Both are my faveorite critters in nearly any game. 4e has really neutered them down. Especally the valmpire lord.
First, the VL can't shift into a bat or a wolf, or swarm of bats. Ok these 3 are going right back in as per houserules, and when shifted into a wolf the vampire gets increased speed, a Fangs of Fury attack (or something to represent the vampire wolfs powerful jaws) and some other stuff.
Now the Deathknight; first the Soulsword concept is rather wonky. I was wary of this since the preview so many months ago, but this is even worse. The immolation power is also nothing to write hom about, and while the undead healing bit is nice, I would have preffered more damage and/or he be able to shoot balls of flame.
Basically they have lost their signature attacks/powers, which ticks me off. For instance, I want my death knights to be able to cast fireball, like Lord Soth. So I guess I will add that back in, but basically it would have been nice to have it done already. With the new monster rules there really is no limit to the number of powers you can tack on really, just some type of cap on damage (Haven't analyzed monster generation rules yet)
Thoughts, and maybe any suggestions on how to make these creatures of the night more like their classic selves?
First, the VL can't shift into a bat or a wolf, or swarm of bats. Ok these 3 are going right back in as per houserules, and when shifted into a wolf the vampire gets increased speed, a Fangs of Fury attack (or something to represent the vampire wolfs powerful jaws) and some other stuff.
Now the Deathknight; first the Soulsword concept is rather wonky. I was wary of this since the preview so many months ago, but this is even worse. The immolation power is also nothing to write hom about, and while the undead healing bit is nice, I would have preffered more damage and/or he be able to shoot balls of flame.
Basically they have lost their signature attacks/powers, which ticks me off. For instance, I want my death knights to be able to cast fireball, like Lord Soth. So I guess I will add that back in, but basically it would have been nice to have it done already. With the new monster rules there really is no limit to the number of powers you can tack on really, just some type of cap on damage (Haven't analyzed monster generation rules yet)
Thoughts, and maybe any suggestions on how to make these creatures of the night more like their classic selves?