Page 1 of 1

Retri Rework (Element of Strategy)

PostPosted: Thu Feb 14, 2019 4:59 am
by CloudNine661
So the problem with Retri at the moment is that
1) It is a boring role
2) It can confirm multiple townies at the click of a button
3) Any Revived townie can essentially act as mediums

Proposed changes:
1) It takes 2 night to revive
2) The first night the Retri has to predict who will die that night
3) If they predict correctly, that person will be revived the next night
4) The target will know that they are being revived, and will not be able to access dead chat (think of it as the dead person whirling through space and time away from the other dead in order to get back to the world of the living)
5) If they are Rbd/witched/jailed during the first night only, no revive occurs.
6) If they unsuccessfully predict who will die that night, they have to reselect the next night and they can no longer revive anyone who died in previous nights.
7) They have 3 tries at reviving.
8) (OPTIONAL) Once all 3 tries are used up, they will become a medium)

What this will solve
1) This would involve strategy from the Retri. They have to predict who will be attacked that night (kind of like TP has to do).
2) It is now much more difficult to revive someone, they only have 1 chance of reviving any single person.
3) This would solve them being able to confirm meds and receive info from the dead, however, it would still confirm both the ret and the revived townie
4) I guess you could say it's less boring, they don’t have to just wait around for someone to die, they have to actively guess who the Evils will target next, be aware of the TP's still alive and know who they will be protecting.

Re: Retri Rework (Element of Strategy)

PostPosted: Thu Feb 14, 2019 6:46 am
by Kombinator1991
Approve the idea. Less townies proven, and a bit more brain usage. Also it wouldn't prove the ret. in all cases. I did managed to make whisp on med. claim as mafia, and i got killed 3 days later, but not before real ret. got hanged. Also this would make easier for evils, because they got a quite limited numbers who could be revived.

One extra: Leaving while being revived gives same message, and penalty as if you were leaving as living.

Re: Retri Rework (Element of Strategy)

PostPosted: Thu Feb 14, 2019 3:03 pm
by Brilliand
I wouldn't limit the number of attempts the Retri gets. Give them unlimited attempts, but only one success.

It's good either way, though. /support

Re: Retri Rework (Element of Strategy)

PostPosted: Thu Feb 14, 2019 3:20 pm
by Chemist1422
This kinda makes it a weakened TP.

Re: Retri Rework (Element of Strategy)

PostPosted: Thu Feb 14, 2019 9:50 pm
by Brilliand
Chemist1422 wrote:This kinda makes it a weakened TP.


It reveals (confirms) the role of the person it saves. That's an advantage.

...but it is effectively a TP rather than a TS in this form.

Re: Retri Rework (Element of Strategy)

PostPosted: Fri Feb 15, 2019 12:53 am
by BasicFourLife

Re: Retri Rework (Element of Strategy)

PostPosted: Fri Feb 15, 2019 2:46 am
by Kombinator1991
Brilliand wrote:
Chemist1422 wrote:This kinda makes it a weakened TP.


It reveals (confirms) the role of the person it saves. That's an advantage.

...but it is effectively a TP rather than a TS in this form.


And it can save from stronger attacks. Such as arso ignite..

Re: Retri Rework (Element of Strategy)

PostPosted: Fri Feb 15, 2019 8:13 am
by jucktropy
Well the problem is i think Revived person should see dead chat and the info that dead townies will give to them Only Day,i think it's should changed to revived person could not see mediums & Dead Chat at Night

Re: Retri Rework (Element of Strategy)

PostPosted: Fri Feb 15, 2019 7:49 pm
by Brilliand


"More balanced"? It's different alright, such that I'd call it a different suggestion rather than a "better version" of this suggestion.

I can't tell which is better at first glance, but there are a lot of differences. Not A Duplicate, anyway.

Re: Retri Rework (Element of Strategy)

PostPosted: Sat Feb 16, 2019 10:40 am
by BasicFourLife
Brilliand wrote:


"More balanced"? It's different alright, such that I'd call it a different suggestion rather than a "better version" of this suggestion.

I can't tell which is better at first glance, but there are a lot of differences. Not A Duplicate, anyway.

the difference is that this one is garbage and the other one has actual potential

Re: Retri Rework (Element of Strategy)

PostPosted: Sat Feb 16, 2019 1:02 pm
by Brilliand
BasicFourLife wrote:
Brilliand wrote:


"More balanced"? It's different alright, such that I'd call it a different suggestion rather than a "better version" of this suggestion.

I can't tell which is better at first glance, but there are a lot of differences. Not A Duplicate, anyway.

the difference is that this one is garbage and the other one has actual potential


This role is less complicated, while still being a major nerf to the ret. It might be enough.

Re: Retri Rework (Element of Strategy)

PostPosted: Sat Feb 16, 2019 4:28 pm
by BasicFourLife
Brilliand wrote:
BasicFourLife wrote:
Brilliand wrote:


"More balanced"? It's different alright, such that I'd call it a different suggestion rather than a "better version" of this suggestion.

I can't tell which is better at first glance, but there are a lot of differences. Not A Duplicate, anyway.

the difference is that this one is garbage and the other one has actual potential


This role is less complicated, while still being a major nerf to the ret. It might be enough.

Cease

Re: Retri Rework (Element of Strategy)

PostPosted: Sun Feb 17, 2019 3:27 am
by BasicFourLife

Re: Retri Rework (Element of Strategy)

PostPosted: Mon Feb 18, 2019 11:19 am
by Knuffeldraak
Tbh, I would actually just say, let the Ret be something like the Amnesiac. It can "reincarnate" as a town role that had died this game.