Achilles wrote:MysticMismagius wrote:Oi vey, I did not like this role list. It's basically a copy paste of the Classic one, and the Classic role list isn't even that good on the Classic version of the mode.
I'll work on improving the list soon. I'm thinking I will replace Exe with another Random Coven to start.
Once Coven has been worked on enough (I get that testing with limited players requires doing one at a time pretty much), I would definitely appreciate another look at the classic one! I think Mystic here probably had the closest to ideal role list suggestion thus far, as right now Escort/Jailor can completely shut down the Mafia if they get the singular killer, Executioner isn't adding a lot, and the lack of claimspace makes the game more focused on who is what than who is who.
MysticMismagius wrote:Mayor/Jailor #HotTake, Mayor is more interesting as Town Traitor's resident mainstay TL than Jailor is. However, as a Traitor Jailor is less OP imo, so I could accept either role being here.
Town Investigative Remapped Sheriff as TI
Town Investigative Same as before
Town Protective Remapped Doc as TP
Town Protective Same as before
Town Killing Same as before
Town Support Same as before
Random Town Remapped Jailor/Mayor as RT, because guaranteed Jailor and guaranteed Mayor gives town a lot of power unless one of them happens to be Traitor
Random Town Remapped LO as RT, because 3 TI slots is a bit too much
Random Town Remapped Exe
Random Town Original RT slot
Godfather Same as before
Mafioso This is the best 4th Maf in a pre-TMK environment. If and when TMK is implemented, I'd want this to be replaced with an RM slot.
Mafia Deception (Replace with RM after rebalance patch)
Mafia Support (Replace with RM after rebalance patch)
I'd also look at which roles can be traitor again in an effort to reduce swing - Traitor Mayor and Jailor are probably the strongest, Vigilante is not far behind. I have yet to play with a Traitor Veteran but I imagine it is great as well. The real issue from this is that things like Traitor Medium/Sheriff are practically just a vote, so the variance in power is very large.
I'd be willing to give Traitor Vet until it's actually been shown to be too strong, but I think with the following role list you can fix a decent amount of the above issue with only two further changes:
Town Leader (cannot be Traitor)
Town Investigative
Town Investigative
Town Protective
Town Protective
Town Killing
Town Support
Random Town
Random Town
Random Town
Random Town
Godfather
Mafioso
Random Mafia
Random Mafia
As I've said somewhere, I do like Witch and its dynamic and I do wish that we could make things like the Mayor, Retributionist, and Jailor traitors so we could truly not trust anybody - but at the end of the day, the difference in power between these roles and others means it is impossible to make games with both feel fair. If we make it so that Town can only have one of the three via a new subalignment, "Town Leader", of which there can be no more than one in the game, we simultaneously prevent Town from rolling the Mayor/Jailor/Ret combo that is basically their ticket to a free win, and stop Mafia from getting Mayor or Jailor as Traitor and using that to get a basically free win. With both of these accomplished, the variance between different role list rands will be significantly reduced, putting less emphasis on which side has which roles and more on what actions the players take. Additionally, Retributionist is already 100% trustworthy, so there is already a role that can be completely trusted. This change extends that to Mayor and Jailor, but in return you can only have one of the three, a fair trade.
Lastly, Jailor and Vigilante both really need to not be 3-shot when Traitor. Getting three extra kills off pushes Vigilante, a role that is normally not anything super special, into the god tier, and Jailor, which was already there, just goes nuts. The only reliable way to find one of these roles is via Investigator, otherwise they just fake-claim something else and act like any other Mafia member, which is pretty boring from a game design perspective. There is an easy fix though - giving both Jailor's guilt of losing all further shots after shooting a Town member means that they bring one extra kill to the table rather than three, which is much more in line with other Traitor roles. I'd still take Jailor out, for the reasons stated above, but this ought to happen to Vig anyway.
While I'm on my little soapbox, this is a good time to say that we should extend this change to the normal Vigilante. Right now it can do anything from killing three evils outright to killing two town members with one missed shot. The variance between these cases is immense, and we should really try to tone it down. The most obvious way to do so is remove Vigilante suiciding if it hits town - no longer can one bullet take two town lives, the Vigilante just loses further shots á la Jailor. This is helpful for other reasons I won't really get into here. To help balance this out, we can just drop the number of shots Vig has to two, and now we have a much less swingy role!