Brilliand wrote:alex1234321 wrote:Why should this get so much more KPN than SK? Half of its attacks are unstoppable and it also gets to roleblock. Do you think the notification would weaken the role that much?
Oh, I'm ignoring the single-use Unstoppable attack now. Yeah, this version's total KP is actually N+2, which is more than the SK. That could be nerfed back down by adding a 1-night cooldown after each successful draining, or by removing the multi-attack and replacing it with another benefit to having enough Drained players (say, if you have 3 Drained players, your night action is a single-target Unstoppable Astral attack).
I'm favoring the former solution, since it makes the role more similar to current Vampire, and also makes it definitely a slower killer than SK (KP=N-1 assuming it uses its big attack optimally, or N-2 if you factor in not getting a 1v1 endgame).
The KP is actually 2N-2 assuming none of its targets die, which would be very difficult to execute in an actual game. If it's only able to bite every other night, it would be N if no one who is drained dies. Even though it gets unstoppable attacks, the ceiling KPN should still be greater than SK since players would be more willing to kill a player who has been drained of blood. Also I'm not a fan of night number dependence since half the time the player would benefit from the game extending another night and half the time it wouldn't.
For the second solution, the ceiling KP would still be N since it would presumable be able to either drain or kill someone every night. That could make it into an SK-Arso hybrid, which might be interesting. Maybe a slightly stronger reward could be added, but I like the current role's dynamic of forcing the Town to kill one person to save someone else.
It might get complex, but I think my previous suggestion could work. The Vampire bites one player every night and drains them of blood with the same draining mechanics but with only three uses. The Vampire could kill one person for every drained player instead of biting someone, sending them back to three drains. If everyone left is drained of blood, the Vampire wins. Otherwise, everyone who is drained becomes undrained. The ceiling effective KP would be 0.75N + 3 when N is a multiple of 4, which would stay above N until night 12. Compared to the current role, it would be harder to get >1 KPN but less harmful in unbalanced setups or if the Vampire completely fails. The reason why the max would still be 3 drained players is because it simulates a faction with 4 members, which has been shown to be a fair cap for informed minorities in ToS.