Team Camarilla International Official Forum

This is the official forum for Team Camarilla International: The Bloodlines Developers
 
HomeCalendarFAQSearchMemberlistUsergroupsRegisterLog in

Share | 
 

 Balance Celerity (+ a question)

View previous topic View next topic Go down 
AuthorMessage
jquinn914
Fledgling
Fledgling


Posts : 4
Join date : 2011-08-14

PostSubject: Balance Celerity (+ a question)   Sun Aug 14, 2011 7:32 pm

I just finished a playthrough of camarilla edition as toreador and now I'm going to try out final nights and looking at several clans a few have celerity. This ability is gamebreaking overpowered, it turns the toughest fights (and even some non-combat challenges) into complete jokes. I realize the bullet travel doesn't actually go hand in hand with the time scale but if the bullet speed could be increased quite a bit extra and the general time scale reduced to be what it is at level 3 at level 5 I think it would actually be a cool ability where there's actually a challenge to dodging bullets and attacks but at the moment it's absurd. Any thoughts on this?

My next question is: I like the idea of new clans but two of the clans don't bring anything new to the table other than lore and their model and I was wondering if there was a way to replace these 2 clan files with the old ones for malkavalian and trimere, this way each clan would have one unique discipline and given the general gameplay improvements it would just be a blast to play with a very interesting clan like malk with the new gameplay.
Back to top Go down
View user profile
Claudia
Caine
Caine


Posts : 4887
Join date : 2010-01-30
Age : 28
Location : France

PostSubject: Re: Balance Celerity (+ a question)   Mon Aug 15, 2011 12:20 am

Celerity + Auspex + firearms = I win button :-)

About changing clans it's not possible since there are engine limitations on disciplines number and else, zer0 ha to pick those clans because of their discipline combinaison..
Back to top Go down
View user profile
Childe of Malkav
Beyond Caine
Beyond Caine


Posts : 5162
Join date : 2009-11-05
Location : Bochum, Germany

PostSubject: Re: Balance Celerity (+ a question)   Mon Aug 15, 2011 10:49 am

Personally, I prefer the obfuscate, presence combination of the Bali and Followers.

About the disciplines, Claudia is basically right. There is only a certain number of disciplines available. And if you want to include dialog options, you are even more limited. For example, the only TFN clan that could be replaced by malks would be the followers, because serpentis absolutely must use the dementation discipline for it to work. Same problem goes with Tremere. You'd have to restore dominate and thaumaturgy. Both templates are used for other special disciplines.

- geek

_________________
- geek

Tuesday is Soylent Green day.
Back to top Go down
View user profile
jquinn914
Fledgling
Fledgling


Posts : 4
Join date : 2011-08-14

PostSubject: Re: Balance Celerity (+ a question)   Mon Aug 15, 2011 3:40 pm

Yea it's nbd, there are some interesting clans in TFN. Just started with follower of set. So is the celerity balancing possible?
Back to top Go down
View user profile
Zer0Morph
Caine
Caine


Posts : 4245
Join date : 2009-09-10
Age : 37
Location : United States

PostSubject: Re: Balance Celerity (+ a question)   Thu Sep 22, 2011 3:54 pm

Everyone already answered why we can't reinstate the other clans so I'll skip that.

As far as Celerity being overpowered, from a technical standpoint I really don't know if it can be sped back up a little, I've never tried. I always kind've liked Celerity how it was, a bit overpowered sure, but shouldn't it be at level 5? Take a look at some of the other powers at level 5, like Presence or Obfuscate, holy crap! Even Auspex 5 makes you a god like character.

I did increase the amount of experience needed to raise your disciplines in TFN for this very reason. I wanted the player to be discouraged from loading up on high powered disciplines and neglecting there Attributes and Abilities. I think level 5 (of any discipline) should cost a crap load but should also be worth it. High Price = High Reward and getting any of the disciplines to level 5 in TFN cost ALOT of XP. So I'd like to keep it how it is.
Back to top Go down
View user profile http://camarillaedition.darkbb.com
Childe of Malkav
Beyond Caine
Beyond Caine


Posts : 5162
Join date : 2009-11-05
Location : Bochum, Germany

PostSubject: Re: Balance Celerity (+ a question)   Thu Sep 22, 2011 6:30 pm

Well, perhaps it's a good idea to shorten the duration a bit, not the speed itself. In vanilla, it's only 14 seconds, no matter what level you have.
Of course that is too short for CE or TFN where you have to take the bloodloss into account. We should discuss this further, and try to keep the common disciplines that are in both mods mostly the same.

- geek

_________________
- geek

Tuesday is Soylent Green day.
Back to top Go down
View user profile
Zer0Morph
Caine
Caine


Posts : 4245
Join date : 2009-09-10
Age : 37
Location : United States

PostSubject: Re: Balance Celerity (+ a question)   Fri Sep 23, 2011 11:28 am

I think Blood Buff, Bloodheal, and Celerity are identical in CE and TFN if I'm not mistaken. I don't remember changing any of those. Reducing the Celerity durations is not a bad idea however. What would you suggest?
Back to top Go down
View user profile http://camarillaedition.darkbb.com
Sponsored content




PostSubject: Re: Balance Celerity (+ a question)   Today at 6:15 am

Back to top Go down
 
Balance Celerity (+ a question)
View previous topic View next topic Back to top 
Page 1 of 1
 Similar topics
-
» Zoo Question
» Online Guild Question
» power weapon question
» dedicated transport question
» Transportation question

Permissions in this forum:You cannot reply to topics in this forum
Team Camarilla International Official Forum :: The Final Nights Forum :: Post Your Reviews and Ideas-
Jump to: