U74 Preview 2: Dhampir Race

Putti

Well-known member
Looks like some good changes. The negative amp on the cores seems a bit odd, though, seeing how you need to take a tier 3 enhancement to even benefit from that (or be a palemaster). The cores being like that make it seem like negative healing should be considered default, while the tier 3 enhancement suggests it shouldn't.
 

Dalsheel

Well-known member
So... since this race now has infinite self healing uses, could you return the regenerating Healing Hands to Aasimar?
It just makes sense. The nerf was many years back and for reasons that don't apply anymore.
You can keep the charges at 4, if 7 seems a lot, but they should regenerate over time.
 
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Aaumini

Well-known member
Good changes frontage first preview. I would suggest adding WIS to the DC calculations abilities list innorerr to support monks.
 

Abramax

Emerald Archer
Good job ! I love the change to the bite, having a CD is really great (y)
Nice negative heal amp and sneak attack bonuses are great too.

Rush of Bats can now target breakables. It can also be used without a hard target, but does not rush at this time when untargeted. We're still evaluating how to adjust this skill - Its intent is to allow you to rush to a target in order to get in and use the Bite - if it does that AND functions as an Abundant Step without a target, it would need to be much more expensive/higher tier as well as put other Abundant Steps on cooldown.
Can we imagine to have the Rush of bats (= charge) as it is and another one Tier 4 Rush in shadows (= Abundant Step) ?

Also still think the race itself should have 50% Neg healing, 100% Pos, and then Shroud flips that to 100% Neg 50% Pos. Even basic dhampirs are still half undead, after all
Agree 100%
 
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Fenryn

Member
Good to see these changes! I like that there is a race with negative healing amp as an undead form enjoyer, though as others have said it would be nice to get some more negative healing support in Epic Destinies
 

Lominal

Well-known member
This feels a lot better. My last desire for this race is that they add an upgraded form similar to the iconic that focuses on the physical aspect in t4 (+2 con/dex/str and 5 mp or something similar).
 

droid327

Hardcore casual soloist
I really like how facial features are handled on this - I like the scruffy beard option rather than actual geometric beards on other races, which often just look like cardboard cutouts glued to the face

However, I chose a dark blonde color for my Dhampir, on hairstyle 29, and it came out silvery white
 

Abramax

Emerald Archer
If we have to choose between a charge or an Abundant Step, I guess the abundant step is better.
For SLA, the charm is really not attractive, hypnotism then hold person and hold person mass would be much better.
Just give a 15sec or 20sec CD for hold person mass.
 

Ratatoskr_Mikew

Well-known member
I have finished phase one of my assessment on the Dhampir for this preview

They are defensively weak, I built a melee Favored Soul Undead build Dhampir, I pulled out all the the stops so I could steel man the Dhampir, Steel manning the Dhampir to argue it as a good race as it failed. While the Dhampir performs above average in low level quests in terms of what its racial tree offers, it is defensively far too weak to release as if on this preview.

The balance of offense and defense capabilities though make the Dhampir great for soloing an individual boss type monster if you max out all of its capabilities, but it can't handle mobs beyond that rush of bats buff. Soloing Reaper 1, yes only 1 becomes a near challenge. Not because of the negative healing amp aspect, but because this race is oddly squishy, as if they have some sort of hidden defect.

Phase two will be a Dragonlord fighter build
 

woq

Well-known member
This feels a lot better. My last desire for this race is that they add an upgraded form similar to the iconic that focuses on the physical aspect in t4 (+2 con/dex/str and 5 mp or something similar).
This, though it might be arguably too good then combined with the +3 all stats from biting.

That said would still value ditching the charge attacks more than gaining more power. Spring Attack >>>>> Rush attacks in practice - even if it's a new kind of Spring Attack that requires a hard target in LoS (but mechanically otherwise behaves like Spring Attack) so that you can't use it as a mobility speed ability to rush faster if that's the concern.

Rush abilities simply do not play nice and should be reworked, fixed or buried. Even Fast and Furious is best used in melee range when both you and the target are standing still.
 

Pretty Good Old One

Well-known member
Possible Bug: Biting Swarm does not appear to be doing 1d12 per level. After hitting lots of kobolds with it, it seems to either still be 1d6, or more likely 1d8. (It seems to be doing ~ 3-5 damage per level on average).

Other feedback - love the changes. Bite is a lot of fun, and I am enjoying the bat charge as well. Having an area attack, even as a DoT adds a lot if you are playing solo.
 

Ratatoskr_Mikew

Well-known member
Okay I completed the testing with the Dragonlord build, Dhampirs are too squishy

They are fine offensively, but defensively they are super weak.
 

seph1roth5

Well-known member
Good job ! I love the change to the bite, having a CD is really great (y)
Nice negative heal amp and sneak attack bonuses are great too.


Can we imagine to have the Rush of bats (= charge) as it is and another one Tier 4 Rush in shadows (= Abundant Step) ?


Agree 100%
I don't think I've seen anyone, anywhere saying they prefer the bats to be targetted jankness. Did any of this stuff go through the player's council? I think a dev had commented somewhere that if it were more of a wing, it would have to be higher in the tree and also go on the same CD. To which I think...EVERYONE would prefer lol.

I get not wanting to give everyone wings, but please no more glitchy hitchy charges.
 

Smokewolf

An Excited Member
    • Embrace Death: Toggle: While Embrace Death is active, you gain 100% critical hit resistance and are able to be healed by Negative Energy. You take 50% healing from Positive, and double damage from Light. (This replaces your natural vulnerability to Light). You are considered Undead rather than your original type for the purposes of most effects. You gain +2 Intelligence, +2 Charisma, +2 Wisdom, and +3 Perform. Your melee attacks have a 10% chance to heal you for 1d3 with Negative Energy per Character level (max 20). This is a Major Form, and counts as a Shroud for the purpose of Pale Master.
Question: With this being considered a major form, this creates incompatibilities with both the Abyss pact (already has death form) and Enlightened Spirits "Celestial Spirit". Will we see changes to these to make them compatible with the new race?

Side Note: I'd be in favor of having the Abyss pact removed from the game, as honestly its that bad.
 

woq

Well-known member
What if the rush of bats applied a 0.1 second immobilize/stun effect on the target ? Would that reduce the amount of times the game goes haywire with the location of the player and the target?
 
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