Going back on the vamps, can someone explain how is the blood-drinking, power-stealing vamp not overpowered? if i understand right, before he gets activated he is basically a seer who can find other people identity AND use their powers (this is already much better than the seers). After he gets activated, he can kill people, talk to his buddies and he knows who many of the other player really are. it would b a slaughter.
i still think that the best way to improve the vamps without overdoing it is making all 3 of them real vamps, with ww immunity. this would ensure that vamps are almost certainly activated and strongly reduces the 'ethical dilemma' of the goth that some think could become a problem.
I'm sure Ravenvii will tweak things before the game if something seems out of hand... he asked how could we make the Vampires more powerful, so I answered.
🙂
I think if you make the Vampires active from the start, you're looking at two villager deaths per night (assuming both the WW and the Vampire attacks are successful)... that essentially turns the game into 5 rounds of Villager slaughter, followed by Vampires versus WWs until one finally gets the upper hand.
Let me go back to my original suggestion...
The (Alpha) Vampire is powerful, no question... but we can consider all kinds of tweaks to lessen his or her impact on the game. I mentioned a couple in my original post... we could consider some others (and combinations of handicaps) too:
- restrict what Specials he could leech a power from (WWs and Hunters only, for example... Seer, Undertaker, Sorcerer, Brotherhood, Priest, Spy would all look like regular Villagers to the Vampire because nothing happens).
- restrict what powers that the Vampire could leech (if he scans any WW, he could get Kamikaze, but he would get no information on if he drank from the Alpha, Infectious, or the Regular... if he scans a Hunter, he could leech Protection or Attack Immunity).
- can only drink from any single Villager once... so if the Vamp found a Hunter, the Vamp couldn't keep going back and leeching Attack Immunity 10 nights in a row. One and done.
You also have to remember that if a Goth finds the Vampire, the leech ability is gone... no more Seer-like ability. So if by chance the Goth finds the Vampire or vice versa on one of the early nights, the impact of the Alpha Vampire's leech might not be felt by the Villagers at all. Plus, remember that like the WWs, you could make it so that the Vampire only knows that they are a Hunter, but not what kind.
While knowing who might be who is incredibly powerful, like the Seer, the Vampire has to be very careful how he or she divulges that information. He could try to out one of the Hunters, but the Vamp then risks that he might be killing the WW Hunter, who the Vampire actually benefits from keeping alive... never mind that drawing attention to him or herself might earn the Vampire a fatal arrow from the Vampire Hunter. Trying to out a WW could be equally dangerous to the Vampire as well... it might make the Vampire look like the Seer, in which case the remaining WWs might focus their attention on the Vampire... it would also raise the suspicions from the actual Seer and/or Undertaker. Knowing what the Vampire is capable of, in combination with a careless Vampire can provide all sorts of information to vigilant Villager Specials.
Could the Vampire leech ability use some tweaks? Probably... but I think Ravenvii has done a good job of balancing the game to this point and can recognize if things will get out of whack pretty easily.