Psychic needs changes.

Psychic needs changes.

Postby JGaming08 » Fri May 26, 2017 1:07 pm

Lets be honest, these new roles aren't too great.
I mean they are some roles like ambusher or necromancer that are alright but some like pirate or psychic that are... lets get onto the suggestions.

Feel free to comment your own ideas and I might put it in this thread :)

Psychic:
My idea for psychic is that in the day they would pick 3 people to have a vision about. It will then tell how many of these people are good and how many are bad, but nothing specific, You can use this ability 3 times.

The reason I think this would be a good idea because it removes the simple 'OP' factor of this and RNG.
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Re: Psychic needs changes.

Postby spiderpoolcorps » Fri May 26, 2017 2:38 pm

That would probably be even more op. It would be like a sheriff who could visit 3 targets.

Perhaps not allowing Psychics to talk until a certain night would make it less op, It would give evils a fair head start (Specially with 3 TP's)
Still allow them to vote, however.
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Re: Psychic needs changes.

Postby shapesifter13 » Fri May 26, 2017 2:50 pm

We plan on nerfing the psychics full moon vision a bit. This should help tone it down a lot we think.
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Re: Psychic needs changes.

Postby VDG » Fri May 26, 2017 6:47 pm

Suggestion:

Odd nights: Get 3 player names - either suggesting their evil or a role that one of them might be (i.e. Clara, Bob, or Sandy could be the Trapper!)
Even nights: Can hear Coven chat
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Re: Psychic needs changes.

Postby HereThereEverywhere » Fri May 26, 2017 8:00 pm

VDG wrote:Even nights: Can hear Coven chat

Reading whispers, Mafia chat, Vampire chat, Coven chat, Jailor chat, it's all awful. When ANY role can do ONE of these things when it's not of the alignment the chat is for, or a sender or recipient of the whisper, or Jailor/jailed, it's a terrible idea. Spy can read Mafchat? Nobody uses it when Spy is around, thus reading it for Spy is pointless. Same goes for everything else. It makes those groups unable to strategize, and it makes the ones who can read it that much more useless because they don't do anything.
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Re: Psychic needs changes.

Postby chitownmvp01 » Sat May 27, 2017 12:12 pm

shapesifter13 wrote:We plan on nerfing the psychics full moon vision a bit. This should help tone it down a lot we think.


Yeah this was needed. Thanks. :)
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Re: Psychic needs changes.

Postby Askavi » Sat May 27, 2017 1:57 pm

Can't wait until Psychic is nerfed. It's so bad right now. Psychic gets 3 people n1, 1 of them dies as good, the other two are pretty much caught by d2. It's one or the other. VFR, add in a jailor or a trigger happy vig. It can ruin a faction's entire game from the start.
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Re: Psychic needs changes.

Postby HereThereEverywhere » Sat May 27, 2017 2:11 pm

Well. all three odd night targets can be evil.
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Re: Psychic needs changes.

Postby JGaming08 » Sat May 27, 2017 4:13 pm

My game crashed halfway through when the server reset...

Credits to the people who lost their lives to the psychic nerf...

-Coffee Sipper (Me)
-LemmeSmash
-Eliza
-E

I forgot the rest...

Seriously tho, cant wait to see the nerf. :D
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Re: Psychic needs changes.

Postby shapesifter13 » Sat May 27, 2017 6:10 pm

The change we made was that on even nights the Psychic is given 2 names, at least one of which is good. This means they still need to determine which player is good, and since it is at least 1 good role they could both be good. This means that if one of those two becomes confirmed good or dies, the other ins't necessarily bad.
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Re: Psychic needs changes.

Postby GDH38 » Mon May 29, 2017 8:01 am

You need to update the role card, cos this confused me when it first happened.
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Re: Psychic needs changes.

Postby shapesifter13 » Tue May 30, 2017 3:48 pm

It should already be updated. It wasn't at first, but should have been fairly soon after the change was made.
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Re: Psychic needs changes.

Postby Atalanta8 » Thu Jun 01, 2017 3:16 pm

I like pirate.
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Re: Psychic needs changes.

Postby RHCube » Tue Jun 13, 2017 4:56 pm

shapesifter13 wrote:The change we made was that on even nights the Psychic is given 2 names, at least one of which is good. This means they still need to determine which player is good, and since it is at least 1 good role they could both be good. This means that if one of those two becomes confirmed good or dies, the other ins't necessarily bad.

That's still overpowered as the psychic can still confirm some townies. Just rework it into scientist/parity cop and it'll be balanced.
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