PyromonkeyGG wrote:It says 'your targets defense was too high' which isnt immune. Doctor gives defense, the rolecard has been that way since the keyword rework but it didnt act like it on the server side.
OreCreeper wrote:PyromonkeyGG wrote:It says 'your targets defense was too high' which isnt immune. Doctor gives defense, the rolecard has been that way since the keyword rework but it didnt act like it on the server side.
I know but this change makes it harder for evils to find allies (between hitting witch/NK for mafia) and impacts town less (only affects one town role + town will likely question why a "doc" was on a random player instead of the confirmed townies).
TrollXDee wrote:Also, due to the retri rework, Jailor will be less likely to reveal.
TrollXDee wrote:OreCreeper wrote:PyromonkeyGG wrote:It says 'your targets defense was too high' which isnt immune. Doctor gives defense, the rolecard has been that way since the keyword rework but it didnt act like it on the server side.
I know but this change makes it harder for evils to find allies (between hitting witch/NK for mafia) and impacts town less (only affects one town role + town will likely question why a "doc" was on a random player instead of the confirmed townies).
So? That's an NK buff and in 1/2 of ranked games their will be a vigilante excluding random town. So what's your point?
Also, due to the retri rework, Jailor will be less likely to reveal. Meaning, Docs can be on anyone. Especially from N1-4
shapesifter13 wrote:• Game - Amnesiac has been reworked to allow remembering unique Town roles, now that a Ret can't revive a unique role at the same time, or after an Amnesiac remembers it.
Yes exactlyZedKiller13 wrote:Basically that just means the Amne role card was not updated to match its new ability.
Retributionist remains unique.
Brilliand wrote:TrollXDee wrote:Also, due to the retri rework, Jailor will be less likely to reveal.
Why is this? I didn't notice anything in this patch that would affect the Jailor meta.
TrollXDee wrote:If jailor dies there are no second chances, so while the TP/LO meta continues, Jailors may want to stay hidden.
ZedKiller13 wrote:The TP/LO meta only works if there’s actually a Lookout, and better with a Spy as well.
ZedKiller13 wrote:The TP/LO meta only works if there’s actually a Lookout, and better with a Spy as well.
Either way, if there’s an Arsonist in-game, that protection means absolutely nothing and Town loses their Jailor Night Two.
If there’s a Werewolf, Werewolf most likely ends up dying but takes down all Lookouts, Spies, and TP on the Jailor, leaving them open to the Mafia.
Death is now permanent, and dying too early, especially as an important role such as Jailor, will be heavily costly to Town.
Freechancer wrote:vigilante being the only role now that is confirmable as not tt
Brilliand wrote:Freechancer wrote:vigilante being the only role now that is confirmable as not tt
What, you mean by it dying of guilt? Every role can be confirmed as not TT by killing it and then checking the graveyard.
BasicFourLife wrote:wtf actual balance changes
im in disbelief, what is going on?
Freechancer wrote:I suggest removing the countdown and swapping a town role (doc or ts perhaps) for ne to turn it into a 9v6 like ranked,
Brilliand wrote:I see two outs to this: either make sure the Traitor has some motive about who to kill, so that the choice of kills can give hints as to who is doing the choosing; or make the Traitor's killing power so limited that they still have to rely heavily on causing mislynches (so the Town has a shot at seeing who is actively directing lynches to the wrong targets).
Freechancer wrote:So you thought of the countdown. I'm a bit disappointed you have nothing to say about all the rest of what I've posted.
Freechancer wrote:I think you'll agree the countdown encouraging leaving is not healthy for the game. You said as much in your last post on that thread.
Freechancer wrote:The idea to let tt kill is flawed and that's why I suggest abandoning the notion to let tt win on their own entirely and instead motivating them to actively help mafia and make it more realistic by tweaking the numbers and turning it into a 9v6. If that's not enough then surely, either removing jailor from the list or making it an 8v7 would do it.
Freechancer wrote:Changing the countdown to your original idea would solve town avoiding killing mafia (and consequently leaving). So town has done well and it's a 5v1. Good job, guys, now you have a 50% chance to win. That's literally a flip of the coin. You'd prefer that?
Freechancer wrote:The problem is that while the idea is that traitor needs to be scumread, there currently is no reason whatsoever they should act scummy in the least. They often do, and everyone is free to enjoy those games but when they don't and last maf leaves it's pure rng. The possibility of gaining majority is supposed to be the motivation but that's so unrealistic good players give up on that from the start and act like a proper townie.
Freechancer wrote:So my solution is to make gaining majority more of a possibility.
Brilliand wrote:As you just acknowledged, this mostly solves the "suicidal" aspect of the gamemode ("mostly" because townies still might need to nightkill one of their own to reduce the number of players to 5). Starting the countdown at 5 players remaining would remove the "suicidal" aspect altogether, and put more pressure on the TT to keep the Mafia alive that long.
Brilliand wrote:No, they do have a motivation to act scummy. In the 5v1 you mentioned, the Traitor has a different motive than the other 5 townies: he, personally, needs to survive. The townies in the 5v1 ending don't need to personally survive, they just need the Traitor to join them in death. That difference is detectable, depending on player skill.
Brilliand wrote:Freechancer wrote:So my solution is to make gaining majority more of a possibility.
I'm not sure whether this is needed or not, but either way it doesn't replace the countdown.
Freechancer wrote:Brilliand wrote:Freechancer wrote:vigilante being the only role now that is confirmable as not tt
What, you mean by it dying of guilt? Every role can be confirmed as not TT by killing it and then checking the graveyard.
No, I mean by shooting maf, which is something tt vig can't do.BasicFourLife wrote:wtf actual balance changes
im in disbelief, what is going on?
They finally finished porting to Unity.
GreekGodSudura wrote:BasicFourLife wrote:Freechancer wrote:Brilliand wrote:Freechancer wrote:vigilante being the only role now that is confirmable as not tt
What, you mean by it dying of guilt? Every role can be confirmed as not TT by killing it and then checking the graveyard.
No, I mean by shooting maf, which is something tt vig can't do.BasicFourLife wrote:wtf actual balance changes
im in disbelief, what is going on?
They finally finished porting to Unity.
sig
he's literally right tho and you are possibly the most pathetic loser of this forums. Grats on beating out "proportional winrate" for the prize.
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