Retributionist nerf/balance

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Retributionist nerf/balance

Postby Dameskin » Sun Oct 27, 2019 4:12 pm

As most people (who play ranked) know, Retri is a bit busted. Can literally turn the game around and save town, which town doesn't need anymore help half the time as in my opinion it is far stronger than mafia/neutrals.

Quick note, this is NOT my idea, I seen someone say it in dead chat as in my opinion its a really good idea.


When a retributionist revives a town member, they will take their own life, in order to save the others. A soul for a soul if you will ;)

Quite likely there is issues with this but it would be a very much needed balance to the role. I would like to hear feedback on this because i think its almost perfect.
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Re: Retributionist nerf/balance

Postby JacksonVirgo » Sun Oct 27, 2019 5:33 pm

This has been suggested here, under Bodyguard of the dead.

Problem is, it still confirms one player as well as any and all mediums in game. Doesn't fix the problem
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Re: Retributionist nerf/balance

Postby Dameskin » Mon Oct 28, 2019 6:48 am

JacksonVirgo wrote:This has been suggested here, under Bodyguard of the dead.

Problem is, it still confirms one player as well as any and all mediums in game. Doesn't fix the problem


One of the reasons retri is so powerful is because it makes one of mafias nights useless, reviving the person they killed. Doing this it would make it so mafia havent wasted a night unless they choose to attack the retri on the night they ressurect.
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Re: Retributionist nerf/balance

Postby JacksonVirgo » Mon Oct 28, 2019 6:54 am

Dameskin wrote:
JacksonVirgo wrote:This has been suggested here, under Bodyguard of the dead.

Problem is, it still confirms one player as well as any and all mediums in game. Doesn't fix the problem


One of the reasons retri is so powerful is because it makes one of mafias nights useless, reviving the person they killed. Doing this it would make it so mafia havent wasted a night unless they choose to attack the retri on the night they ressurect.

Sorry but that's wrong bud. Doc does the same thing, blocks a kill essentially. The problem with Retri is that it confirms two town at the minimum (the ret and the revived) and all mediums too.
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On-site FM Record: 11-0-11
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Re: Retributionist nerf/balance

Postby StrahmDude » Mon Oct 28, 2019 1:41 pm

Feel free to move this discussion to the ret mega-thread since it has kind of fallen off the first page. I wish a mod would pin it or something due to the suggestion frequency.
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Re: Retributionist nerf/balance

Postby JacksonVirgo » Mon Oct 28, 2019 5:47 pm

If you want it pinned, maybe contact a mod. Maybe have a post pinned which links to role change megathreads so it's extendable if other megathreads get made/popular.
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Re: Retributionist nerf/balance

Postby Brilliand » Mon Oct 28, 2019 9:24 pm

JacksonVirgo wrote:If you want it pinned, maybe contact a mod. Maybe have a post pinned which links to role change megathreads so it's extendable if other megathreads get made/popular.


More layers to click through means less chance that new arrivals read it before posting, though.
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Re: Retributionist nerf/balance

Postby JacksonVirgo » Mon Oct 28, 2019 9:46 pm

Brilliand wrote:
JacksonVirgo wrote:If you want it pinned, maybe contact a mod. Maybe have a post pinned which links to role change megathreads so it's extendable if other megathreads get made/popular.


More layers to click through means less chance that new arrivals read it before posting, though.

That's true
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On-site FM Record: 11-0-11
Spoiler: Latest Town Game: VFM75 - Citizen - Win
Latest Scum Game: SFM79 - Coroner - Win
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Re: Retributionist nerf/balance

Postby BasicFourLife » Fri Nov 01, 2019 6:03 am

DENIEDD!!!!!
RNG is never good for any strategy based game. Please learn the definition of what that means, especially if you're one of the people constantly defending it.

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Re: Retributionist nerf/balance

Postby Brilliand » Fri Nov 01, 2019 5:01 pm

BasicFourLife wrote:DENIEDD!!!!!


You're denied
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Re: Retributionist nerf/balance

Postby TheComputer » Mon Nov 04, 2019 11:27 am

Yeah, the shtick with retri isn't that it wastes a kill (TPs do that and are better at it), it's that it generates a confirmed town, probably at least two.
Even if retri dies, any information or suggestions will be taken as true retroactively.

Because of the way retri and the graveyard works this isn't likely to change without completely reworking the role.
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