With the release of the new no-drop subrace armors, my original opening point for this suggestion is no longer valid. However, it still does pose the problem that being one of cursed blood is all pros and no cons, making being pure human lacking in terms of strategic gameplay compared to its counterpart. Because this is still the case, this suggestion is to focus on a way to balance ALL the races to promote diverse gameplay.
The idea actually comes from each the monsters of that sub race; I didn't plan on doing too much or getting too in depth because this is supposed to be something "'relatively' simple to implement".
Every turn your opponent makes a save roll. If they fail, you will decrease their BtH (and maybe defense as well?)[color=red*. Else they resist this effect**. The decrease amount increases with the level (1-10) you are as a vampire. Decrease will be less than the monster's version because you are not a fully endowed vampire, and even less when not wearing vampire armor.
* - Your dark aura overpowers your opponents will! (-«» to BtH, -«» to Defence)
** - Your opponent's strength of will overcomes your presence!
Your attack may inflict primal Fear («»% chance of not acting)* on your opponent. They can resist this**. The percent amount increases with the level (1-10) you are as a werewolf. Decrease will be less than the monster's version because you are not a fully endowed werewolf, and even less when not wearing werewolf armor.
*Your savagery fills your opponent with primal Fear!
**Your opponent stands courageously before your savagery!
The idea is that the werepyre is supposed to be of superior blood than its predecessors and if or when the sub races get a permanent boost to stats, it will be unaffected by the power the lesser forms' blood grants and a combined boost in stats that each of the lesser forms grant. Less resistance when not wearing werepyre armor.
• Constant (passive) resistance to effects that lower BtH and defense
• Constant (passive) resistance to primal Fear
The idea is that the werepyre is supposed to be of overwhelmingly superior blood than its predecessors and if an opponent tries to take such blood without having strong enough blood themselves, they will not be able to handle it. The reason that the dracopyre doesn't also have the resistance against effects that lower BtH and defense and primal Fear is because (more than anything, balance) they are effecting the dragon and human portion of your blood, which is why you only have resistance and not immunity as a werepyre because of your human portion.
In trying to transform into a dracopyre whilst not at least being a werepyre:
NightReign: "Without a slow and gradual transformation via my blood over a long time, a body as pitiful as yours wouldn't handle the internal war that such power creates."... "the lesser war of becoming a Werepyre will at least give you a CHANCE of surviving my great gift!"
• Constant resistance to attacks that drain health.
● Chance to cause poison status that causes harm damage to opponents that drain health (or to be simple, any time you take damage?); effects last until save is made, save is not based on stats but how much health opponent has (less health means less blood which means you probably drained the cursed blood which means they won't be affected by it anymore). Chance increases with level (1-10) you are as a dracopyre and race trying to drain health and level and/or power of poison is decided on the race of opponent, should work like a trigger, but for the sake of explaining why, I will list categories that it wouldn't trigger towards.: (I'm not sure how to scale poison level and/or power to actual damage but I can give a reference to scale from)
• ghosts/spirits/demons/elementals= 0% chance (because they are most likely draining pure life essence and not blood)
• humans/aliens: 99% chance; (should be the strongest form of the poison since, more often than not, most humans and aliens don't drain health, and if they did, well even a werepyre only has a "chance" of surviving)
• monsters/animals: 90% chance; (there's a reason werewolves and vampires usually feed from humans)
• vampires/werewolves: 80% chance; (I'd say this is the reference that the poison to the other races would scale from (either weaker or stronger); would be as powerful as the ( from the whispering raiment "RAIN OF DISASTER") lvl 90 prismatic burn )
• werepyre: 40% chance; (because as NightReign says, having werepyre blood only gives you a "chance" of surviving. Therefore among all the werepyres that you slay even as a mere human should not all be strong enough to take in dracopyre blood)
• dracopyre: 10% chance; (only because another dracopyre might not be of the same strain of dracopyric blood. As we can see, there are more than one type of dracopyre and if you wish to defect to the other, they instruct you to cure yourself first to obtain their specific strain)
• Every turn your opponent makes a save roll. If they fail your attack may inflict Disease. (Needed something for werewolves)
Lastly, I think there should either be a greater chance to run into one of the few monsters that do more damage if you are of these sub races and/or have a small degeneration of health (at least while not in the respective armor of the sub race) since you aren't exactly feeding, and regaining only a portion of the lost health when you defeat an opponent equivalent to the level 7 skill of the ShadowSlayer/NightHunter classes. The higher the transformation (werewolf/vampire -> dracopyre) the stronger the degeneration of health. This makes being pure human some what feasible without making the cursed blood too handicapped.
As a suggestion inside of a suggestion, I do not understand how coding works, but like I said my goal is to make this as simple and easy to implement as possible. Would it be advantageous in that regard for this to be a temporary spell like how when you defeat a sunray or moonray by overloading it with its elemental affinity and you gain an extra in battle spell that squeezes in along with the other 8 in your inventory?
If so each spell is named after the sub-race followed by "'s power", example: (vampire's power), cost is free and drains health each turn like suggested above, does not take a turn, lasts an unrealistic amount of turns to the point where one would not have to worry about having to reactivate it. Since it is a temporary spell, players will have to go back to their lair to get the spell back every time they log out and in, should nothing difficult more than a simple dialogue.
In my mind this would make it easier so that players won't be able to somehow glitch the game and get the perks from all races since the effects will be based off a spell that will disappear and change just as if getting another temporary spell.
Ultimately, I would like it as an automatic thing, however I figure it would be simpler for the time being for it to just be a temporary spell and then get implemented later as permanent effects that change with your race.
In the game, if you're a rouge/ninja/assassin or anything in between, your main character stat attribute is DEX, which makes sense and systematically correlates to that sort of fighting style. However, the only weapons that a rouge's stats can benefit off of are bows, guns, and spears/halberds. As an assassin, I own more spears than I do daggers and knives; an assassin systematically plays like a spartan which is counterintuitive towards our intentions.
My short suggestion on this is to have most daggers/knives (that aren't thrown) have the same effect as the Hunting horn, where as they may attack with melee, however their stat bonus is based off of DEX instead of STR. This will also give daggers/knives some uniqueness and versatility instead of just being statistically weaker but slightly (but still not worth it) more accurate swords.
Also, just as an ascetics pleaser; maybe make some of the katana's stats draw from DEX as well, considering it was mainly the sword play, rather than the strength that made users of the katana so deadly.
< Message edited by Mr. Uber -- 2/12/2018 0:17:57 >