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This statement:
"Ventrue rely on the rise-and-fall mechanics of their Layered Fortitude, building up a defense to take on stronger opponents,"
...does not clarify anything. What is 'Layered Fortitude'? Can't they just explain it in game terms? Does each successive feed stack damage resistance or not? Does damage resistance cap at, say, 80%? Does damage resistance decay over time? If so, at what rate does it decay? Like, over a 10 second period? 30 seconds? What?
Since Fortitude is the defining passive bonus of the clan, it's kind of important to understand how it works.
As for the other active abilities:
I feel like Cloud Memory is weak by itself. If paired with Mass Manipulation, however, it'd be pretty effective to make an entire room full of enemies forget you were there.
I'm assuming Terminal Decree combined with Mass Manipulation will also make entire groups of enemies kill themselves at once.
Not sure how Possession would work with MM. We obviously can't control more than one person at a time, so maybe it just makes everybody attack each other without controlling them personally.
The only thing I don't like is the Ventrue clan perk. 'Thirst' has absolutely no lore meaning. Ventrue are the opposite of 'thirsty'; they'd rather starve than drink unpalatable blood. Gaining more health from feeding is also completely meaningless, just an invention out of nowhere.
Beyond that, I wonder how useful it'll be. Since feeding's not difficult in the first place, and since our passive revolves around feeding frequently (evidently), then we'll be healing all the time anyway. Compared to the Brujah or Tremere perks, this one's nothing.
I'm guessing stuff like the Brujah's earthquake and the Tremere explosive AoEs will pair well with Mass Manipulation. Depends on how long the group stun effect from MM lasts, of course.
If somehow Possession would allow us to move several enemies under the effects of MM, into a tight group, that would be even more ridiculous.
And hope mods will allow more than 4 abilities to use!
Also, since Ventrue want to keep feeding to maintain resistance, hoping there are other combat feed animations than the neck snap. There must be... there should really be like at least 5 combat feed animations to keep it from getting stale too quickly.
Hah, that would be interesting - how could that work? Suddenly the group becomes a flash mob?
Completely agree. The chains look awful, even if you forget the inherent lameness of visually representing mind control with... chains. Couldn't they at least be less glowy and bright?
Design decisions like that, among other things, are what makes me think the target demographic for this game is in the toddler range.
Depends on how or if we could guide a group of two or more enemies under the influence of Possession plus Mass Manipulation. We can't control them from a first-person perspective as is possible with using Possession on one target (i.e, without MM); but maybe we could order the whole group to stand where we tell them, or something? I doubt it'll be possible, given the simple control scheme.
Most likely the group version of Possession will simply result in enemies attacking everybody nearby, except for you.
Depends entirely on what kind of combat situations and/or regular public areas there are in a game. Imagine an ability that lets you drop aggro that you have somehow gained. Thats not trivial.
I HAVE to assume that we can traverse the city the same way we could in Bloodlines 1, meaning there are areas that are neither elysium nor "combat" areas. Ability to feed there and cloud memory of some bystander who somehow saw us seems nice.
I also don't like brightly colored chains... The effect should be much more subtle. Possibly no effect at all, since as Ive said before, there is no need for colorful effects since this is not a multiplayer game where you need to somehow show other players that you did a "thing". Im hoping to at least mod it away.
What we get is... some kind of a blood addict who needs to drink constantly to survive with 0 physical prowes or noble image.
Dissapointing. Oversimplified to the point of primitive. One trick pony.
Arm of Prometheus indestructible limb for 10 mins since Phyre is an elder would have been funny to see.
Could potentially be trying to represent Defy Bane, in the not needing multiple damage channels way. Also while not Ventrue specific it could be representing elders heal faster.
Phyre isn't a Methuselah generation, but yeah there are limited possible active abilities for fortitude.
Basically there would be Toughness + Shatter.
"Earth’s Perseverance: Become impossible to move from that spot"
Could be modified so that we don't stagger even when hit by larger/tougher enemies in melee. I think that would've been a better clan perk than the feeding one.
Or:
"Prowess from Pain: No longer suffers penalty from Health damage and can increase one Attribute per level of damage on their tracker."
Could instead give us a damage and movement speed boost that grows as our health decreases. This would present us with a risk/reward gamble to always be flirting with death. Another good choice for an always-on clan perk rather than an activated ability.
Nah, it's not representing anything. It's just gibberish they made up because they couldn't think of a better way to use Fortitude, and bonus healing is a simplistic buff that goes along with all the other simplistic systems they use.
The fact that they couldn't give it a better name than 'thirst' means they don't actually know the lore that well. Again, blind thirst is antithetical to Ventrue. They would rather die than gorge on trash blood.