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Thursday 7 April 2011

Failure: Assamite combat (part 1)

Hi folks!

This is my second post on where I think v:tes could and should have done better. One of the many strengths of v:tes is that it is very close to the role playing game. With few exceptions. Well, unfortunately the Assamite clan belongs to the later. The Assamite really do not excel at combat, however they have very solid bleed and vote options. Read this recent article that was posted on the extrala blog.

Well, I never was a serious vampire: the masquerade player, but still I had some insight into the game, read some novels and it always appeared to me that in W.O.D. the Assamites are feared for their strength in combat. It would have been so cool, if this could have been reflected in the game.

The truth is that Quietus combat cards really do suck and this can be proven with a basic mathematical  knowledge. Let us compare with other combat options (all cards are used at superior level by default):

Example 1: Carrion Crows + Aid from Bats

Fact: 2 cards, no cost, environmental damage (harder to prevent), maneuver, press, total damage output is 6 including a hands for one.

Any weenie can do it, you can swarm with weenies, therefore rush multiple times. This is important because people will run out of s:ce against weenie Animalism very fast.

Example 2: Torn Signpost + Slam + Immortal Grapple

Fact: 3 cards,  1 blood cost, maneuver, press, total damage output is 8, no s:ce in the first turn.

Again, almost any weenie can do it. Also Immortal Grapple prevents you from any strikes that are non-hand strikes.

Example 3: Darkling Trickery + Earth Swords

Fact: 2 cards, no cost, maneuver or press, total damage output is 3 if DT is used for maneuver. 

DT offers additional defense against any weapon based combat deck! Does not deal with s:ce.

Example 4: Arms of the Abyss + Entombment

Fact: 2 cards, 2 blood cost, dodge built in, torpor guaranteed! Does not deal with s:ce.

Option to burn an ally, like a War Ghoul. 

Example 5:  Theft of Vitae + Apportation

Fact: 2 cards, no cost, unpreventable "damage", maneuver or press, total damage output of 2 if Apportation is used for maneuver. Does not deal with s:ce. You gain 2 blood!

Example 6: Selective Silence + Taste of Death

Fact: 2 cards, 1-2 blood cost, maneuver or can set range. Total damage output of 2 aggravated. Does not deal with s:ce

If you set range you need to pay 2 blood, if you just maneuver you risk not being able to play the strike card!

Example 7: Selective Silence + Blood Sweat

Fact: 2 cards, 1-2 blood cost, maneuver or can set range. Total damage output of 3. Cannot be prevented, but only usable at long range.

If you set range you need to pay 2 blood, if you just maneuver you risk not being able to play the strike card!

I think a very important number is the blood cost/damage output ratio. I will give this number by the formula x = damage output - cost for cards -1 for each time range is close (opposing minions default hand damage):

Carrion Crows + Aid from Bats: +5
Torn Signpost + Slam + Immortal Grapple: +5
Darkling Trickery + Earth Swords: +3
Arms of the Abyss + Entombment: *special, but -2 for guaranteed torpor.
Theft of Vitae + Apportation: +4, assuming you can gain all 2 blood stolen.
Selective Silence + Taste of Death: +1 or 0, but causing aggravated damage.
Selective Silence + Blood Sweat: +2 or +1, but damage cannot be prevented.

Well you can easily see that Quietus has the worst ratio with Entombment being the exception. However Entombment offers many other serious advantages over Quietus!

R E M I N D E R

This article is not about Quietus being playable or not. It is not saying that you shouldn't play it nor that it is a bad discipline (though personally I think it is). This article is just trying to say that Quietus is far away from being a tournament (combat) discipline and that it is far far away from what you would rightfully expect from your world of darkness knowledge.  

Basically any random crap 13th generation neonate with Animalism is ridiculously more combat efficient than lets say a 8th generation Assamite.  

This article is becoming too long now, so I'll stop here for now. Before commenting on this article I suggest you wait a day or two until I am finished with the second part, which will include Celerity (being an Assamite discipline, too), deck building and whatever I figure out until then.

by: Mephistopheles

6 comments:

  1. How would you account for the number of cards required to pull off a combo? I can think of how to add other elements to, for example, the TS, Slam, IG combo, but it becomes less and less card efficient.

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  2. I think Baal's Bloody Talons is the best combat card Quietus has. 3 agg with a WWStick is nice for 2 cards and 1 blood. and there's the rare chance of using it with Garrote.

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  3. Think of combos without disciplines:

    1) Weighted Walking Stick + Target Vitals=
    2+2-1= 3
    2) Zip Gun + Target Vitals= 1+2-1 = 2 Ranged

    In many cases they are even better than certain discipline combos.

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  4. To account for the card-cost... use triangular numbers.

    1 Card= 0
    2 Cards = -1
    3 cards = -3
    4 cards = -6
    5 cards = -10

    (honestly I can't think of a 5-card combat combination that MUST come off every turn... but you get the idea)

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  5. Better than Baal´s Bloody Talons, Sword of the Righteous with WWStick.

    +3 Damage
    -1 Cost
    +1 Damage Prevention
    +2 Agravated Damage ( it will cost later 2 blood, it opposing vampire goes to torpor).

    = + 5 Final Result

    ReplyDelete
  6. Until Final Nights, Assamites were not even thinked of as a tournament deck. Without bleed bounce the large vampires are still a problem if not used as a multirush.
    I also would take Viccissitude into account as combat combo: Horrid Form+Chiropteran Marauder: 1-2 blood, maneuver or aggravated dam, prevent 1 dam, 2 dam.

    ReplyDelete