Also, please do continue. I'm always open to hearing more opinions.
You wanna hear what I have to say about these buffs/nerfs? Ok, if you say so. But do be warned that I'm not gonna respond if everybody goes rabid on me.
Spy (Snitch) Changes:
-Remove ability to read Mafia night chat
-Remove ability to read whispers once dead
-[Maybe] Now has three night actions that let it read whispers on the next day
For the First Spy change, if you want this feature removed from the Spy then you would need a Town role that has this ability. So far, only the Spy can do this. Plus, no mobsters' name is presented unless if they say the name themselves, but the Spy must be vigilant on this part for the names can be fabricated. I would only agree with this change IF you added "upon death" after it.
The Second Spy change I agree with.
As for the Third Spy change, if you want to balance out the Mob and the Town, you should create a Mafia role gives the player the ability to read whispers.
I see a lot of heat from the proposed changes to this role.
Blackmailer (Bowel Movement) Changes:
-Can read whispers
I'm not sure about giving a role that can silence others for as many days as (s)he possibly can the ability to read the whispers of others. If (s)he's gonna get that ability then (s)he should have a limited amount of times (s)he can put others on the John for the day.
Framer (Finger Pointer) Changes:
-Now makes framed targets appear with the Mafia Killing role to Lookouts
-Now makes Mafia members show up as Not Suspicious to a Sheriff and confirmed Town to Investigator
-Now makes any Mafia visits to the framed target not show up to Spy (including Framer)
-Can now change apparent cause of death via moon button, priority Vig>BG>GF/Maf>Jailor>SK>Arso>Jester>WW>Vet
How does a Lookout tell when his/her target was visiting someone in the night when the Lookout's abilities is the other way around?
For the Second one, I don't think that they allow Mafia members to target their own flock.
The Third one I'm gonna reject because the Mafia's name(s) never show up when they visit someone, so this change is kinda useless.
The fourth one is kinda pointless because the only kills that the Framer can predict are the Mafia ones.
You seemed to have given too many buffs on this role.
Disguiser (Skinwalker) Changes:
-On first disguise, the Disguiser´s Last Will is displayed (acts as a forge, but uses the Disguiser's actual last will).
-On second disguise, the first victim´s Last Will is displayed.
-On third disguise, the second victim´s Last Will is displayed.
-Upon death, the most recent victim's Last Will is displayed (only way the third victim's Last Will will be displayed).
These buffs would discourage the Disguiser from teaming up with Forgers (who change the last will of the deceased) and Janitors (who erase both roles and last wills of the deceased).
Bodyguard (Yandere) Changes:
-Can only kill Werewolf when its target is attacked, not when its target visits the Werewolf's target
The Werewolf attacks any target that visits him/her if (s)he chooses to stay home at night, so it would make sense for the Bodyguard to protect his/her target while (s)he's visiting the Werewolf. Bodyguards cannot protect them from visiting a Veteran, suicide, Aronist ignites, Transporter/Disguiser related incidents, getting jailed and executed, or their target having a killing role and being shot by another Bodyguard from trying to kill that Bodyguard's target in the process.
Vigilante (Batman) Changes:
-Death Note Removed
-Cannot shoot revealed Mayor unless controlled or target is transported
There's no need to remove the Death Note for Vigilantes. They can tell us if someone's night immune. Plus, we need more laughs.
The Second one I can agree with. Without it, it promotes game-throwing.
Veteran (Vietnam War Hero) Changes:
-Death Note Removed
But they can brighten up the mood and possibly deceive unintelligent Mafia members if they wanna trick them into predicting on when they'll be alert again.
Jailor (Jihadi John) Changes:
-Death Note Removed
The Jailor can use the Death Note to explain on why (s)he killed his/her target.
Arsonist (Firefly) Changes:
-Douses now give no feedback notification
-Now detectable by Sheriff after first ignite
The First one would make the Arsonist OP from the get-go. Without anybody to claim that they were doused, it would not cause hysteria (which is the primary game mechanic).
The Second one I'm having a debate in my head about this one.
Sheriff (Copper) Changes:
-Can now detect Arsonist after first ignite
-Can now detect Werewolf on non-full moons
-Can now detect Vampires
-Or scrap all of the above changes and make it a parity cop
Already answered the First one.
The Second one is a little far-fetched. How can the Sheriff find out if the person's a Werewolf without a full moon when they haven't turned into one yet? Detection Immunity for Werewolves on non-full moon nights gives him/her a good alibi.
The Third one belongs to the Vampire Hunter and is unnecessary.
The Fourth one I don't even know what you're talking about as in "parity cop".
Amnesiac (Idiot) Changes:
-Can now remember as Godfather or Mafioso if no other Mafia roles are dead
-Doing so with either Mafia Killing role alive makes you the other one, regardless of which one you remembered
-Doing so with both Mafia Killing roles alive rolls you a Random Mafia role
-No longer gives a notification for remembering a role
The Developers said that the Amnesiac will never remember that they were a Mafioso or a Godfather because they are unique roles. Plus, if they want that role, they're gonna have to work for it.
The Fourth one I'm kinda debating myself on (although it is funny for people to find out that 2-3 Amnesiacs decided to become Serial Killers/Arsonists).
Transporter (Magical Hats) Changes:
-No longer gives feedback notifications
Debating myself on this one.
Executioner (You're Ex-Spouse) Changes:
-Can now have Spy as its target
-Can no longer have any Town Power role as its target
-Now dies after hanging its target
I'm debating on the First one.
I'm gonna disagree with the Second one because I'm against the whole "Town Power" idea.
The third one is unnecessary.
Forger (The Lawyer That You Never Wanted) Changes:
-Forged Will can now be edited during the day or nights when you haven't picked anybody
-Forges carry over into the next day and affect lynched targets
I'm debating on the First one.
Along with the Second one.
Godfather (Scarface) Changes:
-Can choose which Mafia member is promoted next via buttons in the Mafia box
You're gonna need to specify on this one.
Werewolf (Furry) (Team Jacob) Changes:
-Now detected by Sheriff on non-full moon nights
-Still cannot kill on Night 1
-Always kills visitors on full moon nights OR can kill on non-full moon nights if it didn't kill 2+ people the night before OR can kill every night, but killing 2+ people removes its kill for the next night
Already answered the first one.
Second one should remain that way. If this actually did occur, please report it to the development team.
The Third one... I'm just gonna say no to since the Werewolf is already given the option to go out and kill his/her target and the target's visitors or choose to stay home and kill all of his/her visitors (On full moon nights only).
Witch (The REAL Enemies of Salem) Changes:
-Can now control people that have left but are not yet dead
I'm debating on this one.
Alignment Changes:
-Town Power added (Ret, Mayor, Jailor)
-Neutral Benign changed to Neutral Unaligned
-Neutral Chaos removed OR restricted to Chaos game modes
I disagree with the First one. Jailors are a killing role because they can decide on whether or not they should kill. Mayors have already sacrificed the ability to be healed in order to triple their voting count in order to
support the town. And Retributionists should remain as a supporting role because they... well, bring back the dead.
The Second one just says: "Oh, look! It's just a regular Neutral". Might as well call it True Neutral. I'm just gonna say that I disagree with this. It just doesn't make sense if they're already Neutral to begin with.
The Third one started showing up with Vampires, so I can assume that there might be more Neutral Chaos roles.
Jester (Troll) (Jackass) (Village Idiot) Changes:
-Now Neutral Unaligned
Not gonna agree with this because of my disagreement with the Neutral Unaligned alignment.
You caused a shit-storm with this one.
Investigator (Your Nosy Neighbor) Changes:
-Change Investigator Results List to:
Framer, Vampire
Escort, Consort
Spy, Blackmailer
Mayor, Jailor, Retributionist
Vigilante, Lookout, Mafioso
Investigator, Consigliere, Amnesiac
Bodyguard, Forger, Arsonist
Doctor, Disguiser, Serial Killer
Sheriff, Godfather, Executioner
Medium, Janitor, Jester
Transporter, Vampire Hunter, Witch
Veteran, Survivor, Werewolf
Or we could make a bunch of clues that would require the Investigator to investigate someone for a couple of days so that he could put the pieces together (along with a misinformation backfire mechanic).
Role-list Changes:
Town Power
Town Investigative
Town Investigative
Town Support
Town Protective
Town Killing
Random Town
Random Town
Random Town
Godfather
Mafioso
Mafia Support
Mafia Deception
Neutral Killing
Neutral Evil
Is this for Standard mode or something?
Mayor (Obama) Changes:
-Can now be healed by Doctors (buffed so it can be part of Town Power)
Since this buff was mean't for something that I'm against, I'm gonna say no. Plus, like I said earlier, it ruins the game of deception.
Retributionist (Necromancer) Changes
-Self-revives if killed without reviving anybody (buffed so it can be part of Town Power)
Again, saying no since it was mean't to be for what I'm against. Plus, it makes the Retributionist pointless if (s)he revives himself/herself and would be reduced to just another vote for the town (better to bring in another vote than to save one).
Vampire (Team Edward) and Vampire Hunter (The Cure) Changes:
-See here: viewtopic.php?f=27&t=33899&p=1011786#p1011786
Why not just tell us YOUR take on how what buffs/nerfs they should have? Redirecting me to another topic is just gonna make me say no.
Gamemode Changes:
-New gamemode "Chaotic Custom", which is an exact copy of Custom but in the Chaos section and will host all of the crazy games
I never played custom, so I'm just gonna leave this part alone.
Most of these buffs/nerfs seem to only benefit the Mafia, a faction that everybody is already claiming to be OP to begin with due to them being organized. Changing some of the role mechanics isn't really gonna make the game better, but possibly worse. Everybody thought that the Vampires would be OP when they were first announced, but ended up being possibly under-balanced in the game instead. If the Mafia's winning, then theoretically it shows that they have successfully manipulated the game into their favor (along with Neutrals that can side with them). If the Town's winning, then theoretically it shows that the town has gotten more wiser to their enemy(s) guile.
We shouldn't have to change the game mechanics to play better. No, we need to play smarter. When I first joined, I was a little bit lost. But within 3 days, I started to become more victorious because I have gotten more wiser to the clever ruse that my opponents have placed on me if there were no shenanigans/Skypers. It's best for the game to remain the way it is... for now.