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May 3rd, 2004, 10:06 PM
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Private
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Location: adfs
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Re: Possible way out of the V.Q. Problem
I really really think the VQ needs to cost more and have a way higher path cost.
I was going to put a bunch of comparisons here, but you guys probably know what everything is anyways. Just ask yourselves which you *really* fear more: A father of serpents, a Titan, or a Cyclops (which all cost *more* than a VQ, in case you forget) or.. a VQ. Or, just open up the Lich and compare it to the VQ, which costs the same. No stealth, no etherealness, no flight, no regeneration, no free ethereal flying commander killing hippies. Oh yeah, you get -2 lesser fear instead of -4. Whee.
The fact that a VQ is killable does not make it balanced or reasonably priced. I have played using nearly all pretenders, and the VQ is definately the strongest I have found. Yes, there are ways to kill them in MP (the Ai is horrid at it) but they are still way tougher than their cost would show. I say 175 for the chassis, 60 path cost. All those goofy plans to balance it by changing it around seem kind of pointless.
Incidentally, why is the Master Lich so much crappier than the Lich? I think their stats got reversed..
[ May 03, 2004, 21:07: Message edited by: Slygar ]
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May 3rd, 2004, 10:09 PM
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Corporal
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Re: Possible way out of the V.Q. Problem
Quote:
Originally posted by Taqwus:
Ghost Kings, however, are not immortal; so a Ghost King SC can pay a fairly hefty price when slain in terms of both magic loss and temporary unavailability. Nor, if memory serves, do they natively fly. They shouldn't be recklessly risked on battles at potentially suicidal odds while expanding at the expense of the local independents.
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True, a VQ is superior in many respects to a GK... the main one being Immortality.
However, it wasn't really my intention to debate the merits of a Ghost King vs. a Vampire Queen... I mainly meant that they are similar in that with minimal research/forging they both can slice right through independents with nary a scratch.... and with more research/forging (ie Phoenix Pyre/Soul Vortex + Elemental Armor) they are dominant SC's in the late game who have few weaknesses.
So if one nerfs the VQ to the point of weakness, expect to see the same template moved over to the Ghost King.
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May 3rd, 2004, 10:10 PM
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Sergeant
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Join Date: Apr 2004
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Re: Possible way out of the V.Q. Problem
Quote:
Incidentally, why is the Master Lich so much crappier than the Lich? I think their stats got reversed..
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The Master Lich is 20 points cheaper and has THREE misc slots. He's no Vampire Queen, but he's my favorite pretender.
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May 3rd, 2004, 10:19 PM
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Sergeant
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Re: Possible way out of the V.Q. Problem
Quote:
So if one nerfs the VQ to the point of weakness, expect to see the same template moved over to the Ghost King.
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Precicely my point. The GK is almost like a nerfed VQ. It loses the blood magic, Flying, Lifedrain, Immortality, Regeneration and is a whopping 20 points cheaper.
If the VQ were to vanish from existance, you would still see ghost kings out there filling the same role. The GK is a very strong chassis, it's just that most players don't think 20 points is too high a price to pay for flying, immortality, life drain, regeneration, and blood magic.
Hell, I'd pay 20 points just for the flying. The rest is just insanity.
edit: The GK also has a much higher defense value. Please do not try to argue that this equates to immortality or any such nonsense.
[ May 03, 2004, 21:23: Message edited by: Blitz ]
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May 3rd, 2004, 10:28 PM
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Corporal
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Re: Possible way out of the V.Q. Problem
Quote:
Originally posted by Blitz:
quote: So if one nerfs the VQ to the point of weakness, expect to see the same template moved over to the Ghost King.
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Precicely my point. The GK is almost like a nerfed VQ. It loses the blood magic, Flying, Lifedrain, Immortality, Regeneration and is a whopping 20 points cheaper.
If the VQ were to vanish from existance, you would still see ghost kings out there filling the same role. The GK is a very strong chassis, it's just that most players don't think 20 points is too high a price to pay for flying, immortality, life drain, regeneration, and blood magic.
Hell, I'd pay 20 points just for the flying. The rest is just insanity. I can't really argue with that.
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May 3rd, 2004, 10:31 PM
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Second Lieutenant
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Join Date: Nov 2003
Location: houston TX
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Re: Possible way out of the V.Q. Problem
I think some people in the thread are missing the point.
First of all, taking ethereal away won't do *anything*. The canonical VQ has astral (4-6)
The only clearly effective thing to do is create a new counter to immortality.
Item or rule change? Whatever.
But under the current conditions VQ's are quite seriously broken, particularly for Ermor, who can make a ...
killer flying no melee fatigue AND life draining immortal regenerating (ALL while NAKED!!) SC=norisk and nofear
The lack of risk is the problem, since it creates an artificially munchkinish scenario, something games with deep balance (like this one) would tend to abhor.
Perhaps have the "immortal" god require a delay of three turns, or even a (40 priest level)callback as normal, but no path loss if death was in god's dom?
Still technically abusable, but less so.
Rabe the Van Helsing Intern
[ May 03, 2004, 21:36: Message edited by: rabelais ]
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May 3rd, 2004, 10:47 PM
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Corporal
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Join Date: Mar 2004
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Re: Possible way out of the V.Q. Problem
Quote:
Originally posted by rabelais:
First of all, taking ethereal away won't do *anything*. The canonical VQ has astral (4-6)
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Hmmm... yeah I guess you don't really have to fear Mind Duel as much when you're immortal. Anything that had an Astral high enough to kill it reliably would be a huge loss if you got a unlucky roll. And of course the VQ just comes back next turn.
Didn't really occur to me that immortality is a perfect work around to the vulnerability that's supposed to be inherent in Astral magic.
Though a high Astal VQ, only seems to be "uber" for Ermor... since they have a gajillion(roughly) points to spend on their pretender.
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