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World of Darkness Vampire: The Masquerade – Bloodlines 2 from Hardsuit Labs

hajro

Arbiter
Joined
Nov 22, 2015
Messages
631
Implying this wont have cod style health regen that works until a hp threshold
 

Wesp5

Arcane
Joined
Apr 18, 2007
Messages
1,939
I wouldn't. It would just add busywork -- heal with Bloodheal, feed to replenish blood points, rinse, repeat.

That's what I thought, but it seems people like Grunker see this differently and several agreed with him...
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,253
I wouldn't. It would just add busywork -- heal with Bloodheal, feed to replenish blood points, rinse, repeat.

That's what I thought, but it seems people like Grunker see this differently and several agreed with him...
This change would only nerf Gangrel as you can turn on Fortitude and feed and heal on enemies during combat while ignoring being shot at :D
 

Nines_Anarch

Learned
Joined
Mar 3, 2019
Messages
123
I would rather have passive effects than Earthshock lol

The way the enemies ragdolled around looked amazingly similar to Bloodlines. Either this is intentional or the U4 engine can't handle physics much better than the good old Source engine could :)!

Yes, Bloodlines was magnificent on that regard.



It seems Hardsuit Labs is trying to achieve the same level.
 

Prime Junta

Guest
I wouldn't. It would just add busywork -- heal with Bloodheal, feed to replenish blood points, rinse, repeat.

That's what I thought, but it seems people like Grunker see this differently and several agreed with him...

You'd also have to change the intro. There's the bit where Jack sends you to feed on the bum and/or the rats specifically to heal up from getting shot.

So not worth it IMO. Good on nerfing Blood Buff though, I appreciate that. :salute:
 

Wesp5

Arcane
Joined
Apr 18, 2007
Messages
1,939
You'd also have to change the intro. There's the bit where Jack sends you to feed on the bum and/or the rats specifically to heal up from getting shot.

That's a good argument, so I'll keep it like it is! Bloodheal is a bit erratic anyway, as I had to simulate it by raising auto-healing-speed for a short while.
 

Vaarna_Aarne

Notorious Internet Vandal
Joined
Jun 1, 2008
Messages
34,585
Location
Cell S-004
MCA Project: Eternity Torment: Tides of Numenera Wasteland 2
You'd also have to change the intro. There's the bit where Jack sends you to feed on the bum and/or the rats specifically to heal up from getting shot.

That's a good argument, so I'll keep it like it is! Bloodheal is a bit erratic anyway, as I had to simulate it by raising auto-healing-speed for a short while.
Another thing to note in regards to blood healing is that in PnP it's effectively instant, limited by turn and Generation.

And if you really went down the PnP with this matter, you'd also end up going with others, ie Potence and Fortitude would be permanently active for free, Obfuscate would be free, Presence would be free and permanent, Dominate would be free, depending on version of core book used Celerity may or may not drain blood point per level used, Protean would be basically unrecognizable (the heat vision is permanent and free until dismissed, claws would take 3 seconds to grow but last until dismissed, and the thing about the remaining ones is that three and four don't exist in PnP and the fifth is a *level seven* Protean ability), it's basically all like that.

Blood Buff would also be essentially permanent, since it too is a "scene" duration ability, scene being very movie-defined in PnP so it's a flexible amount of dramatic time impossible to define in a vidya solid value (examples in V20 for example define it ranging in time anywhere from "conversation at a park bench" to "storming a Tremere Chantry"), but of more important note would be that Blood Buff would not even be as Troika made it: It would allow you to just keep pumping those stats all the way until 6, three points of stat up and blood burned per 3 seconds. So it's better to stick to keeping them working within Bloodlines' own context than to make things like a PnP system that Bloodlines was not made to emulate.

Another example of this not related to Bloodheal and Disciplines would be that in PnP vampires CAN soak Lethal damage with Stamina, it's solely and only Aggravated that they can't, and guns wouldn't really do much good except specifically at the head like Jack says because all firearms only deal Bashing to vampires and vampires HALVE that damage rounded down after soak too (even a shotgun or assault rifle is downright puny compared to household sharp objects with equal skill used, especially after Potence and blood buff gets involved, and both are nothing compared to Protean Claw; Bite also deals aggravated damage but it needs wrassling to be used first so it's not that effective but Potence Bite is basically the rabbit from Holy Grail). Gist is that WoD PnP combat is very annoying swingy rocket tag where either no damage is dealt or either almost all or all the damage is dealt in one hit. The way Aggravated damage factors into this only breaks the PnP combat further, so it's actually Bite Tag or Claw Tag (albeit V5 has done a decent improvement by cutting down Protean's early access to Aggravated damage and capping Bite damage at two).
 

Cael

Arcane
Possibly Retarded
Joined
Nov 1, 2017
Messages
21,988
You'd also have to change the intro. There's the bit where Jack sends you to feed on the bum and/or the rats specifically to heal up from getting shot.

That's a good argument, so I'll keep it like it is! Bloodheal is a bit erratic anyway, as I had to simulate it by raising auto-healing-speed for a short while.
Another thing to note in regards to blood healing is that in PnP it's effectively instant, limited by turn and Generation.

And if you really went down the PnP with this matter, you'd also end up going with others, ie Potence and Fortitude would be permanently active for free, Obfuscate would be free, Presence would be free and permanent, Dominate would be free, depending on version of core book used Celerity may or may not drain blood point per level used, Protean would be basically unrecognizable (the heat vision is permanent and free until dismissed, claws would take 3 seconds to grow but last until dismissed, and the thing about the remaining ones is that three and four don't exist in PnP and the fifth is a *level seven* Protean ability), it's basically all like that.

Blood Buff would also be essentially permanent, since it too is a "scene" duration ability, scene being very movie-defined in PnP so it's a flexible amount of dramatic time impossible to define in a vidya solid value (examples in V20 for example define it ranging in time anywhere from "conversation at a park bench" to "storming a Tremere Chantry"), but of more important note would be that Blood Buff would not even be as Troika made it: It would allow you to just keep pumping those stats all the way until 6, three points of stat up and blood burned per 3 seconds. So it's better to stick to keeping them working within Bloodlines' own context than to make things like a PnP system that Bloodlines was not made to emulate.

Another example of this not related to Bloodheal and Disciplines would be that in PnP vampires CAN soak Lethal damage with Stamina, it's solely and only Aggravated that they can't, and guns wouldn't really do much good except specifically at the head like Jack says because all firearms only deal Bashing to vampires and vampires HALVE that damage rounded down after soak too (even a shotgun or assault rifle is downright puny compared to household sharp objects with equal skill used, especially after Potence and blood buff gets involved, and both are nothing compared to Protean Claw; Bite also deals aggravated damage but it needs wrassling to be used first so it's not that effective but Potence Bite is basically the rabbit from Holy Grail). Gist is that WoD PnP combat is very annoying swingy rocket tag where either no damage is dealt or either almost all or all the damage is dealt in one hit. The way Aggravated damage factors into this only breaks the PnP combat further, so it's actually Bite Tag or Claw Tag (albeit V5 has done a decent improvement by cutting down Protean's early access to Aggravated damage and capping Bite damage at two).
Don't forget in PnP that geting wounded fucks you up doing anything else while still wounded. The maluses are savage for wounds.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,542
Codex Year of the Donut 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
Just because the first public demo will be at PDXCon doesn't mean they might not reveal gameplay footage earlier.
 

vota DC

Augur
Joined
Aug 23, 2016
Messages
2,317
Each clan has different goals means it would be more different between bruja vs toreador than camarilla vs anarchists even in term of quests?
 

Vaarna_Aarne

Notorious Internet Vandal
Joined
Jun 1, 2008
Messages
34,585
Location
Cell S-004
MCA Project: Eternity Torment: Tides of Numenera Wasteland 2
Well I'd imagine in a more realistic expectation that they're trying to incorporate Clan weaknesses/banes and generalities more than Bloodlines did (where it was only really notable in Nosferatu and Malk dialogue; otherwise it was often minor flavor here and there even with Nossie and Malk if you get down to brass tacks), which I'd figure would mean more hub NPCs that can change, and more Clan specific quests. Like, you'd at least need some manner of narrative to welcome you to a Clan and its own politics (I'd figure we get more Primogen NPCs).

The Camarilla and Anarchs thing is probably where it moves in "third act", like structure goes: Thin-Blood->Clan->Sect->Finale. At least, that's my guess in terms of what makes sense. Though it could alter that around, since the greater focus on Anarchs in V5 is more than anything part of moving the basic premise closer to street level than up top, as well as have things be at a similarly volatile time as the first Anarch Revolt, since it's clear that the Ivory Tower will throw as many fledglings to the fire as it needs to if it wants to advance the goals of the Inner Circle or just retain their power, while the Beckoning has basically put most of the former mega-NPCs on a bus and FIRSTLIGHT has put general heat on vampires. So instead you might get Thin-Blood/Anarch -> Clan/Anarch/Camarilla in tandems covering multiple facets of the political situation.

Sabbat will probably show up too (at least in reference), and probably make retroactively more sense for original Bloodlines (then again, Sabbat has always been super-hard to do because of how many variables have been at work if you try to do more than Shovelheads And Tzimisce style bad guy posse like in Bloodlines) since they operate more like a vampire terrorist organization in V5 when they stopped trying to hold territory and instead go underground (this of course doesn't mean former Sabbat territories aren't very much dangerous no-man's-lands because while they aren't openly holding domain anymore they are still around in the shadows) or go to the Middle-East and North Africa to fight in the Gehenna Crusade they are going to mount against the Antediluvians after they kill and diablerize every Methuselah they can find. (Also Lasombra are defecting to join the Camarilla)
 

Theldaran

Liturgist
Joined
Oct 10, 2015
Messages
1,772
Will the game be about Gehenna, though.

Tbh in PNP Vampire you always had the option of going it punk-rock, street warfare, or you could present some Elysiums and vampire society's upper echelon. Maybe both, depended on your tastes and the players' expectations.

In fact even the Sabbat were a bunch of lowlife thugs, but had their people of power.
 

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