ICECLIMBERS wrote:Stop acting like a ringleader bigot, goose.
Stiersquid wrote:May I ask how does psychic have good mechanics? It is 100% rng, unlike the other TownPower roles.
polypies73 wrote:Stiersquid wrote:May I ask how does psychic have good mechanics? It is 100% rng, unlike the other TownPower roles.
You’re talking about the coven physic right? Pretty sure goose was talking about teh TG physic.
Stiersquid wrote:polypies73 wrote:Stiersquid wrote:May I ask how does psychic have good mechanics? It is 100% rng, unlike the other TownPower roles.
You’re talking about the coven physic right? Pretty sure goose was talking about teh TG physic.
I didn't know that they were different sorry. What is the TG psychic like btw?
Shilster wrote:Stiersquid wrote:polypies73 wrote:Stiersquid wrote:May I ask how does psychic have good mechanics? It is 100% rng, unlike the other TownPower roles.
You’re talking about the coven physic right? Pretty sure goose was talking about teh TG physic.
I didn't know that they were different sorry. What is the TG psychic like btw?
Psychic
Alignment: Town Power
Abilities:
- Form a mental link between two players each day.
Attributes:
- Your two targets may anonymously speak to one another at night.
- You have one self-link.
- Roles with a night chat can still hear and speak in their night chat.
Stats:
Attack: None
Defense: None
Priority: 6th
Goal:
Lynch every criminal and evildoer.
Stiersquid wrote:Shilster wrote:Stiersquid wrote:polypies73 wrote:Stiersquid wrote:May I ask how does psychic have good mechanics? It is 100% rng, unlike the other TownPower roles.
You’re talking about the coven physic right? Pretty sure goose was talking about teh TG physic.
I didn't know that they were different sorry. What is the TG psychic like btw?
Psychic
Alignment: Town Power
Abilities:
- Form a mental link between two players each day.
Attributes:
- Your two targets may anonymously speak to one another at night.
- You have one self-link.
- Roles with a night chat can still hear and speak in their night chat.
Stats:
Attack: None
Defense: None
Priority: 6th
Goal:
Lynch every criminal and evildoer.
That sounds super OP.
Shilster wrote:Stiersquid wrote:Shilster wrote:Stiersquid wrote:polypies73 wrote:Stiersquid wrote:May I ask how does psychic have good mechanics? It is 100% rng, unlike the other TownPower roles.
You’re talking about the coven physic right? Pretty sure goose was talking about teh TG physic.
I didn't know that they were different sorry. What is the TG psychic like btw?
Psychic
Alignment: Town Power
Abilities:
- Form a mental link between two players each day.
Attributes:
- Your two targets may anonymously speak to one another at night.
- You have one self-link.
- Roles with a night chat can still hear and speak in their night chat.
Stats:
Attack: None
Defense: None
Priority: 6th
Goal:
Lynch every criminal and evildoer.
That sounds super OP.
"Town Power"
ICECLIMBERS wrote:Stop acting like a ringleader bigot, goose.
Cirque wrote:Before I even want to decide, I think tester games would help. Having one without Citizens, the other without Town Power, and another one that's without both. That's probably a lot to ask but it's just a suggestion, but instead of us just deciding based truly on your argument, we can actually see if it works out. See what I mean?
Mystoc wrote:the problem with town power is Jailor so much obv better than all other town power roles that there's gonna be noticeable win rate differences in games the have jailor and ones that dont
it will feel very bad to get to play as a town power role and not roll jailor i think that's the problem with it
the town power roles should be at equal terms of power so maybe nerf jailor down to the other roles level
ICECLIMBERS wrote:Stop acting like a ringleader bigot, goose.
Mystoc wrote:the problem with town power is Jailor so much obv better than all other town power roles that there's gonna be noticeable win rate differences in games the have jailor and ones that dont
it will feel very bad to get to play as a town power role and not roll jailor i think that's the problem with it
the town power roles should be at equal terms of power so maybe nerf jailor down to the other roles level
Cirque wrote:You talk about Citizen like nobody listens to them. Which isn't entirely true.
ICECLIMBERS wrote:Stop acting like a ringleader bigot, goose.
Gooose26 wrote:Cirque wrote:You talk about Citizen like nobody listens to them. Which isn't entirely true.
You are right, but tell me what is more convincing?
Gooose26 The Sheriff
n1-Giles Corey-NS/GF
n2-Cirque-Mafia!
OR
Guys Cirque is acting really scummy, can we get a claim?
It’s just the fact that if you had an ability you could promote your agenda with a little more force, less asking for help from the big boys who can do it and more helping yourself
Cirque wrote:Gooose26 wrote:Cirque wrote:You talk about Citizen like nobody listens to them. Which isn't entirely true.
You are right, but tell me what is more convincing?
Gooose26 The Sheriff
n1-Giles Corey-NS/GF
n2-Cirque-Mafia!
OR
Guys Cirque is acting really scummy, can we get a claim?
It’s just the fact that if you had an ability you could promote your agenda with a little more force, less asking for help from the big boys who can do it and more helping yourself
But I feel like just removing Citizens all together would take away a lot of scumreading, since there wouldn't really be a need anymore since everyone has night actions. And I see nothing wrong with asking people to check if this person is scum, it isn't really a big problem.
Regarding your TPow argument (I'm refering to the OP) I'm fine with letting Retributionist go. Not sure about everything else.
BlazinIce wrote:I'm not really comfortable with deleting three roles just because they distribute power unevenly. The roles have equal power to what they are dependent from other people. I don't really care about citizen, it's fine if it stays or if it goes.
BlazinIce wrote:I'm not really comfortable with deleting three roles just because they distribute power unevenly. The roles have equal power to what they are dependent from other people. I don't really care about citizen, it's fine if it stays or if it goes.
Gooose26 wrote:A faction needs to be a combination of all the player's skill put together. If you are the mafia, and all 3 players know what to claim, when to claim, who to visit, and how to make a great fake will, then you should win over a town who is built upon 1-2 good players who scumread the mafia with the rest of the town not voting at all. However, with Town (Power), this isn't always the case. If one of these so-called "good players" gets Jailor, they kill out the mafia. But if one of these so-called "nubs" gets Jailor, you get a dead townie and a murdered Jailor. Just think about the amount of damage a Jailor does in each of your games personally, have you ever won a game by killing the evils as Jailor, or have you ever lost it all because the Jailor couldn't even write a will? This is what we call swing, where the amount of skill in the role completely changes the game.
Cirque wrote:But I feel like just removing Citizens all together would take away a lot of scumreading, since there wouldn't really be a need anymore since everyone has night actions. And I see nothing wrong with asking people to check if this person is scum, it isn't really a big problem.
Regarding your TPow argument (I'm refering to the OP) I'm fine with letting Retributionist go. Not sure about everything else.
ICECLIMBERS wrote:Stop acting like a ringleader bigot, goose.
SevenSeven wrote:can i vote no ?
ProfessorArceus wrote:SevenSeven wrote:can i vote no ?
Tell us why, and you can.
Users browsing this forum: No registered users and 6 guests