FerretBandit wrote:Here's my proposed role list if you won't let there be 5 mafia
Jailor
TI
TI
TK
TP
TS
RT
RT
RT
Godfather
Mafioso
Ambusher
RM
Witch
Jester
Neutrals should NOT be randomized -- the difference between witches and exes/jesters is too big to be fair enough for ranked. Also, if this is too mafsided, I'm fine with replacing Ambusher with RM, but honestly I think that "fairness" in Ranked is randomized town roles and non randomized evil roles.
MaybeLaterx wrote:I see a lot of people talking about balance without any real regard for 'fun'.
For me I don't really enjoy playing NK, so I'd be happy to never roll WW again; though it does feel a bit of a shame to have done all those roles + reworks to then put them into alternative gamemodes only, like the NB and chaos roles. But perhaps it's a necessary evil - those roles have serious implications for balance and some (Surv, Vamp) haven't been considered much fun.
If GF is prevented from killing, having enough plausible reasons is important - hypnotist faking an attack, a possible immune role being hit, jails and rb's seem to be enough to work in any direction.
I think the Ambusher role being either Ambusher or Mafioso (MK) would potentially alleviate this too. Some ambushers have bad luck and might not appear for a long time, which might imply the existence of a Mafioso instead. I can see why BMG got rid of Mafioso - having someone else play your role for you is very boring, and (in my games at least) GF + Mafioso constantly changing targets makes the RMs jobs a nightmare (ever forged a living player?).
I think 5 mafia is possibly a bit overkill. Worth considering that the more visiting maf there are, the stronger spy becomes - Mafioso swapped for Ambusher already pushes this number to 4 from 3, and potentially to 5 with more mafia.
I enjoy NE roles and I think they are the most likely to need to lie to win - particularly exe and jest (though some jesters give up and start yelling lynch me lynch me). I think those roles are very in the spirit of the game and would be sad to see them go - even when there is no jest in a particular game, you have to play around the existence of one when voting, and I like the effect the role has on the game even when he isn't there.
I think two random NE slots could be a lot of fun. That's enough natural immunity for maf to bluff hitting an NE. Teaming up among NEs would be a more common thing if they can pull it off. Two witches would be chaos - I don't know what the interactions are there, but we'd all have to learn them, which might make up for the fact that we're losing so much NK need-to-know info. I think Exes should always have different targets, tho (perhaps this is already the case in All Any).
I hear people say witch is very mafia favoured. I would be happy with a Witch + NE combo too, if that helps with balance some more.
tl;dr:
Jailor
Town Investigative
Town Investigative
Town Protective
Town Support
Town Killing
Random Town
Random Town
Random Town
Godfather
Mafia Killing
Random Mafia
Random Mafia
Neutral Evil
Neutral Evil
DiamondRanger8 wrote:Neutral Killing was the best part about ranked tbh. It makes it so Jailor can actually be killed by day 2, and if there's a doctor for TP, the Werewolf could destroy the chain. If Serial killer is jailed, they can kill the Jailor. Same with Werewolf. Unless there's gonna be a new Neutral Evil role or Mafia role that can counter Jailor meta at all, NK needs to stay.
Harryyoshi wrote:How about we restore Neutral Killing to their status before their buffs, and make their new win condition "See the Town lose"? This way, instead of evils needing to bring down Town and their evil rival afterward, the game automatically gives the win to both the NK and Mafia. This is also a good replacement for the problem with Neutral Evils, since some of them are too Town-sided. Neutral Killing would still have that "alone" style of gameplay, which some find is fun, since they aren't in a informed minority and don't have the same role-finding capabilities as Witch.
MafiaxSK wrote:If they got rid of the NK buffs I’d be so upset. And the goal change would remove the ability for dead arsos or SKs to win with winning arsos or SKs in AA, which is a feature I really like. It’s so nice to get a clutch win for an NK that stayed and have them sing your praises in the dead chat after the game, or to get a surprise win because there was secretly another NK of your kind all along.
MafiaxSK wrote:It isn’t fun to play games that drag for days with no kills at night
n00ne23 wrote:DiamondRanger8 wrote:Neutral Killing was the best part about ranked tbh. It makes it so Jailor can actually be killed by day 2, and if there's a doctor for TP, the Werewolf could destroy the chain. If Serial killer is jailed, they can kill the Jailor. Same with Werewolf. Unless there's gonna be a new Neutral Evil role or Mafia role that can counter Jailor meta at all, NK needs to stay.
there does not need to be such a drastic inclusion in order to solve the issue you're presenting, nor is NK even a particularly good solution to the issue you're presenting given none of the NKs can consistently prevent the jailor meta without often significantly reducing their chances of winning
giving mafia strongman shot/s (attacks that ignore protection) and ninja shot/s (attacks that lookout cannot detect) would be a simple solution that would be just as if not more effective, as well as not being drastic and not bringing significant downsides like NK does
Harryyoshi wrote:MafiaxSK wrote:If they got rid of the NK buffs I’d be so upset. And the goal change would remove the ability for dead arsos or SKs to win with winning arsos or SKs in AA, which is a feature I really like. It’s so nice to get a clutch win for an NK that stayed and have them sing your praises in the dead chat after the game, or to get a surprise win because there was secretly another NK of your kind all along.
It's "See the Town lose", not "Live to see the Town lose". So instead, it would be all the NKs celebrating instead of that one Arsonist that got hanged day 1.
MafiaxSK wrote:Harryyoshi wrote:MafiaxSK wrote:If they got rid of the NK buffs I’d be so upset. And the goal change would remove the ability for dead arsos or SKs to win with winning arsos or SKs in AA, which is a feature I really like. It’s so nice to get a clutch win for an NK that stayed and have them sing your praises in the dead chat after the game, or to get a surprise win because there was secretly another NK of your kind all along.
It's "See the Town lose", not "Live to see the Town lose". So instead, it would be all the NKs celebrating instead of that one Arsonist that got hanged day 1.
What’s the difference between “see the town lose” and “live to see the town lose”? Are you saying that if town loses even if there are no NK alive, the NK still win? That doesn’t make sense
Soulshade55r wrote:#Tatical mafia :]
Honestly thinking about it We need tactical mafia so badly at this point so Mafioso isn't forced into every role list
lemonader666 wrote:Soulshade55r wrote:#Tatical mafia :]
Honestly thinking about it We need tactical mafia so badly at this point so Mafioso isn't forced into every role list
Mafioso could get strongman/ninja imo, or get turned into FM's version of mafioso
Ezradekezra wrote:Tactical Mafia might be hard to implement in ToS, where night is only around 30 seconds long. I'm not sure about how good of an idea it is.
Brilliand wrote:Ezradekezra wrote:Tactical Mafia might be hard to implement in ToS, where night is only around 30 seconds long. I'm not sure about how good of an idea it is.
It's two button clicks instead of one (in the version Kirize proposed anyway). That's not enough to cause a problem.
Soulshade55r wrote:Brilliand wrote:Ezradekezra wrote:Tactical Mafia might be hard to implement in ToS, where night is only around 30 seconds long. I'm not sure about how good of an idea it is.
It's two button clicks instead of one (in the version Kirize proposed anyway). That's not enough to cause a problem.
Is their a link to this?
Honestly Thinking about it the best way would be a day vote but factional Killer can use their normal ability.
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