Patch 2.0 Original Town of Salem Changes

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Re: Patch 2.0 Original Town of Salem Changes

Postby peyo » Fri Jun 09, 2017 11:37 am

Naru2008 wrote:
peyo wrote:Is everyone's game working SO DAMN SLOW?

I'm barely able to play on a really good laptop (had no issues before the patch) - it's like 2FPS

Have you tried changing your graphic settings? That's most likely the reasoning.

you mean the Display Options (pets, houses and skins)? I've always had everything turned off, so that's not a reason.

As I said, everything was working fine pre patch, now it lags so hard that I can barely type. In the same time I can run LoL on stable 60fps with mid-high specs, so my laptop is not a reason either.
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Re: Patch 2.0 Original Town of Salem Changes

Postby LRyuzakiL » Fri Jun 09, 2017 12:59 pm

All of these sound good except the jester. Why remove the trans ability to swap haunt targets? Its a way for town to lynch NE when they are low on numbers and cannot lynch otherwise, and still be able to come back and win. I'm sure someone will reply with "town winrate is so high, we don't wanna do anything to make it better" but that doesn't mean you should just nerf town for the sake of nerfing town wherever. If jailor is dead and vig isnt around (dead or tk is vet), there are times when lynching the jester is the towns only option, as they don't have votes on mafia/nk, but mafia/nk will vote up jester. I think this should be changed back. You shouldn't make changes that help evils just for the sake of helping evils, regardless of other factors. The changes that lets arso kill jailed targets is great, it makes sense and it helps out a role that could use help.

This jester change is not in the same boat as the arso change. It doesn't mechanically make sense, its nothing more than a way to balance out the win rate. You definitely want to balance out in the win rates, but you wanna do it in the right way. Making the arsonist kill jailed targets is one of the right ways to balance it, it mechanically makes sense. The amne change is also great. There are plenty of times where amne would like to go evil, but can't because theyre commonly unique. It makes sense, mechanically, to make these changes to the arso and amne. Making the jester haunt untransable makes zero mechanical sense and seems like nothing more than "lets help evils win more", regardless of all other factors, which is the wrong approach. The jester haunt should still be transable.
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Re: Patch 2.0 Original Town of Salem Changes

Postby TheWabbit » Fri Jun 09, 2017 1:04 pm

The jester has been lynched!

Oh well, only 1 guiltied so the Transporter can choose the kill.
The jester will haunt the player's house but what the heck why is the other guy here instead of the player?

Nevermind, I'll make them really guilty for no reason even if they have nothing to do with my lynch yada yada
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Re: Patch 2.0 Original Town of Salem Changes

Postby LRyuzakiL » Fri Jun 09, 2017 1:34 pm

TheWabbit wrote:The jester has been lynched!

Oh well, only 1 guiltied so the Transporter can choose the kill.
The jester will haunt the player's house but what the heck why is the other guy here instead of the player?

Nevermind, I'll make them really guilty for no reason even if they have nothing to do with my lynch yada yada


Balanced gameplay & mechanics > lore. Do you really think that lore is an argument for why you can't trans the jester guilt? Thats absurd.
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Re: Patch 2.0 Original Town of Salem Changes

Postby BlazinIce » Fri Jun 09, 2017 4:46 pm

You can't trans jester because it makes it so town doesn't want to lynch jester, losing the challenge of the role and granting a free win. Also, transporter getting an free unstoppable kill is absurd.
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Re: Patch 2.0 Original Town of Salem Changes

Postby LRyuzakiL » Fri Jun 09, 2017 9:34 pm

BlazinIce wrote:You can't trans jester because it makes it so town doesn't want to lynch jester, losing the challenge of the role and granting a free win. Also, transporter getting an free unstoppable kill is absurd.


If jailor is dead/doesn't have exes (common in late game) and vigi isn't around, either because he is dead or TK is vet (very common), and town doesn't have votes on mafia/nk, their only option is to lynch the jester and trans the guilt to someone they suspect to be evil. For example, if theres 2 mafia, 1 jester, and 3 town, the town can't vote up maf because jester isn't going to vote with them. However, they could vote up the jester because maf will be glad to put him on trial and abstain on him. Trans should be able to swap the guilt to someone after this. There's plenty of times where town is low on numbers and lynching the jester is their only move. This shouldn't be removed as an option just because "town wins too much."

Changes such as the arso buff and amne buff were both really good. They're balanced changes that help out evils in a proper way. The change to the jester is nothing but "hey we can lower town win rate with this, so lets do it." Its not like there is a trans in every game, and even when their is, he would have to still be alive and there would have to be exactly 1 guilty vote for the trans to confirm it. If the maf wants to stop the trans from doing so, they should vote innocent so that other town will have to vote guilty to get the lynch. In that example, if both maf inno the jester after a trans claim, all 3 remaining town would have to guilty to lynch and trans would only have a 1/3 to swap the right person. Its only a "free unstoppable kill" if the remaining evils allow it to be.
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Re: Patch 2.0 Original Town of Salem Changes

Postby TheWabbit » Sat Jun 10, 2017 2:07 am

LRyuzakiL wrote:
TheWabbit wrote:The jester has been lynched!

Oh well, only 1 guiltied so the Transporter can choose the kill.
The jester will haunt the player's house but what the heck why is the other guy here instead of the player?

Nevermind, I'll make them really guilty for no reason even if they have nothing to do with my lynch yada yada


Balanced gameplay & mechanics > lore. Do you really think that lore is an argument for why you can't trans the jester guilt? Thats absurd.


The jester got their win, people guiltied the Jester.
The jester can choose who to haunt. They don't care about the game anymore (unless lol).

If you strip off the ensured independence in haunting, then heck just go make the Jester Town Support or worse.
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Re: Patch 2.0 Original Town of Salem Changes

Postby Belshy » Sat Jun 10, 2017 12:42 pm

Petition to add Arso/Poisoner to stalemate.
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Re: Patch 2.0 Original Town of Salem Changes

Postby LRyuzakiL » Sat Jun 10, 2017 1:28 pm

TheWabbit wrote:
LRyuzakiL wrote:
TheWabbit wrote:The jester has been lynched!

Oh well, only 1 guiltied so the Transporter can choose the kill.
The jester will haunt the player's house but what the heck why is the other guy here instead of the player?

Nevermind, I'll make them really guilty for no reason even if they have nothing to do with my lynch yada yada


Balanced gameplay & mechanics > lore. Do you really think that lore is an argument for why you can't trans the jester guilt? Thats absurd.


The jester got their win, people guiltied the Jester.
The jester can choose who to haunt. They don't care about the game anymore (unless lol).

If you strip off the ensured independence in haunting, then heck just go make the Jester Town Support or worse.


The jester wins regardless of the haunt, why do you have a fetish for allowing the jester to haunt specifically whoever he wants, regardless of literally any other factors at play? Saying that the jester is like a "town support or worse" just because he can't guarantee who he haunts 100% of the time is ridiculous. If there isn't a trans still alive, it is guaranteed, which is over 50% of the time. Even if there is a trans alive, there needs to be exactly 1 guilty to trans it. Any more than that and the trans has, at best, a 50% chance of hitting the right target. Jester's don't have a great win rate, and allowing the trans to trans it will improve the win rate for jesters. If the jesters only way to get lynched is to convince the town to lynch him and trans the guilt, the jester can get the win. If the evils are good, they will inno it to prevent the guaranteed trans. Its not common for that deal to be made anyway, but it should still be an option.
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Re: Patch 2.0 Original Town of Salem Changes

Postby kosmo16 » Sun Jun 11, 2017 2:52 pm

shapesifter13 wrote:Jailing
Jailing will now make all targeting fail against the jailed target.


What about lookout he also fails to see a Jailor's visit?
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Re: Patch 2.0 Original Town of Salem Changes

Postby Jerme » Sun Jun 11, 2017 9:44 pm

kosmo16 wrote:
shapesifter13 wrote:Jailing
Jailing will now make all targeting fail against the jailed target.


What about lookout he also fails to see a Jailor's visit?

The lookout cannot see who vists at all. Along with that, is the Jailor now a non visiting role and thus can't vist at all, even when Witched.
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Re: Patch 2.0 Original Town of Salem Changes

Postby JazzMusicStops » Mon Jun 12, 2017 2:03 am

LRyuzakiL wrote:
TheWabbit wrote:The jester has been lynched!

Oh well, only 1 guiltied so the Transporter can choose the kill.
The jester will haunt the player's house but what the heck why is the other guy here instead of the player?

Nevermind, I'll make them really guilty for no reason even if they have nothing to do with my lynch yada yada


Balanced gameplay & mechanics > lore. Do you really think that lore is an argument for why you can't trans the jester guilt? Thats absurd.

Transporter directing Jester isn't balanced lol
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Re: Patch 2.0 Original Town of Salem Changes

Postby TheWabbit » Mon Jun 12, 2017 2:45 am

If your only shot at winning is begging then what's the "deception to get yourself lynched" in that?
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Re: Patch 2.0 Original Town of Salem Changes

Postby TreyHelfire » Wed Jun 14, 2017 6:21 pm

This update also apparently got rid of spytesting?
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Re: Patch 2.0 Original Town of Salem Changes

Postby orangeandblack5 » Wed Jun 14, 2017 7:54 pm

TreyHelfire wrote:This update also apparently got rid of spytesting?

Yes
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that is the dumbest idea I think I have heard.

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Re: Patch 2.0 Original Town of Salem Changes

Postby PremedScroll » Thu Jun 15, 2017 12:32 am

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Re: Patch 2.0 Original Town of Salem Changes

Postby orangeandblack5 » Thu Jun 15, 2017 7:08 am

They meant Brock Smith, I believe
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SwampRabbit wrote:your idea is that no town should ever be able to confirm themselves as town.

that is the dumbest idea I think I have heard.

ElderSivart wrote:I'm confused as to why BMG made a UI for Pirate and not Hypnotist.

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Re: Patch 2.0 Original Town of Salem Changes

Postby Pixies » Sat Jun 17, 2017 8:00 pm

Why remove the ability for the spy to see whispers but keep it for blackmailers? This make is really hard for those who claim spy prove they are spy. I understand how easy it is for people who are blackmailers claim as spy etc, but what was the purpose of the spy fix? Just making them seeing who the mafia/coven visit pretty much makes them useless.
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Re: Patch 2.0 Original Town of Salem Changes

Postby kunhadavid » Sun Jul 16, 2017 1:52 am

On Coven :Ranked Practice, neutral evil should be changed to random neutral... It's essentially playing against jester/exe every round...it's a predictable role and if it was random neutral with roles such as PB , Pirate and GA the game would have the other new roles with a chance to be played and add a little more 'chaos' to the game.
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Re: Patch 2.0 Original Town of Salem Changes

Postby HereThereEverywhere » Mon Jul 24, 2017 6:42 am

Pixies wrote:Why remove the ability for the spy to see whispers but keep it for blackmailers? This make is really hard for those who claim spy prove they are spy. I understand how easy it is for people who are blackmailers claim as spy etc, but what was the purpose of the spy fix? Just making them seeing who the mafia/coven visit pretty much makes them useless.

The current Spy is only temporary, it's going to be completely reworked. Seeing who Mafia/Coven visits is not useless, it can:
-Confirm non-Mafia/Coven
-Confirm Escort, which defeats the entire purpose of Consort. Consort can't claim Escort since all of their visits are going to be shown to Spy(visits, might I remind you, that are confirming non-Mafia.)
-Confirm Investigator to some degree, if the people Invest claims to have targeted weren't visited by Mafia then they're either Witch/CL or probably Invest.
-Make Framer literally useless, as all it's visits do the opposite of the intended purpose.
-Severely limit Forger's usefulness, without a Spy you can write up a fake will and trick the Town, with one all you can do is wipe away the person's will or else Spy can call it out.
-This also hurts NKs, because if nobody dies at night, Spy can easily call out whoever was visited and get them lynched. Removing Mafia's DNs and removing this ability of Spy means that for Mafia to accuse an NK, they'd actually have to reveal and claim a role to accuse that NK, which would be risky for them but buff the roles that need it.
-Did I mention you do all of this while sitting around and just writing down who Mafia/Coven visits? It gets all this information while just sitting around doing nothing. It used to get even more information while doing nothing, it was and still is a highly unfair role. These abilities make Spy able to harm Mafia and make certain game mechanics(Framer) either useless or actually harmful to their own team, which is why the Devs are reworking Spy. It's not useless.

Oh yeah, but Blackmailer should lose the whisper-reading ability. Neutrals need the ability to whisper more than Mafia, so if any role should read whispers it should be a Neutral Evil.

kunhadavid wrote:On Coven :Ranked Practice, neutral evil should be changed to random neutral... It's essentially playing against jester/exe every round...it's a predictable role and if it was random neutral with roles such as PB , Pirate and GA the game would have the other new roles with a chance to be played and add a little more 'chaos' to the game.

The problem with more 'chaos' in Ranked/Practice is that 'chaos' can't be balanced for. Pirate is literally just a role based around luck, and luck and skill don't go together. Pestilence/PB as an unknown role would absolutely destroy balance. A secret Arsonist would be incredibly unfair. The majority from what I've heard hates Vampires and allowing for those would upset quite a bit of people. The problem is not enough Neutral Evils.

unitax13 wrote:Why there's no Neutral Benign on Ranked Practice? Why is everything so random?

There are many threads on the forums that are discussing this topic. Some believe Neutral Benign is in a bad place, others believe it should be in the game. I'd advise going to either Feedback or Suggestions and reading through those threads so you can form your own opinion after seeing both sides of the argument.
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Re: Patch 2.0 Original Town of Salem Changes

Postby kunhadavid » Sat Jul 29, 2017 2:51 pm

HereThereEverywhere wrote:
Pixies wrote:Why remove the ability for the spy to see whispers but keep it for blackmailers? This make is really hard for those who claim spy prove they are spy. I understand how easy it is for people who are blackmailers claim as spy etc, but what was the purpose of the spy fix? Just making them seeing who the mafia/coven visit pretty much makes them useless.

The current Spy is only temporary, it's going to be completely reworked. Seeing who Mafia/Coven visits is not useless, it can:
-Confirm non-Mafia/Coven
-Confirm Escort, which defeats the entire purpose of Consort. Consort can't claim Escort since all of their visits are going to be shown to Spy(visits, might I remind you, that are confirming non-Mafia.)
-Confirm Investigator to some degree, if the people Invest claims to have targeted weren't visited by Mafia then they're either Witch/CL or probably Invest.
-Make Framer literally useless, as all it's visits do the opposite of the intended purpose.
-Severely limit Forger's usefulness, without a Spy you can write up a fake will and trick the Town, with one all you can do is wipe away the person's will or else Spy can call it out.
-This also hurts NKs, because if nobody dies at night, Spy can easily call out whoever was visited and get them lynched. Removing Mafia's DNs and removing this ability of Spy means that for Mafia to accuse an NK, they'd actually have to reveal and claim a role to accuse that NK, which would be risky for them but buff the roles that need it.
-Did I mention you do all of this while sitting around and just writing down who Mafia/Coven visits? It gets all this information while just sitting around doing nothing. It used to get even more information while doing nothing, it was and still is a highly unfair role. These abilities make Spy able to harm Mafia and make certain game mechanics(Framer) either useless or actually harmful to their own team, which is why the Devs are reworking Spy. It's not useless.

Oh yeah, but Blackmailer should lose the whisper-reading ability. Neutrals need the ability to whisper more than Mafia, so if any role should read whispers it should be a Neutral Evil.

kunhadavid wrote:On Coven :Ranked Practice, neutral evil should be changed to random neutral... It's essentially playing against jester/exe every round...it's a predictable role and if it was random neutral with roles such as PB , Pirate and GA the game would have the other new roles with a chance to be played and add a little more 'chaos' to the game.

The problem with more 'chaos' in Ranked/Practice is that 'chaos' can't be balanced for. Pirate is literally just a role based around luck, and luck and skill don't go together. Pestilence/PB as an unknown role would absolutely destroy balance. A secret Arsonist would be incredibly unfair. The majority from what I've heard hates Vampires and allowing for those would upset quite a bit of people. The problem is not enough Neutral Evils.

unitax13 wrote:Why there's no Neutral Benign on Ranked Practice? Why is everything so random?

There are many threads on the forums that are discussing this topic. Some believe Neutral Benign is in a bad place, others believe it should be in the game. I'd advise going to either Feedback or Suggestions and reading through those threads so you can form your own opinion after seeing both sides of the argument.





I can understand your reasoning here,but still, it's rather boring to play being there 4 groups you can be on and one of the 4 groups is quite limited whereas Town has all random town except jailor and coven has 2 random roles and NK has 3 possible options, as neutral evil you will be either an exe or the most usual , jester, believe me, jester is fun to play but when you get to a point where most of the games are based on neutral evil siding with coven to win because town obviously won't try to help such role...
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If we cant have Ne switched with RN atleast make NK a RN...chaos will be balanced with a killing role, the problem to me will always be roles playabaility here, since that,aside from the 2 mafia roles, all roles should be playable on ranked practice... I bought this game as soon as it came out and I'm yet to ever try roles such as juggernaut,guardian angel and others because I can't really play them on ranked practice or normal coven( juggernaut is just me overreacting , I know I can play it on coven ranked practice :lol: ) but to finish my reasoning, there is something on the role list that needs to be changed on the neutral section in order to make it a little more shifty and challenging for when you get those certain roles to play.
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Re: Patch 2.0 Original Town of Salem Changes

Postby Jerme » Thu Aug 17, 2017 2:01 pm

umeraman123 wrote:Will there be ranked in the Coven or will ranked just be standard ToS with the same roles as it's been so far?

There is a current gamemode in Coven called "ranked practice"....
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Re: Patch 2.0 Original Town of Salem Changes

Postby kunhadavid » Sun Aug 20, 2017 2:10 am

I have a doubt that I don't know if it could be implemented...

Imagine that we have the coven ranked practice...what if when we join coven ranked practice we would have a wheel with 50-50 chances of being a mafia/coven game?

Because mafia returns is a dead mode like many coven game modes...
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