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<blockquote data-quote="erik_the_guy" data-source="post: 4377781" data-attributes="member: 70483"><p>Oh, I see, +4 against bloodied instead of the +2 proficiency bonus, seems balanced. Also the necrotic resistance and current skill bonuses seem balanced and make sense (+2 diplomacy because they used to have domination powers, +2 athletics because they used to have super strength and such).</p><p></p><p>The damage from blood drain should increase to 2d8 at 21st level. Also, I would add that the Daywalker can use it against a freshly slain enemy to gain the healing benefit.</p><p></p><p>I'm sorry, but I still think that drain blood should allow you to spend a healing surge. Allowing the creature to regain hit points without spending one should be reserved for daily powers. It's not that I'm that worried about characters getting unlimited healing, I just think its balanced.</p><p></p><p>Another suggestion for a 3rd Daywalker feature</p><p><strong>Vampire Recovery</strong>: Whenever you spend a healing surge you gain regeneration 1 as long as you are bloodied. This regeneration ends if you are not in combat or you are exposed to direct sunlight. This amount increases to 2 at 11th level and 3 at 21st level.</p><p>A bit of regeneration just like a vampire has, but harder to use and less powerful. Weaker than the regeneration granted by most powers, definitely not game breaking.</p><p></p><p>See how this would gain a synergy advantage with blood drain if you changed it to a healing surge.</p></blockquote><p></p>
[QUOTE="erik_the_guy, post: 4377781, member: 70483"] Oh, I see, +4 against bloodied instead of the +2 proficiency bonus, seems balanced. Also the necrotic resistance and current skill bonuses seem balanced and make sense (+2 diplomacy because they used to have domination powers, +2 athletics because they used to have super strength and such). The damage from blood drain should increase to 2d8 at 21st level. Also, I would add that the Daywalker can use it against a freshly slain enemy to gain the healing benefit. I'm sorry, but I still think that drain blood should allow you to spend a healing surge. Allowing the creature to regain hit points without spending one should be reserved for daily powers. It's not that I'm that worried about characters getting unlimited healing, I just think its balanced. Another suggestion for a 3rd Daywalker feature [B]Vampire Recovery[/B]: Whenever you spend a healing surge you gain regeneration 1 as long as you are bloodied. This regeneration ends if you are not in combat or you are exposed to direct sunlight. This amount increases to 2 at 11th level and 3 at 21st level. A bit of regeneration just like a vampire has, but harder to use and less powerful. Weaker than the regeneration granted by most powers, definitely not game breaking. See how this would gain a synergy advantage with blood drain if you changed it to a healing surge. [/QUOTE]
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