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Development Info Vampire: The Masquerade - Bloodlines 2 Dev Diary #25: Advanced Combat and Weapons

Infinitron

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Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Tags: Paradox Interactive; The Chinese Room; Vampire: The Masquerade - Bloodlines 2

https://www.paradoxinteractive.com/...-2/news/dev-diary-advanced-combat-and-weapons

Brawling
When blades come out in BL2, unless you've taken extra care to isolate your prey, you're going to be outnumbered. While several discipline abilities can help you escape or swiftly resolve a fight, you'll need to do a bit of brawling when those options aren't available. Spacing is key - your basic attacks can make short work of individuals but are risky when you're getting sliced apart from all sides.

The basic attacks get used a lot, so during their development, I was keen to make time to give each clan their own set. Banu is sharp and fast, Ventrue firm and precise, Tremere has a bit more reach to let you maintain distance, and Brujah, well, punches stuff. It’s a small thing, but I found it really helped people get into the attitude and poise of their current clan.

Dashing is an ability Phyre can use regardless of clan and is critical for maintaining distance. It can even be used aggressively - dashing forwards into a strike right as it hits will break your opponent's guard and leave them open for a counterattack, though this is best suited for one-on-one situations.

Kicks are another useful tool and are great for handling groups - done by attacking straight after a dash, you can pick which type you use with your movement direction. A big swinging roundhouse can stumble a large group but won't create much space - whereas a backkick can send a single enemy soaring away. Both you and your opponents will be able to resist attacks used repeatedly, so you'll want to mix things up a bit to stay on top.

While kicks are great for getting opponents away from you, telekinesis is perfect for bringing them close. You can use it to yank a chosen target in for a follow-up or a feed, though consider that Kindred and their ghouls may be expecting this.

Telekinesis can also earn a quick kill when used to pull an unsuspecting enemy near the edge of a rooftop, causing them to fall to their death on the street below.

Breakable objects, like bottles and ashtrays, can be grabbed using telekinesis and then thrown to create a noise, distracting enemies. If you really want to create a bang, pick up and throw an explosive, such as a gas tank – a good way to hurt several enemies at once.

Telekinesis can also be used to pick up weapons from the dead, from knives to sniper rifles. A goal of Phyre’s combat design was to be fast and fluid, so we incorporated the use of Telekinesis with weapon use to maintain speed and flow – you can kill one opponent, dump their gun’s magazine into a second, and toss it at a third to open them up for your next attack.

This can be even more useful when used in tandem with discipline abilities. For example, Tremere's explosive blood curse can be triggered from a distance with a well-placed shot, and Brujah's taunt (when used with mass manipulation) can encourage a whole team of opponents to drop their weapons, allowing you to turn them on their owners.

And, of course, the bigger they come, the harder they fall- When fighting enemies equipped with explosives, telekinesis can lead to an even more devastating turnabout.

Ability Combos
Having recently started a playthrough to test out my favourite Clan Tremere, I’ve enjoyed the sense of space control a well-planned fight can give you. Starting out by placing Recall up high so that I can teleport away if it gets out of hand.

Later in the game, mixing Disciplines from different Clans can make fighting more powerful Kindred much easier. There are a lot of useful combinations that Ventrue’s Mass Manipulation can provide to manage many combatants at once. The effect of Banu Haqim’s Mute on a group can make sure the battle will go unnoticed by nearby enemies. And it’s not just your own powers but the environment that you’ll have to observe, helping you find tools that are left lying around.

Not all enemies will go down that easily, and I’m really excited for you all to learn how much trouble you’ll be in when you face off against your first Kindred foe. Their powers can quickly make well-planned fights go wrong if you’re knocked over and surrounded.

Using Cauldron of Blood to draw everyone to the screaming victim and then picking one of them to explode with Blood Curse can blast a lot of the crowd away before I even get close to the fighting. And when it does go wrong, as it always will eventually, a quick Blood Curse on the ghoul chasing you can serve as a very handy projectile if you kick them into the people behind them.

Nobody’s invulnerable to an exploding gas bottle telekinetically thrown at their head, and they’re easier to aim at when you’ve locked them in place with Mass Manipulation. If everything else fails then you can just use Possession on a ghoul and make them jump somewhere nobody will notice them…​
 

RaggleFraggle

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I'm still confused by the decision to call this VtmB 2.
Paradox wanted to cash in on the cult appeal of the original after its numbers peaked on Steam in 2013. That's it. The IP itself hasn't been relevant since a brief period in the 90s when it sold 5 million books. Bloodlines is what put it back on the map just enough to justify Paradox's purchase. They completely bungled it by rebooting the IP and approving a bunch of shovelware cash grabs, but what can you expect from a corporate buyout of an obscure unprofitable IP?

Blood of the Dawnwalker being announced is probably one of the final nails in the coffin. It takes place in medieval Eastern Europe when the plague is sweeping thru and vampires take advantage of the chaos to rule openly. The devs could've asked for a license from Paradox to use their IP, but decided to make their own instead. The devs have even said that should it be successful, they'll probably make sequels set in other historical periods including potentially modern times. Dawnwalker, should it be successful, will then be in direct competition with Paradox. After all of Paradox's missteps thus far, it's easy to imagine that there will be a mass exodus of fans to play Dawnwalker instead.
 

Yuggoth

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I'm 99% sure that even Paradox don't care about the game anymore. They just want the damn thing out and be done with it. After that, they'll just bury the franchise for another 2 decades or so (if it ever gets resurrected).

It's almost comical how poorly the whole project was managed.
 

RaggleFraggle

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Mar 23, 2022
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I'm 99% sure that even Paradox don't care about the game anymore.
In a recent interview, their rep clearly implied that they have no faith in the project. Headline: “Paradox wants to get out of the RPG business: 'If Bloodlines 2, God willing, is successful, Bloodlines 3 [will be] done by someone else'”

After that, they'll just bury the franchise for another 2 decades or so (if it ever gets resurrected).
It’s not so bad anymore. Vampyr was a success. New IPs like Nighthawks, A Vampyre Story 2, Blood of Dawnwalker and Vampire Syndicate have been announced. Heartbroken fans might be inspired to do their own thing too.
 

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