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Update the Werewolves

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When I started to play on Thronecraft I was a zirian slave.
I soon saw a thing to fear worse than vampyrics during the nights and this creatures were the werewolves.
Today I play a vampyr, we are a lot of vampyric, a few bloodhounds and a few slaves but only one werewolf being nearly bullied each full moon like a source of fun because weak against diamond armors and enchanted swords.

Werewolves are suppose to be feared because of their strenght, speed and healt. They are strong it is true, their Toughness is good too, but 4hp like a normal human ?
They are suppose to have a skin as strong as leather or chain, able to stop an iron blade and perhaps break it.
I propose to update the werewolf HP (irp because I know it's hard to touch the plugins) to 6HP to give them a bit of dangerosity, because for now I only see a poor pet being mauled by stronger than him that are human beings.

An other idea, there is three races (without the alpha):

-Bloodmoon allready have a S bonus due to their brutal nature
-Silvermnae could have a T bonus because well known for their high rate regeneration speed
-Witherfangs a WS bonus due to their extreme speed suppose to rivalise with any animal
(perhaps also think about ws because werewolves are suppose to be fast, even the transformation show it (the effects like jump boost and speed boost) and it's a bit ***** to take a lot of hits and be as slow as a zombie not able to hit the target).


Proposed Werewolf stats:
WS 3 | RS 0 | MS 0 | T 5 | S 7 | HP 6 (40HP with new system)
Bloodmoon- Add 1 to Strength
Silvermane- Add 1 to Toughness
Witherfangs- Add 1 to WS
Alpha- add 2 to Strength and 1 to toughness
Werewolf Aggression- When seeing a non-werewolf, a werewolf must roll a d6. If rolling a 1, they will attack the non-werewolf
Madness of the Moon- When on a full moon, a werewolf must attack any non-werewolf seen. No exceptions.
Fury of the Wolf- Due to their speed, they are capable of performing 2 actions (attack + attack +Retreat). This means that in a single turn of combat they may attack.

I think this could Highly be appreciated by the werewolf players, I know how it feels when you are surrounded by four men with diamond/iron armor with protection V and swords with sharpness V.
Just the HP update could make it more enjoyable and provide a better RP.
Werewolves aren't puppies and guards may fear them instead of seeing their hunt as a sport for pleasure.

werewolves_by_tlmolly86-d3n0lr0_1518456326.jpg
Posted Feb 12, 18 · OP
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I agree, as a player who's fought werewolves, regular humans with a stone weapon (or equivalent) are generally decently prepared, because werewolves cant hit them, and the human has a 4 str boost, i've fought alphas to a standstill with a bone stick, i've even defeated alphas, bloodmoons, witherfangs and silvermanes, so, werewolves, really arent that strong, they should be, though (that doesnt mean my character inrp will ever be afraid of a werewolf, he actually likes wrestling them, god he reminds me of orcs XD)
Posted Feb 13, 18
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I think that with this Wolf update it would be even more usefull to see A Hunter guild awaken 😉
And yeah.. Sephiran made them to rivalise With any creature
Posted Feb 13, 18 · OP
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I don't think the Werewolf's health should be high. Don't forget, people fighting them only have say, 30 minutes of combat before they return to human form.
Posted Feb 13, 18
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Yeah but it depends of the combat system you use.
Perhaps 5hp and so 30hp With the bed system then
Posted Feb 13, 18 · OP
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Werewolves need a boost or something else to make them more of a threat again. It's no fun mercilessly killing them without a challenge.

I support this.
Posted Feb 14, 18
BmZuzu x
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I think what makes werewolves so underwhelming is that their WS - is set at 0 .
I get that probably the logic behind it is that when the human turns to werewolf - they essentially become a mindless killing machine BUT i feel in werewolf form they should have some form of instinct and ferocity to be able to have some WS.

From the fact that they can attack twice and move in one turn you can see that werewolves are meant to be these agile aggressive creatures and if thats going to be the case , even a veteran swordsman (around 4-6 WS) should have a problem dealing with such a creature thus i propose boosting their WS to around 4-5 as a constant. With alphas having 5-6 ?
Posted Feb 14, 18
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I totaly agree, I base my point of view on legends, books, movies and games.
Werewolves are always fast agile, able to climb in buildings and run faster than a horse.
They are fast enough to dodge human weaponry for the majority
Posted Feb 14, 18 · OP
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I do agree that Werewolves are supposed to be a threat.

But as BmZuzu said, they become mindless killing machines at full moons. Which means, no strategic.
Which means, no WS.
Simply making werewolves much OP than other races wouldn't be fair at all, especially for "Normal" humans.
If werewolves would have only strengths and no weaknesses, then why would people want to play "Normal" humans when they can be werewolves who are exactly the same but much stronger at night?

Every race has a huge a weakness. Vampyrs and Vampires' weaknesses are wood and fire, which /every/ player can easily get.

For Nakhari and Ishtari it's water.

For humans it's, well, quite low stats. ( S, T and HP)

I also heard from staff, there also is going to be a weakness for the werewolves (on the rolling mechanics system), obviously it's gonna be Silver. But if they do buff the werewolves, in my opinion, they would be completely unfair. In my opinion, they should stay with 0 WS and all. It's not like they can't increase their WS through time, just like every other race and character can.


In other words, if you really want to be a "Threat" as a werewolf, try not to get yourself in trouble. Keep your character alive for as long as you can, and increase your WS. Just like every other character does.
Posted Feb 14, 18
BmZuzu x
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I do agree that Werewolves are supposed to be a threat.

But as BmZuzu said, they become mindless killing machines at full moons. Which means, no strategic.
Which means, no WS.
Simply making werewolves much OP than other races wouldn't be fair at all, especially for "Normal" humans.
If werewolves would have only strengths and no weaknesses, then why would people want to play "Normal" humans when they can be werewolves who are exactly the same but much stronger at night?

Every race has a huge a weakness. Vampyrs and Vampires' weaknesses are wood and fire, which /every/ player can easily get.

For Nakhari and Ishtari it's water.

For humans it's, well, quite low stats. ( S, T and HP)

I also heard from staff, there also is going to be a weakness for the werewolves (on the rolling mechanics system), obviously it's gonna be Silver. But if they do buff the werewolves, in my opinion, they would be completely unfair. In my opinion, they should stay with 0 WS and all. It's not like they can't increase their WS through time, just like every other race and character can.


In other words, if you really want to be a "Threat" as a werewolf, try not to get yourself in trouble. Keep your character alive for as long as you can, and increase your WS. Just like every other character does.
The weakness for werewolves is silver.
Want more weaknesses?:
  • They have the lowest S in most combat scenarios - Since they cant hold weapons , their S of 7 is less than any other race's S if that particular person is holding any enchanted diamond weapon (which are relatively easy to come by).
  • They have the lowest T in most combat scenarios - stuck at a base 5 since they can't wear armor, and most enemies they'll fight will have enchanted diamond or iron armor , effectively with 5+ Toughness.
  • Magic? Nope - can't cast any spells.
  • WS ? -im actually under the impression ws is stuck at 0 - (that it can't be trained but if they can, then disregard the rest of this point) so good luck hitting anyone with that ws.

So as you can see, anybody of any race with half decent equipment could easily take on a werewolf - only ones whod have trouble are newbies who just joined the server. now i won't presume to know what Remuz or staffies intended for werewolves to be, but if they were to be these somewhat aggresive dangerous beings that are meant to instil fear - then current mechanics have them lacking.
Just by giving them a small wS boost is not going to make them any more op than the other races. it will just make them more balanced in regards to what they were meant to be, without making it impossible for guards to deal with them.

P.S after listing out their shortcomings, i even feel a small WS boost won't be enough but baby steps.

Posted Feb 14, 18
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