This has nothing to do with vampire lurker, as a preface. It’s just a shitty pun title.
Please read the post thoroughly, as it covers what I perceive to be issues in the design and gameplay of the caste, and solutions to that. I shouldn’t have to say this, but often times, people just don’t read things thoroughly.
- Lurker, a history and overview of what it was, and what it is:
Lurker has, over the years, evolved into something it was not in the first place. It was initially an actual ‘lurker’, utilizing the (old and shit) system of the xeno equivalent of walking (stalking) to be invisible when moving. It lurked around, ‘sneaky’ and more reliant on waiting in ambush, though the old stealth was simply not as good as it is in modern CM.
As time has gone on, it has turned from that into more of an ‘assassin’ by having an actual invisibility ability that increases its already rather quick speed to a -very- quick speed to facilitate it actively crossing the map to hunt people down instead of ambush and lurk. In addition to this, the invisibility can be abused to push people around while invisible, to disarm tackle people while invisible, and to break barricades while invisible. None of this actually breaks the invisibility, and combined with the speed boost, this allows for very ‘gamey’ gameplay. It has now turned into a hit-and-run hyper mobile class with escape options, engage options, and meme-tier gameplay elements, and its strain is essentially the same thing, but with more speed, a little more fragility, and a very cracked out amount of crowd control options and self-healing.
- The Goal:
To return lurker to its role as an ambusher and improve its ability to move around in such a capacity.
- The Proposal:
-Remove lurker invisibility ability.
-Add a toggled ‘stalk’ ability.
–Stalk: Reduced movement speed. Slightly improved invisibility over current invisibility. Does not trigger MDs by moving. Does not trigger vent noises while moving. Does not trigger alerts when entering or exiting vents while stalking. Resting while stalking and not in a vent or tunnel reduces vision range by one tile, but allows for health regeneration while off weeds (unaffected by recovery pheromones), to further augment its role as a backliner and ambusher that operates in such environments. Lasts indefinitely, until toggled off, or until attacking, at which point it goes on cooldown for ~10 seconds.
-Crippling strike cannot be used to disarm, but still resets the global cooldown on clicking, allowing lurkers to maintain their lethality, but make it harder for them to secure captures utilizing crippling strike, which is ostensibly a harmful ability and not intended to be used for disarm tackles.
-Disarming will still not break invisibility, but due to the new function of stalking as invisibility, this should curtail the gamey gameplay of invisi-tackling people mid-combat or using invisibility to push marines five+ tiles in a direction before they can react, and then leaping away once the marine is out of position and grabbed by a warrior gang.
- In Closing:
Nothing else should change in my opinion, though I’m sure people will chime in with their thoughts and additional ideas. I understand that many will view this as a nerf, however, I feel vampire fills the niche of aggressive combat lurker, and this change will actually give the stealth/ambush role of lurker more of a spotlight and purpose, and provide an engaging and unique experience, and something to make marines fear the dark a little more.
EDIT: Typo.