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While we use quite a bit of slo-mo effects across combat, Banu’s version of celerity is its biggest use case - we needed a small subsystem specifically to manage time dilation across gameplay, to allow for its use in combination with other abilities. This has really paid off, I genuinely never get tired of using Banu Haqim’s lethal beheading strike in (almost) stopped time!
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It sounds like they try to put a lot effort into combat. I still worry that we do not have enough to play around with, so little replayability.
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Banu Haqim, alongside Tremere, is our second clan that leans more into stalk within combat. While we’ve tailored Tremere for a slower, more tactical style of play, the Banu Haqim clan’s use of Obfuscation and Celerity make them much better suited to a faster, more confident approach.
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Fashion-wise, I like the suit option, but then that makes me wonder whether the Ventrue will get any traditional suits now. Would be a little redundant.
The biggest things that got a reaction from me was a hard disagree with their initial spiel about how the clan history was a mistake, as the Ravanos are a strong example that the Banu Haqim method of expanding out of their niche, was the better option to throwing away the past and making the clan a directionless generic concept.
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Also it worries me that they really think Tremere are a stealth clan, over glass cannon.
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Outfit wise, it get another fine example of how that hairstyle detracts from all outfits that don't hide the hair.
Further Outfit 3 looks more like its a Lasombara outfit than Banu Haqim to me, since its kind of a roughed up suit look.
What's equally worrying to me: they think the clan perk of dissolving bodies will make Tremere legitimately stealthy. The only way that perk works is by tediously neck-snapping lone enemies, before initiating open combat. It does nothing to help us go back into stealth after we're detected.
If we could at least climb up walls and ceilings with the low-level ritual, that'd help a lot. But with so few 'ability' options, nothing they've presented makes the Tremere look like a good stealth clan.
P.S. Also fashion sense is as terrible as always.
Also to be straight, Corrosive Vitae is Banu Haqims power, not Tremeres. Always were.
You might not like changes, but this is a computer game and changes are always needed to balance any type of game that isn't a perfect copy. Sure, there can be better ways of doing it, but at least wait until we get info on the all their skills in two weeks.
Technically they do mention Quietus, but I don't think they know it, ha ha.
Full quote:
"The Banu Haqim abilities primarily focus on these two disciplines – the player can silence themselves and others, move impossibly fast, and vanish from sight completely. These can be used at any pace, but they truly shine when used swiftly together, dancing in and out of sight and dispatching opponents quicker than they can react. This makes them ideal for a player who likes to stay hidden, toy with their victim’s senses, and when needed, kill everyone in the room faster than a Tremere could decide their first move."
Silencing yourself is an Obfuscate ability in V5, but silencing others (or an area) was originally a Quietus power from V20.
Moving impossibly fast will probably be the 'stop time' ability we've already seen. Vanishing from sight is straightforward Obfuscate.
The final ability will probably be Bladed Hands or an equivalent. Based on the clip of Haqim combat where they one-swipe-kill enemies, and their hands look a little different than usual. So, technically that would be a Blood Sorcery ritual.
Also, the bit they say at the end, about killing an entire room faster than a Tremere decides their first move--again, it seems to indicate even by their own internal playtesting that Haqimites are far more efficient than the other clans.
I am leaning more Banu Haqim and possible even more Tremere as I like stealth game play more, but Brujah sounds like the best damage dealer for both multiple targets and single targets. Although I wonder if Brujah is a bit of a glass cannon?
Bladed hands + stop time, will be equal or better than the Brujah's charge or flurry punch, because stopping time is far more versatile than waiting for all your enemies to stand in a line, or close enough to each other that you can flurry punch two at once. Against multiple weak enemies, one bladed-hands punch seems to kill them. Against one strong enemy, you can stop time and punch it multiple times with enhanced damage from the blades.
And yes, Brujah has no defensive abilities. Haqim has the stop time, plus disappear, both of which can be used offensively or defensively. The Brujah's charge can't be used to escape, I don't think, because it needs a target before it can be triggered*. So you can't run away from enemies with it, only towards them.
*not 100% sure on this. I just watched the warehouse scene with the charge, and it doesn't appear to lock on a specific target.