment for researching worker hitpoints to 80 seconds game time elapsed.

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Post by !|cff0000ffClue Tue Apr 14, 2009 10:42 pm

SaMmM wrote:I'm thinking of raising the requirment for researching worker hitpoints to 80 seconds game time elapsed.
I would agree, but I'd rather suggest that the hp would only be able to be upgraded several times so the worker's health limit is 1650 hp. Having it too high would be very difficult for the vampire, and if its set at 80 seconds, the vampire gains major advantage, or humans just detonate everything at 55 seconds and wait till they upgraded their worker hp to continue harvesting.
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Post by pikachu88 Wed Apr 15, 2009 1:44 am

SaMmM wrote:I'm thinking of raising the requirment for researching worker hitpoints to 80 seconds game time elapsed.

It makes the game imba >.<

Vamp spawns at 55 secs , 5 secs to take boot and conco , 20 secs would be enough to spot base and CL .

But limit the hp ( like wat clue said , below 1650 ) would be good .

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Post by alvinchiew Wed Apr 15, 2009 3:09 pm

if hp can only upgraded to 1650, if a vamp uses 2 grave or even a high level CL would 1 hit ko every harvester, if can lowered the CL's power
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Post by Englocked Wed Apr 15, 2009 3:58 pm

Probably but graves don't stack and if vamp has a high level chain then he should be able to kill basic harvesters and furbolgs.

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Post by alvinchiew Wed Apr 15, 2009 5:07 pm

true, 80 sec to up worker hp forcefully is acceptable but limiting the amount of hp up is not
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Post by Englocked Wed Apr 15, 2009 5:58 pm

Explain why it wouldn't be acceptable instead of just stating it.

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Post by alvinchiew Wed Apr 15, 2009 6:25 pm

as you said a high level chain can just directly killed all the harvester, if limiting the human motivation is just giving vamp extra advantage making it abit imbalance
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Post by Englocked Wed Apr 15, 2009 7:20 pm

On the other hand, a high level chain is hard to get vs good players and vs bad players, well they don't get workers motivation at all so that makes no difference.

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Post by alvinchiew Wed Apr 15, 2009 7:35 pm

well if u limit the human motivation to just 1650 only versus good or bad player with a high level CL, if added grave would it be any difference? look closely at my post before posting ludicrous answer
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Post by !|cff0000ffClue Wed Apr 15, 2009 10:32 pm

alvinchiew wrote:if hp can only upgraded to 1650, if a vamp uses 2 grave or even a high level CL would 1 hit ko every harvester, if can lowered the CL's power
That depends on the range. Furthermore, graves do not stack so numbers will not affect it. 'even a high level CL would 1 hit ko every harvester' how will he have a high lvl CL when its the start of the game???
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Post by Englocked Wed Apr 15, 2009 11:31 pm

alvinchiew wrote:well if u limit the human motivation to just 1650 only versus good or bad player with a high level CL, if added grave would it be any difference? look closely at my post before posting ludicrous answer
I don't understand that post.

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Post by alvinchiew Thu Apr 16, 2009 12:10 am

!|cff0000ffClue wrote:
alvinchiew wrote:if hp can only upgraded to 1650, if a vamp uses 2 grave or even a high level CL would 1 hit ko every harvester, if can lowered the CL's power
That depends on the range. Furthermore, graves do not stack so numbers will not affect it. 'even a high level CL would 1 hit ko every harvester' how will he have a high lvl CL when its the start of the game???

ok if its the older version i would agree with you, but in the newer version the CL cd is much more lower, with 2 grave(not stacking just individually hurting the harvester) + my chain lvl 5~6 as i said since the cd of CL is much more faster i can farm furbolg harvesters be4 the human can deto all Evil or Very Mad

Englocked wrote:
alvinchiew wrote:well if u limit the human motivation to just 1650 only versus good or bad player with a high level CL, if added grave would it be any difference? look closely at my post before posting ludicrous answer
I don't understand that post.

what i meant was good players as you said wouldn't be that hard for vamp if SaMmM limits the harvester HP only up to 1600 if i keep CL-ing them, you can try it with a fren if u wan
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Post by !|cff0000ffClue Thu Apr 16, 2009 6:43 pm

ok if its the older version i would agree with you, but in the newer version the CL cd is much more lower, with 2 grave(not stacking just individually hurting the harvester) + my chain lvl 5~6 as i said since the cd of CL is much more faster i can farm furbolg harvesters be4 the human can deto all Evil or Very Mad
This is the very reason we are complaining that workers are too strong. If a vampire fails to find a base by 80 seconds, he cannot even kill a single worker. AND!! Chain Lightning lvl 2 only deals 350 dmg which can easily be countered with lvl 2 health wall.
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Post by rqx Thu Apr 16, 2009 7:25 pm

The chance of the vamp farsighting/locating a base in the first 25 seconds of spawning is kind of low due to map coverage. If the research onset is moved to 80 seconds, it would make luck/mh a way bigger factor to vamp success. If the vamp makes a wrong guess after a failed far sight they're pretty much screwed and the onset is not really helping the vamp at this point.

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