Patch 3.2.5 Neutral Killing Buffs!

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Patch 3.2.5 Neutral Killing Buffs!

Postby shapesifter13 » Mon Aug 10, 2020 3:22 pm

Hey Townies,

Today we are releasing Town of Salem 3.2.5 which includes a variety of role buffs and nerfs. This release also includes a long-awaited feature for our mobile version…inline targeting. Inline targeting will speed up targeting and reduce taps as you no longer need to open the targeting panel to target your victim. The full list of changes for this release can be found below.


Improvements
• Game - (Mobile) Implemented in-place targeting ability buttons to speed up mobile targeting and reduce taps needed to successfully vote or target your victim.
• Game - (Non-mobile) The chat log filter dropdown has been expanded to show the entire 15 players in the game to eliminate the need to scroll through the dropdown.
• Game - Serial Killer Buff: The SK has been buffed so that their attacks will now penetrate role blocks, killing not only the target but also the blocker. The blocker’s Last Will will be bloodied and no longer legible. However, the SK also now has a special ability called Cautious which allows the SK to choose NOT to kill any role blockers. Note that Jailor and Pirate are considered super role blocks, so target penetration does not work against them. However, you can still choose to spare their lives using Cautious.
• Game - Arsonist Douse Buff: The Arsonist now has enhanced powers. They will passively douse anyone that visits them. Players passively doused will have a doused icon added next to their name in the targetting menu.
• Game - Werewolf Buff: After the fourth night, there is a full moon every night, which allows the werewolf to attack every night.
• Game - Juggernaut Buff: The Juggernaut now has Basic defense from the beginning of the game. They now gain some of their later abilities a kill earlier than before. Juggernaut will also now have the following results when investigated: “Your target could be a Lookout, Forger, Juggernaut, or Coven Leader.” Investigative results have also been updated for the other roles listed for Coven games.
• Game - Psychic Change: The Psychic’s abilities are no longer tied to full moon nights due to the werewolf change listed above. Instead, the Psychic’s abilities will simply be available on alternate nights.
• Game - Lookout Nerf: The Lookout now can only see up to three people that visit per night. If there are more than three visitors, the Lookout will be aware that there were more visitors but won’t be able to identify them.
• Lobby/Custom Game - Anonymous Voting: In a Custom game, the Host can select the option to have Anonymous Voting. This option will prevent votes from being tied to players, instead being reported as (for example): “Someone voted against Cotton Mather.” In this mode, you will not know who has voted, who has not, and what each player’s vote was.


Bug Fixes
• Game - Fixed the Transport button labels which were being populated with improper text.
• Game - Fixed an accidental nerf to the Witch and Coven Leader that resulted from the secondary targeting changes made in the previous release, whereby they could not make their victims target themselves.
• Game - Fixed the Tooltips on targeting buttons with custom role verbs not updating correctly.
• Game - Fixed narrow Last Wills and Death Notes on narrow screen aspect ratios such as 5:4.

Edit: Clarified that passively doused players do show as doused to the Arsonist.
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Re: Patch 3.2.5 Neutral Killing Buffs!

Postby j0ck » Mon Aug 10, 2020 3:28 pm

These are the shittiest buffs and nerfs. Thank you for not listening to the community.

Making lookout a RNG-fest smh.

Injecting steroids into SK smh.

Changing WW because? smh.

Arso buff is nice though.
Last edited by j0ck on Mon Aug 10, 2020 3:34 pm, edited 1 time in total.
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Re: Patch 3.2.5 Neutral Killing Buffs!

Postby BasicFourLife » Mon Aug 10, 2020 3:31 pm

Surprisingly, the Lookout change is by far the best of them, even though not very good but when compared to the 4 horrendous NK changes, it's not that bad. I can't believe out of the hundreds of changes that could've made the game better, this patch honestly makes it significantly worse and when I mean significantly, then I really mean it.
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Re: Patch 3.2.5 Neutral Killing Buffs!

Postby OreCreeper » Mon Aug 10, 2020 3:36 pm

BasicFourLife wrote:Surprisingly, the Lookout change is by far the best of them, even though not very good but when compared to the 4 horrendous NK changes, it's not that bad. I can't believe out of the hundreds of changes that could've made the game better, this patch honestly makes it significantly worse and when I mean significantly, then I really mean it.

I agree, the werewolf change was the only one not gamebreaking and even that one could've been done better. Lookout change is awful, promotes RNG, and just shouldn't have been implemented. Arso change is absolutely gamebreaking and hardly helps the arsonist at all (doused jailor n1 but sheriff interrogates you and puts you in his will so you cant ignite anymore or you're fucked!) and SK change is also gamebreaking and doesn't help the SK by much (escort tells jailor they will RB the SK, escort dies and will is bloodied, SK is 100% confirmed even without the "reasonable doubt" provided when a roleblocker dies to SK previously). I've never played jugg though so idrc about the change. Just give WW powerful defense when rampaging like I proposed it gives the role a way to counter the meta the current change is feasible but not amazing. Arsonist should not be buffed this hard and in a way that negatively impacts the arso.
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Re: Patch 3.2.5 Neutral Killing Buffs!

Postby OreCreeper » Mon Aug 10, 2020 3:37 pm

Also idk if this is this case but they removed the feature where arso got feedback on who is doused which if thats actually the case just makes the buff so much worse
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Re: Patch 3.2.5 Neutral Killing Buffs!

Postby OreCreeper » Mon Aug 10, 2020 3:39 pm

Ngl after this patch people will start to complain about mafia winrate being too high and NK winrates will probably get worse.
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Re: Patch 3.2.5 Neutral Killing Buffs!

Postby j0ck » Mon Aug 10, 2020 3:39 pm

OreCreeper wrote:Also idk if this is this case but they removed the feature where arso got feedback on who is doused which if thats actually the case just makes the buff so much worse


In the previous thread they said arso will know who is doused even if it happened passively
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Re: Patch 3.2.5 Neutral Killing Buffs!

Postby OreCreeper » Mon Aug 10, 2020 3:41 pm

j0ck wrote:
OreCreeper wrote:Also idk if this is this case but they removed the feature where arso got feedback on who is doused which if thats actually the case just makes the buff so much worse


In the previous thread they said arso will know who is doused even if it happened passively

I mean it's not mentioned in the patch notes so idk what happened to it. If they actually removed it that actually makes passive dousing negative utility like not even joking.

Clarified it in the patch notes, but yes, the Arso does know.
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Re: Patch 3.2.5 Neutral Killing Buffs!

Postby Jerme » Mon Aug 10, 2020 3:46 pm

Moderator Message: Stop derailing the thread to insult others and mind your language!


Thread is for now temporarely locked.
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Re: Patch 3.2.5 Neutral Killing Buffs!

Postby LevinSnakesRise » Mon Aug 10, 2020 3:57 pm

Moderator Message: Further derailment that has nothing to do with the patch (or includes in any form; senseless, mindless insults) will result in a ban.

Take the hint that your posts have been removed.
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Re: Patch 3.2.5 Neutral Killing Buffs!

Postby Gangster8192 » Mon Aug 10, 2020 4:18 pm

Nice! :D
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Re: Patch 3.2.5 Neutral Killing Buffs!

Postby Brilliand » Mon Aug 10, 2020 4:34 pm

I think the Juggernaut change is legitimately good. It does increase the power gap between Jugg and other NKs (making it more necessary to find appropriate buffs for the others), but it's a pretty good choice for buffing Jugg. Probably not the best possible, but good enough.

Werewolf buff is likewise OK, and Werewolf did need something.

It looks like the SK actually was tweaked in response to feedback in the other thread.
Last edited by Brilliand on Mon Aug 10, 2020 4:39 pm, edited 2 times in total.
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Re: Patch 3.2.5 Neutral Killing Buffs!

Postby shapesifter13 » Mon Aug 10, 2020 4:37 pm

Indeed it was. We gave the SK the option to not kill roleblockers.
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Re: Patch 3.2.5 Neutral Killing Buffs!

Postby Brilliand » Mon Aug 10, 2020 4:42 pm

shapesifter13 wrote:Indeed it was. We gave the SK the option to not kill roleblockers.


And this part is definitely an improvement, with or without the other changes.

I wish that more time had been spent hashing this out with the community, though; these ideas definitely needed more tweaks than just that.

(At the same time, these dev discussion threads get so long and confusing that I can understand that hashing things out properly might be hard to do.)
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Re: Patch 3.2.5 Neutral Killing Buffs!

Postby cob709 » Mon Aug 10, 2020 5:04 pm

SK buff is useful, it gives SK more flexibility. I like it.
Arsonist buff is overpowered, it makes the arsonist a permanent veteran. I'm strongly against it. Perhaps it should be nerf'd.
Werewolf buff is powerful, it increases its killing capability. Not bad, but not great. Neutral opinion on this.
I have no experience with juggernaut, no comment.
Lookout nerf is pretty useless, but it does indeed help clean up their wills. Neutral opinion.

I'd suggest making the Arsonist "veteran douse" an active ability, rather than a passive.
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Re: Patch 3.2.5 Neutral Killing Buffs!

Postby shapesifter13 » Mon Aug 10, 2020 5:15 pm

We are going to be watching the Arsonist to see if this buff is too much, but currently are going to let it stand.
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Re: Patch 3.2.5 Neutral Killing Buffs!

Postby ElWoggo » Mon Aug 10, 2020 5:30 pm

I don't have any strong opinions on any of these, I'll let them play out and see how the meta adapts before I decide how I feel.

But speaking of meta... I was quite excited in the earlier post about how Arsonist would douse everyone that also visited their target (if I'm remembering that correctly) as that would essentially destroy the current Jailor meta. I'm a little discouraged to see that now changed, because I really think current Jailor meta needs to be nullified.

I shall digress though and wait to see how these changes affect the play.

Regardless, I'm happy to see changes coming quick and plentiful now! Keep it up!
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Re: Patch 3.2.5 Neutral Killing Buffs!

Postby cob709 » Mon Aug 10, 2020 5:30 pm

Luckily, I rolled arsonist in a Ranked Practice game. It is extremely powerful.
Doused Players

Night 1, I was roleblocked but still doused 5 players.
Night 2, I manually doused a player, and got an extra douse.

By Night 3, I was capable of eliminating half the town and mafia, leaving myself and Neutral Evil alive together and winning the game by Night 4.
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Re: Patch 3.2.5 Neutral Killing Buffs!

Postby Ezradekezra » Mon Aug 10, 2020 5:51 pm

I haven't had the chance to play yet, but I'm excited about the Juggernaut buff because it means that I won't be able to die N1 to the Mafia anymore.
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Re: Patch 3.2.5 Neutral Killing Buffs!

Postby ydnnek » Mon Aug 10, 2020 6:23 pm

Kind of disappointed the LO buff went through. I was hoping at least there would be an order of priority for the visits, to reduce RNG.
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Re: Patch 3.2.5 Neutral Killing Buffs!

Postby TheFluffyWaffleV2 » Mon Aug 10, 2020 6:32 pm

ydnnek wrote:Kind of disappointed the LO buff went through. I was hoping at least there would be an order of priority for the visits, to reduce RNG.

Honesty, I think it would be better changing results to Trapper when 3+ visitors showed up, and that’s a terrible idea

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Re: Patch 3.2.5 Neutral Killing Buffs!

Postby Brilliand » Mon Aug 10, 2020 8:08 pm

Kirize12 wrote:Lookout nerf is cool but needs a clear order so as to not be RNG-based

Investigatives < Protectives < Disruption < Killers


A known order gives the Town too much information IMO. With this ordering, if there are too many visitors, the Lookout has evidence that those who showed up are Investigative/Protective and those that didn't are more likely Disruption/Killers.

Also, this still has RNG in which roles within the same category show, when the line has to be drawn mid-category.

My preferred solution is to show the lookout next to nothing (a visitor count at most) if too many people visit his target.
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Re: Patch 3.2.5 Neutral Killing Buffs!

Postby ScarfVendetta » Mon Aug 10, 2020 9:44 pm

The Neutral Killing buffs are interesting, I think it'll take some time for the Ranked meta to fully adapt to these new changes, so time will tell on whether they've improved balance. For Coven, the Juggernaut buffs were definitely needed. Gone are the days of praying to survive the first two nights...

I'm glad to see that new features are being added to Custom modes - the vote anonymity feature should allow for some really creative setups. I really hope these toggle options are expanded on in future updates!
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Re: Patch 3.2.5 Neutral Killing Buffs!

Postby shapesifter13 » Mon Aug 10, 2020 9:49 pm

We have some more togglable options planned for the future! One of which is a mode where everyone is essentially cleaned on death. There will be no role or will reveal.
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Re: Patch 3.2.5 Neutral Killing Buffs!

Postby dolphina » Mon Aug 10, 2020 9:55 pm

shapesifter13 wrote:We have some more togglable options planned for the future! One of which is a mode where everyone is essentially cleaned on death. There will be no role or will reveal.

Yes. That is great, it'll add a whole new challenge to the game! Although I'm not one to talk, my computer's looking a little dusty...
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