cob709 wrote:I don't think a lot of people in the thread actually understand the Lookout change
Everyone keeps stating that the Lookout change includes "RNG", but it clearly DOES NOT.shapesifter13 wrote:• 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..
The lookout can see a MAXIMUM of 3 players.
If there are MORE THAN 3 players, then lookout will not see any("won't be able to identify them")
BasuKun wrote:cob709 wrote:I don't think a lot of people in the thread actually understand the Lookout change
Everyone keeps stating that the Lookout change includes "RNG", but it clearly DOES NOT.shapesifter13 wrote:• 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..
The lookout can see a MAXIMUM of 3 players.
If there are MORE THAN 3 players, then lookout will not see any("won't be able to identify them")
You're the one not understanding. LO, from what I've seen in game, sees a maximum of 3, then the remaining visits are not identified. He still randomly identified 3 out of those visits. So let's say 5 people visit the LO's target, how does the game decide which of these 5 players get identified by the LO, and which remaining 2 don't? That's RNG, and it's already causing trouble. I saw a RM get hung earlier because they were on Jailor faking as a TP, LO didn't see him because there were 3 other visits and he was unlucky enough to be the 4th one that wasn't seen, so LO didn't buy it and they hung the RM.
Of course you might say "well he was evil, so where's the problem", well the problem lies in the fact that if the RNG had been on the RM side, he would have been included in the 3 people that was identified by the LO, would have been "confirmed", and the person being hung would have instead been the 4th townie who would have been excluded from the LO's results. This means that his plan literally failed PURELY because of RNG.
It would have been so much better if the LO's ability completely fails if there are more than 3 visits (so no one is identified at all). THIS is how you actually put a dent on the TP/LO meta, and how you actually nerf LO without relying on RNG.
orangeandblack5 wrote:Ah
Confirmation
Why the fuck did we do this when the alternative is probably easier to code
OreCreeper wrote:Lookout nerf is annoying when there are 4+ visits on jailor you should be able to confirm them. And it's mostly just confirming townies who arent MK/SK/WW when those roles shouldnt be claiming TP or LO or Spy anyway.
texer wrote:If we really want to kill the TPLO meta, Werewolf should've just gotten Powerful defense. Then Werewolf can just attack at Jailor's house N2 without fear of getting killed by a Bodyguard. It's more unbalanced when Werewolf is basically a more powerful SK after night 4.
Brilliand wrote:texer wrote:If we really want to kill the TPLO meta, Werewolf should've just gotten Powerful defense. Then Werewolf can just attack at Jailor's house N2 without fear of getting killed by a Bodyguard. It's more unbalanced when Werewolf is basically a more powerful SK after night 4.
That's... actually a pretty good idea.
It puts the Bodyguard on the same level as the Doctor in terms of anti-Werewolf usefulness.
I don't think it would have been enough to solve either the tp/lo meta or the relative weakness of WW by itself, though.
shapesifter13 wrote:Brilliand wrote:texer wrote:If we really want to kill the TPLO meta, Werewolf should've just gotten Powerful defense. Then Werewolf can just attack at Jailor's house N2 without fear of getting killed by a Bodyguard. It's more unbalanced when Werewolf is basically a more powerful SK after night 4.
That's... actually a pretty good idea.
It puts the Bodyguard on the same level as the Doctor in terms of anti-Werewolf usefulness.
I don't think it would have been enough to solve either the tp/lo meta or the relative weakness of WW by itself, though.
Problem with this, is that too my knowledge, and what I have experienced myself, the bulk of the Town visit N1, not N2. Yes, this might kill of some people N2 and the WW lives, but the information gained is still valuable.
EqsyLootz wrote:Juggernaut --> I didn't play CAA yet with jugg so idk.
TheFluffyWaffleV2 wrote:Is it meant to find evils as they kill someone? Or is it meant to confirm town members that visit someone?
Brilliand wrote:OreCreeper wrote:Lookout nerf is annoying when there are 4+ visits on jailor you should be able to confirm them. And it's mostly just confirming townies who arent MK/SK/WW when those roles shouldnt be claiming TP or LO or Spy anyway.
You must really like seeing Town win.
Well town should be winning around 45-55% of the games because of town having the most numbers. Mafia should be winning 30-35% of the time, and NK should win around 10-15% of the time. And no, I don’t want town to always win, I just don’t want to lower the skill ceiling for Mafia/NK by adding borderline broken changes. For LO, having RM visiting jailor remove the confirmed status from TPs and escorts going on jailor. This, lookouts should not be confirming half the town on d2 assuming Mafia follows the RM meta. Spies can confirm themselves on their own without the help of LO, but spy should be reworked anyway as it is too much of a hard counter to certain roles.texer wrote:If we really want to kill the TPLO meta, Werewolf should've just gotten Powerful defense. Then Werewolf can just attack at Jailor's house N2 without fear of getting killed by a Bodyguard. It's more unbalanced when Werewolf is basically a more powerful SK after night 4.
That's... actually a pretty good idea.
It puts the Bodyguard on the same level as the Doctor in terms of anti-Werewolf usefulness.
I don't think it would have been enough to solve either the tp/lo meta or the relative weakness of WW by itself, though.
Ive proposed this change many times before but this idea along with giving werewolf some other additional buff should be enough to make the role balanced. It makes it easier for werewolf to use the jailor meta to score easy kills on TPs N2 without fear of getting killed by a BG. Another thing I found about the current werewolf change is that it nerfs Mafia a lot in werewolf games. Since town almost always side with the NK late game, winning as mafia in a werewolf game may become impossible since werewolf can kill all of your mafia including GF. This happened in one of my games, and the only way I was able to win was by convincing the doc to lynch the WW by some miracle, though this usually wouldn’t happen.
orangeandblack5 wrote:Ultimately though I think the best fix for Town stacking visits is just... Osservatore
TheFluffyWaffleV2 wrote:
I'd say overall, the LO nerf is about 75% hated on and 25% liked.
In my opinion, it ultimately comes down to what the purpose of the Lookout is in the first place. Is it meant to find evils as they kill someone? Or is it meant to confirm town members that visit someone? Obviously, it's suppose to do both. However, being able to do both and confirm like 4 members of the town instantly is broken.
Personally, I am against this change. I hate RNG. I'm super unlucky. Random Jesters always hit me. Obviously LO needed a change but this missed the mark for me.
My (real) suggestion for the LO is that if you see 4 or more people visit your target, you won't get any of their names. At all. You will get the message "Someone visited your target last night!" for every visitor instead. However, you will also be notified if your target is attacked, like a Doctor.
The reason for this is so that there is no RNG involved, and it makes LO more based around finding evils instead of confirming TPs, Spies and Escorts. Obviously he is able to do this, but my personal belief is that this role should be about finding evils, as should every other TI role. Sheriffs find sus people, Invest closes claim space, and Spy confirms some Mafia roles. (Tracker and Psychic also), so that should be LO's purpose as well.
Or just give mafia the ninja attack :/
(or my incredible idea #31)
OreCreeper wrote:orangeandblack5 wrote:Ultimately though I think the best fix for Town stacking visits is just... Osservatore
Honestly I’m not too against this but the role is pretty weak on its own so it should be paired with a non investigative ability. I’ve proposed a Mafia tracker that can guess who a player visits and kill the player with a correct guess, while learning who they visit at the end of a night. The lookout mechanic can be added as an extension to the forger as a separate ability from their forging ability, since forger is already in the same result as lookout anyways.
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