Please nerf vampire lurkers or do something holy shit

for me its alot, still relatively new xenos, without lesser hours I would probably be striking around 80-90, a bit of that is as a hivelord or drone

still very mid at combat, and havent learned how to use hotkeys properly

Im not gonna read this but

Its a T2 that is meant for fast ambushing and a sort of ‘mini rav’ with its healing ability for headbites. so idk I think its fine.

Just get a few nerds with slugs in a shotty or a heavy revolver and stunlock / reduce its speed from a stun and boom it ded

I’m reading this thread and it seems half of the people agree that vamp lurker is just not fun to fight against

The other half is making bullshit statements and arguments of “get gud”. Please go ahead and play marine, use the loadouts you suggest and try killing 5 vamp lurkers at once. Do before you say and post video evidence thanks.

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Post video evidence of someone who dosn’t have 1k hours in xeno wrecking with vamp. don’t demand proof without providing any yourself.

Edit: And if we are just going with “if people think its bullshit it should be nerfed/removed”, then there would be SO MUCH removed.

After these Spec comparisons, I think the real takeaway I’m getting here is that we could just open up the Spec kits to Riflemen.

Like, good Spec players can warp a round like OWL can playing Vamp, or they can flounder and die immediately. OWL’s just a good player using good tools available to every Xeno player. So I’m not seeing the problem with just letting all the Marines have access to gear that lets them develop and express that same kind of skill.

Glad we cleared this up. Looking forward to the PR!

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Me when my xeno frontline gets swarmed by 5 sadars because any marine can be one if the slots are open.

It’s an awful comparison, I’ve seen 7 lurkers (6 vamps) in a 150 pop round. Vamps because of their ridiculous speed can easily do the lesser/runner strat of circling marines to cause FF without taking any of the huge risks because of their survivability.

I’ve seen vamps fumble hard getting double shotgun blasted and then body blocked but because of knockdown + launching away they were able to survive.

Again, I think the solution is removing their armor, I think this would let the caste keep its fun tools while also making it able to be punished when it fumbles.

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cough APC and Tank cough

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To be fair, i think there was a greater marine voice then xeno to remove the APC and tank. Because even now that its added in, I don’t hear any cries from xenoes (Unless you are talking about the surgery APC, but that shit was broken af).

Thank you for your input, bro, but “heavy revolver” doesn’t stun anymore for quite some time and neither slugs, nor heavy revolver bullets ever stunlocked. The best you can get is chainstun.
Thank you for sharing perspective of average xenomain who proposes outdated loadouts to solve legitemate issues.

Vampire Lurker is just a better warrior with 100HP less and lack of one click “I win” button.
Both vampire and warrior survive the same amount of buckshot PBs, but vampire is much, much faster and has a get out of jail free card.
Vampire lurker could be just a warrior strain and nobody would play normal warrior.

Compared to any other T2 and their strains, Vampire Lurker is clearly superior.
If you would give vampire lurker 300HP and benefits from bigger mob size (stun ressistance etc) then it would be a direct competitor to Ravs.
Vamp lurker is simply too fast, or too tanky, or both and has a get out of jail free card.

Vampire is able to do what regular runner and warrior can do combined, but better, faster and safer.

I urge you to look at Vampire and Warrior stats and abilities side by side and compare them.

Vampire lurker is just warrior that trades 110 HP, heal on normal slash and lunge for objectively better version of the rest of abilities, teleport escape, smaller sprite and speed.

If warrior is fairly balanced, then lurker is straight up OP compared to other T2s. If Vampire is fairly balanced, then Warrior is serverly underpowered.


Slug is shit against vampire, because of a speed and teleport. It is like saying slug is good against runners. Either you are super lucky, or a slug god and luckey to hit runners and lurkers reliably. For Kane’s sake, you can even be a 20 ping slug god, but slug accuracy can RNG MISS targets it actually would hit and it does pityfull damage.
Slug is good for annoying warriors, but not for hunting vamps and runners as proposed here. And it is only good because warrior after lunge is slower than marine in EOD armor with several splints applied. You still can RNG miss that fucking slug.

Do you guys actually play slug shotgun? Maybe I play on specific period of time where all of those elite sluggers go to sleep and I barerly notice anyone other than myself (if I even still run it, Flechette actually does damage).
If you play as a xeno, what you do when you got hit by a slug once, or twice? You run away. Slug actually helps you in that by pushing you into the opposite direction. You can sidestep, so it is a game for a slugger, will he shoot straight, will he try to predict you are sidesteping in one, or other direction? He guessed correctly? Well, RNG says he narrowly missed. This RNG doesn’t do that? Well, pray that the scatter RNG doesn’t choose at which tile he aimed for him.

Guys, really, start using slug for a round, or two and then try to preach to everyone how it is their messiah.
You won’t hit jack shit, if you will you will do pitiful damage and if you chainstun with it (IT IS NOT STUNLOCK) then the xeno will just run away, especially if it is a xeno with teleport on demand ability like vampire lurker is for some reason.
Good luck trying to hit vamp lurker running around other marines,

If a competent xeno notices you loaded slugs, he will bully you to death, tanking this super big 70 dmg 20 ap slug every time. T3s and Drone T2s (outside burrower) laugh at slug users. Runners don’t get hit by them more than once and even if so, they can tank three shots. Vampire lurker that is only slightly slower than runner and can tank 5.

I bet you xenomains imagine marines forming fucking Napoleonic Wars musket formations, but with slugs.

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I think I’d like vamp if it was a buffed version of a runner. High speed and damage but still fragile and more easily punished aka lower health and/or armour. To be able to do what it does but to be harder for them to survive it therefore playing more careful. Not just run in point and click to oblivion and run out.

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Nerfing damage imo should not be used unless said damage is extreme to the point of it being too bad. This is a nerf health case since the whole point of the vamp is to do damage.

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exactly, A vamp is DPS cast, they should be a glass cannon!

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Probably more because OWL plays regularly, is guaranteed to get a vamp lurker slot each time and thus begins his reign of terror over the marines almost every time he goes xeno, thus resulting in half the server dying to him and generating extraordinary salt directed to the strain he’s playing. Not to mention him literally fight off weeds for multiple firefights, feeding to full health from head bites and soloing entire groups, all witnessed by his dchat victims.

Regarding people comparing ”good specialist players” to “good vamp players”, yeah no. 90% of specialists are bald as fuck. The good specialists get in rarely, and when they do it’s not guaranteed they won’t just get round-removed via gib or perma.
The good vamp players are essentially guaranteed a vampire slot and can always respawn if they wait long enough, thus they can consistently shit on marines, unlike “good specialists”.

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IMO being able to pounce away after every stun is what makes vampire so good. I’ve seen so many times where a vamp would’ve died but could just pounce away from any danger. You would think that one of the best castes that can punish mistakes is one of the hardest to punish for overextending because of their speed, tankiness, and ability to pounce half a screen or more.

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High tempo, low ability cooldowns, high damage, health regeneration off weeds, stuns, runner-speed. It’s a pocket tier 3 runner with everything on top that also sidesteps major balance considerations for xenos.

It’s been an obvious problem since introduction but it’s xeno so it always feels like you have to pull teeth to get some actual balance or sanity checked in.

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I’d cut down the speed and remove health regen personally. I don’t think health regen in particular is healthy for the gameplay, it defeats the entire purpose of weeds and support, and it’s being slowly crept into every single caste since its introduction, and every caste with health regen either becomes a powerhouse or already was and got even better.

People are grossly underestimating how powerful an ability that healing with attacks or kills actually is in practice.

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Theres only three castes that have self health regen. That being warrior, berserker and vamp. What others are there?

I dont do videos but again with less than 100 hours if you remove lesser hours, I did get around 8 kills with it and 20 or so bone fracs, in a round with it, will continue vamp maining to report, honestly, its an easy caste to use

this one less impressive but during hijack as a forsaken vamp, killed 3 people in a group of 5 before needing to rest. Shipside role users arent really robustos tho, although I do think 2 were rifleman