Achilles wrote:Update on what we are working on and the plans for our next patch:
Lookout will be limited to seeing only 3 visiting roles per night.
Achilles wrote:Psychic will work the same but not have its alternating nights tied into full moon nights.
Achilles wrote:Neutral Killing Buffs
SerialKiller will not be stopped from attacking it's target by roleblocks. This allows for a double kill (the roleblocker and the SK target being attacked in the same night). Additionally when a SerialKiller kills a roleblocker, the last will of the roleblocker will be covered in blood, preventing it from being readable.
Achilles wrote:Arsonist will now passively gas douse anyone who visits them. Arsonist will also now get feedback about who is gas doused (similar to plaguebearer).
Achilles wrote:Werewolf - After night 4 every night will be a full moon night
Achilles wrote:Juggernaut - Juggernaut will now have basic defense. Rampaging and Unstoppable attack upgrades now require 1 less kill to unlock.
Achilles wrote:Lookout will be limited to seeing only 3 visiting roles per night.
Achilles wrote:SerialKiller will not be stopped from attacking it's target by roleblocks. This allows for a double kill (the roleblocker and the SK target being attacked in the same night). Additionally when a SerialKiller kills a roleblocker, the last will of the roleblocker will be covered in blood, preventing it from being readable.
Arsonist will now passively gas douse anyone who visits them. Arsonist will also now get feedback about who is gas doused (similar to plaguebearer).
Werewolf - After night 4 every night will be a full moon night
Juggernaut - Juggernaut will now have basic defense. Rampaging and Unstoppable attack upgrades now require 1 less kill to unlock.
cob709 wrote:Are full moon cycles going to change? Or are the psychic cycles changing?
cob709 wrote:With these buffs, NKs might become a priority for town to eliminate, it might end up hurting them
cob709 wrote:With these buffs, NKs might become a priority for town to eliminate, it might end up hurting them
Achilles wrote:Update on what we are working on and the plans for our next patch:
Lookout will be limited to seeing only 3 visiting roles per night.
Psychic will work the same but not have its alternating nights tied into full moon nights.
Neutral Killing Buffs
SerialKiller will not be stopped from attacking it's target by roleblocks. This allows for a double kill (the roleblocker and the SK target being attacked in the same night). Additionally when a SerialKiller kills a roleblocker, the last will of the roleblocker will be covered in blood, preventing it from being readable.
Arsonist will now passively gas douse anyone who visits them. Arsonist will also now get feedback about who is gas doused (similar to plaguebearer).
Werewolf - After night 4 every night will be a full moon night
Juggernaut - Juggernaut will now have basic defense. Rampaging and Unstoppable attack upgrades now require 1 less kill to unlock.
TheFrenchBandit wrote:Another thing about the positive/negative feedback for these changes - I hope some of the most experienced players and people who used to be top elo players before the change to the ELO system should be listened to when making these changes. I strongly doubt these changes would be welcome at higher elos when evils can already win regularly with mafia plays or NK cooperating with the mafia to gain majority quickly.
TheFrenchBandit wrote:This is completely gamebreaking. Lookout might have been a strong role, but a better nerf would be reducing spawn rate, making a maximum number of lookouts, or in some way making it easier for evils to fake lookout.
That, however, is not the most gamebreaking part. An escort being killed and having their will deleted is fine for when they role block a serial killer, but the fact that the sk can now also kill another person means an SK asking for tp/lo/esc could easily get a kill. Additionally, escorts essentially CANNOT role block in an SK game or they run the risk of giving SK a double kill and losing the game.
The sk change is still not the most broken part. The arsonist changes mean that any player asking for tp/lo is going to be suspected of being arsonist. This makes evils stronger than town at this point, because any attempt to confirm roles on someone who is not the jailor or mayor (d1 mayor reveal to get TP, arsonist still douses and ignites them, d1 jailor reveal lets arsonist kill jailor, witches/consorts/bmrs run wild) will now become impossible as evils can claim TP and not go on them and just say they're scared of an arsonist, townies likely will do the same as preventing a mass ignite on night 2 will become very important. Essentially, this breaks town metas and makes the game way too easy for evils. I sincerely hope this patch is not added, it would completely destroy higher level play as almost always a non-jailor player will ask for tp/lo day 1.
The werewolf change is not too bad, it's difficult to get multiple kills in any case and living past night 4 is an accomplishment. It does mean werewolf will win a lot more NK vs Mafia scenarios in the end game but that's not too problematic.
Psychic changes don't do that much, it's already a pretty boring role.
Juggernaut changes are likely a response to people being upset they got attacked as juggernaut before they got night immunity, to that there are strategies to keep mafia away from you and also the same thing happens to jesters, townies, coven, random mafia (sk/coven), vampires, etc. The change about juggernaut was supposed to be an increased chance of spawning in game, not making the role even more powerful than it was before (vigis are ineffective). Juggernaut is already an very strong role, unstoppable attack is hugely powerful of course, this change is not really needed.
In summation, these neutral killing buffs (except juggernaut) are not good. Neutral factions are supposed to be harder because you have no teammates. These changes make it far too easy for an unskilled player to win as NK with minimal effort.
Royee wrote:TheFrenchBandit wrote:Another thing about the positive/negative feedback for these changes - I hope some of the most experienced players and people who used to be top elo players before the change to the ELO system should be listened to when making these changes. I strongly doubt these changes would be welcome at higher elos when evils can already win regularly with mafia plays or NK cooperating with the mafia to gain majority quickly.
There are 2 problems with what you have just said.
You do not have any statistics about high elo town/mafia winrate. Being high elo doesn't mean you can balance.
Users browsing this forum: No registered users and 22 guests