woops, i just created this as a new thread in the genral forum.... didnt even realize this thread was here. Here's a repost and I'll go kill the other thread.
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I've noticed a lot of people complain about playing as the vamp team (myself included sometimes

) and thought I'd try to look into why the team doesnt perform as well as many feel they should/could.
Looking at the stats on fumbbl, the vampires have the 4th-to-worst record... their win percentages are 34/17/49 for W/T/L... just barely better than only halflings, goblins, and ogres, and that's WITH the currently broken way the vamps work on fumbbl since the client allows vamps to score during a lust without needing to bite a thrall. The way I understand it, flings/gobbos/ogres are all supposed to fit in the "joke" category, or what's commonly referred to as "Tier 3". I thought vamps were supposed to be on "Tier 2" but that doesnt seem to be the case. But why?
Certainly much of the statistics can be blamed on the coaches. Most people dont use HG as much as they should, many don't protect their vampires, there's a laundry list of things people can be doing "wrong". But I think the current roster, and the current ruleset, are working against the team.
First of all, the thralls are nearly worthless. Sure, they're 40k, but they're vanilla 6/3/3/7 with only Gen access. No coach wants to stack up on these guys. But then you have the vamps, who are great players but are also expensive as anything. Not to mention have Blood Lust. Not only are your opponents beating your thralls into oblivion, but your own teammates are burning through your 70k rerolls trying to avoid Lusting, and every once in a while coming over to snack on your poor thralls as well.
OK, so maybe a coach could choose to stack the roster with vamps... no intelligent coach wants to do this thanks to the Rule of 11, since it only speeds up the self-destruction process. Very soon you're either removing vamps from the pitch and suffering early TO's, or you continue to devour your thralls.
I don't think vamps should be an easy team to play. Nor do I think they should be right up there with the best teams in the game. But I think that something should be done to help bring this team up to at least "Tier 2" status instead of the "joke" team it currently is.
I have a small handful of ideas which could or could not work, but wanted to see what other coaches thought.... #1, cheapen the team's RR's. Seriously, I think 70k is an injustice to this team. #2, help out the thralls. Give them AG access or SOMETHING, even if it means raising their costs. #3, tweak Blood Lust. Make the vamp roll armor before injury.
I am in no way saying do all three of these things... but i think any one could help the team. Especially #3: I think the root of many vamp team problems is the self-mutilation where if there was less chance of injury, the team could compete better. Say when a vamp bites a thrall, said thrall is stunned automatically. Roll for armor, if it breaks then roll injury and stun/ko/cas the player. If not, leave the thrall stunned and he flips at the end of the turn so he can be stood up and used next turn. Yes, it's adding more dice rolls. But it would keep the team on a more even keel IMO.
Maybe I'm just out of my head. Anyone else have any thoughts?