Some Role Suggestions (2000+views!)

Old Role Ideas

With which of these roles do you agree with?

Hypnotist
19
13%
Citizen
5
4%
Avenger
10
7%
observer
10
7%
Silencer
15
11%
Diplomat
10
7%
Daggerman
9
6%
Poison expert
14
10%
Traitor
19
13%
Necromancer
15
11%
All of them
8
6%
None
3
2%
They could use some tweaks ( comment )
3
2%
I'm neutral
1
1%
 
Total votes : 141

Re: Some Role Suggestions (500+ views)

Postby SofiaShe » Mon Sep 05, 2016 2:07 pm

randomguyhavingfun wrote:Just when I thought I was out of ideas...

Anyway I just made a new neutral evil role called necromancer ( no it's not a neutral retributonist ) so I had to reset the poll. I am unsure whether an imposter should be seen by the sheriff so I would like some feedback on that.


Can you link this or write on signature? Hard to find a bit
Nerf the Transporter!

Witch VS Transporter:
viewtopic.php?f=27&t=50621
Arsonist VS Transporter
viewtopic.php?f=27&t=51525&p=1697876#p1697876

This is the Joker:
viewtopic.php?f=27&t=50813
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Re: Some Role Suggestions (500+ views)

Postby randomguyhavingfun » Tue Sep 06, 2016 12:21 am

The role is in this thread I edited it in. Also make sure to revote in the poll as it was reseted.
I have become what i despise, a man who despises himself.

Check out my role suggestions
http://www.blankmediagames.com/phpbb/viewtopic.php?f=27&t=45162
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http://www.blankmediagames.com/phpbb/viewtopic.php?f=14&t=48199

How would a new investigator list with new roles look?
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Re: Some Role Suggestions (600+views)

Postby sarysa » Tue Sep 06, 2016 4:35 am

Citizen...I really want to like this one, but I see a number of obvious problems with it...and that's assuming night immunity is removed:
  • Combine with Lookout, Transporter, Doctor or BG and evil pretty much can't attack for three nights straight. Easy if they're ressed.
  • Overtly suicidal roles don't work in vamp games. The citizen would have every right to not use their ability. (it'd be worse than BG currently)
  • It removes killers' agency in a way that's far worse than what an escort does. The escort actually needs to choose one name.

It just isn't going to work.
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Favorite roles: Jailor, Executioner, Consigliere, Witch, Coven Leader, Guardian Angel
Least favorite: Framer, Disguiser, Jester
Most broken IMO:
Jester - Revert the 2.3.0 patch, give a swiss army knife of nighttime annoyance (ala Potion Master) to aid in fooling the town. Just some kind of agency.
Psychic - Game-breaking enough that I made a thread about it.

VIP - The one true mode.
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Re: Some Role Suggestions (600+views)

Postby randomguyhavingfun » Tue Sep 06, 2016 5:20 am

sarysa wrote:Citizen...I really want to like this one, but I see a number of obvious problems with it...and that's assuming night immunity is removed:
  • Combine with Lookout, Transporter, Doctor or BG and evil pretty much can't attack for three nights straight. Easy if they're ressed.
  • Overtly suicidal roles don't work in vamp games. The citizen would have every right to not use their ability. (it'd be worse than BG currently)
  • It removes killers' agency in a way that's far worse than what an escort does. The escort actually needs to choose one name.

It just isn't going to work.

Yeah it has it's fair share of problems. I don't get how transporter fits in there but I can see the other ones. Night immunity is kind of a problem for a town role but it is there to make it more claimable and not useless. The second point is weird to say the least? It's kinda suicidal if it decides to use its ability on vamp games but I don't see how that is a problem. And I'm
Embarrassed to say this but what is an agency? I know it is like an organization but that doesn't fit here. English isn't my first language sorry.
I have become what i despise, a man who despises himself.

Check out my role suggestions
http://www.blankmediagames.com/phpbb/viewtopic.php?f=27&t=45162
the psychaiatrist
Do you also want a more balanched and competetitive ranked mode in patch 1.6? See my ranked suggestions
http://www.blankmediagames.com/phpbb/viewtopic.php?f=14&t=48199

How would a new investigator list with new roles look?
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Re: Some Role Suggestions (600+views)

Postby sarysa » Tue Sep 06, 2016 7:30 am

randomguyhavingfun wrote:Yeah it has it's fair share of problems. I don't get how transporter fits in there but I can see the other ones.


Transporter can use the Citizen as a funnel to direct attacks to obvious Mafia or other scum, at no risk to themselves. (since attacks directed at them would go to the "courageous" Citizen, which Transporter could funnel anywhere)

randomguyhavingfun wrote:Night immunity is kind of a problem for a town role but it is there to make it more claimable and not useless.


Heh, did I not sufficiently note how overpowered it would be without night immunity? Adding said immunity is just a no-no. :p

randomguyhavingfun wrote:The second point is weird to say the least? It's kinda suicidal if it decides to use its ability on vamp games but I don't see how that is a problem.


It's a different kind of problem. I'm not stating that it'd be overpowered, it'd just be one of those roles one wouldn't want to risk playing as because it would almost guarantee the player's own loss. Town already tends to avoid drawing attention to themselves in vamp games. BGs tend to not do their jobs or feign AFK because they fear being left behind. A citizen just would not do their job in a vamp game.

The fault is really with Vampires...because of them, suicidal roles are not a good idea anymore.

randomguyhavingfun wrote:And I'm Embarrassed to say this but what is an agency?


Agency in the context of gaming is one's ability to make decisions and take actions that have a meaningful effect on their desired outcome. If all killers are forced to attack the civilian for three turns in a game, and there are no viable workarounds, they have no agency and are probably doomed to failure since they're being citizen-trapped for three turns.
Killing roles require a mix of picking good targets, predicting others' targets (killers and protectives alike), bullshitting, and decision making regarding quarrels between town memebers. (i.e. kill one so the other takes the fall vs keeping them around for diversion) A citizen would strip them of these choices.

I also use "agency" as a term when discussing Jesters...they have no power and often rely on a lucky situation to pounce on. They are beholden to the whims of investigators and they can be walled by numerous outside forces. (from the casual "Jester alert" call to night killers) I disagree with people who call it a skill-based role because it's next to impossible to use your skills when you have no agency.
Image
Favorite roles: Jailor, Executioner, Consigliere, Witch, Coven Leader, Guardian Angel
Least favorite: Framer, Disguiser, Jester
Most broken IMO:
Jester - Revert the 2.3.0 patch, give a swiss army knife of nighttime annoyance (ala Potion Master) to aid in fooling the town. Just some kind of agency.
Psychic - Game-breaking enough that I made a thread about it.

VIP - The one true mode.
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Re: Some Role Suggestions (600+views)

Postby randomguyhavingfun » Tue Sep 06, 2016 7:50 am

i see. all your points are valid but i personally think this wouldnt be overpowered for one single reason. It is such a good scum claim. But that doesnt really fix any problems. The role has a hard time proving itself so transporters doctors bodygaurds and lookouts wouldnt really be able to assist him unless he succesfully gets someone traped in his courage for 2 turns ( he is not night immune at the second use ). Not sure what i can do though
I have become what i despise, a man who despises himself.

Check out my role suggestions
http://www.blankmediagames.com/phpbb/viewtopic.php?f=27&t=45162
the psychaiatrist
Do you also want a more balanched and competetitive ranked mode in patch 1.6? See my ranked suggestions
http://www.blankmediagames.com/phpbb/viewtopic.php?f=14&t=48199

How would a new investigator list with new roles look?
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Re: Some Role Suggestions (600+views)

Postby sarysa » Tue Sep 06, 2016 8:26 am

randomguyhavingfun wrote:The role has a hard time proving itself so transporters doctors bodygaurds and lookouts wouldnt really be able to assist him unless he succesfully gets someone traped in his courage for 2 turns ( he is not night immune at the second use ). Not sure what i can do though


On the contrary, there are many situations when a citizen could easily team up.

N1 dead citizen gets ressed by ret. doc/bg/lookout/trans obviously watches or uses the citizen on N3 because why wouldn't they? Creates the ultimate imbalance scenario for killers that I illustrated.

Lookout D2 says "XYZ is visited [deadguy]", Citizen whispers Lookout "I'm citizen, watch me tonight." People don't vet bait via whisper so Lookout has no reason not to follow through. Unless a wolf exists, Lookout finds anyone who attacks next night.

Hell, someone could be citizen, see there's another protective, and flat out say "I'm citizen, please heal me the next three days." No vet would ever bait that. Seems like a gamble worth taking.

Such a role is potentially so powerful that it's worth the risk, and even the mere mention of a citizen, even if false, could make killers not attack or even rage quit.
Image
Favorite roles: Jailor, Executioner, Consigliere, Witch, Coven Leader, Guardian Angel
Least favorite: Framer, Disguiser, Jester
Most broken IMO:
Jester - Revert the 2.3.0 patch, give a swiss army knife of nighttime annoyance (ala Potion Master) to aid in fooling the town. Just some kind of agency.
Psychic - Game-breaking enough that I made a thread about it.

VIP - The one true mode.
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Re: Some Role Suggestions (600+views)

Postby randomguyhavingfun » Tue Sep 06, 2016 8:45 am

sarysa wrote:
randomguyhavingfun wrote:The role has a hard time proving itself so transporters doctors bodygaurds and lookouts wouldnt really be able to assist him unless he succesfully gets someone traped in his courage for 2 turns ( he is not night immune at the second use ). Not sure what i can do though


On the contrary, there are many situations when a citizen could easily team up.

N1 dead citizen gets ressed by ret. doc/bg/lookout/trans obviously watches or uses the citizen on N3 because why wouldn't they? Creates the ultimate imbalance scenario for killers that I illustrated.

Lookout D2 says "XYZ is visited [deadguy]", Citizen whispers Lookout "I'm citizen, watch me tonight." People don't vet bait via whisper so Lookout has no reason not to follow through. Unless a wolf exists, Lookout finds anyone who attacks next night.

Hell, someone could be citizen, see there's another protective, and flat out say "I'm citizen, please heal me the next three days." No vet would ever bait that. Seems like a gamble worth taking.

Such a role is potentially so powerful that it's worth the risk, and even the mere mention of a citizen, even if false, could make killers not attack or even rage quit.

All it takes is for one wasted courage use though and you are now just a scum claim. It is tricky as if no town member is attacked when you use your alert you are useless and night immune.
I have become what i despise, a man who despises himself.

Check out my role suggestions
http://www.blankmediagames.com/phpbb/viewtopic.php?f=27&t=45162
the psychaiatrist
Do you also want a more balanched and competetitive ranked mode in patch 1.6? See my ranked suggestions
http://www.blankmediagames.com/phpbb/viewtopic.php?f=14&t=48199

How would a new investigator list with new roles look?
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Re: Some Role Suggestions (600+views)

Postby randomguyhavingfun » Tue Sep 06, 2016 11:55 pm

Anyway I know the citizen has problems and feedback is always appreciated for any of the roles.

Also can the none voter explain why?
I have become what i despise, a man who despises himself.

Check out my role suggestions
http://www.blankmediagames.com/phpbb/viewtopic.php?f=27&t=45162
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Re: Some Role Suggestions (700+views)

Postby Blaze116 » Sat Sep 17, 2016 1:01 am

Self promotion.

Just like Kirize12 himself.

#Triggered
Spectre0 wrote:Studies show that actually thinking about a role idea before you post it increases the average quality of your posts by approximately one fuck-ton.

darkabsol wrote:That makes sense when you use logic, but you're forgetting that people in ToS don't have more than half a brain cell.

Ranked IGN: Tree

Games Played: Too many
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Re: Some Role Suggestions (800+views)

Postby randomguyhavingfun » Sat Sep 17, 2016 1:09 am

Wish there was an option to delete posts from your thread so this:
erdm wrote:-Removed Post-

Could go where it belongs. Hope a mod fixes this.
Last edited by randomguyhavingfun on Sat Sep 17, 2016 2:01 am, edited 1 time in total.
I have become what i despise, a man who despises himself.

Check out my role suggestions
http://www.blankmediagames.com/phpbb/viewtopic.php?f=27&t=45162
the psychaiatrist
Do you also want a more balanched and competetitive ranked mode in patch 1.6? See my ranked suggestions
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How would a new investigator list with new roles look?
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Re: Some Role Suggestions (800+views)

Postby LevinSnakesRise » Sat Sep 17, 2016 2:00 am

Removed the post.

Random, please be nice.
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Re: Some Role Suggestions (800+views)

Postby randomguyhavingfun » Thu Sep 29, 2016 1:29 pm

Ok I edited it out.
I have become what i despise, a man who despises himself.

Check out my role suggestions
http://www.blankmediagames.com/phpbb/viewtopic.php?f=27&t=45162
the psychaiatrist
Do you also want a more balanched and competetitive ranked mode in patch 1.6? See my ranked suggestions
http://www.blankmediagames.com/phpbb/viewtopic.php?f=14&t=48199

How would a new investigator list with new roles look?
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Re: Some Role Suggestions (900+views)

Postby destinycall » Sat Oct 01, 2016 12:22 am

Lots of roles here - most of them look like they need a bit of work because they are either too powerful or poorly balanced. I'd say the ones I like the most without any changes would be the Silencer and the Observer. The Silencer sounds interesting and I like the idea of a Mafia-sided role with access to Dead chat. The Observer is sort of a "reverse lookout" role which I've always felt the game was missing and I like the investigation results that give you a general idea of roles without being too specific or Town-sided.


randomguyhavingfun wrote:CITIZEN
Abilities chose to go courageous up to 3 times at night, if a town member is attacked you will get attacked instead.
Attributes If you get attacked after the first night you went courageous the name of your attacker will be revealed to you.
You are night immune the day you first went courageous.
If no town member is attacked at the night you went courageous you will lose all your courage uses and retain night immunity.
special attributes roleblock immune


I don't really like this role, honestly. Lore-wise it is suppose to be a common man with little power, but he actually has SEVERAL powerful abilities, including night immunity, attack-redirection, role-block immunity and killer identity reveal. Personally, I would remove the role-block immunity (this is a rare immunity and I don't see the need for it) and the night immunity (generally-speaking, Town should not be night immune and I don't think it fits with this role enough to justify making an exception). I would also flip around the way that lose of courage works. So if you activate your night ability and Town is NOT attacked, you keep your remaining courage and can try again another night. If Town IS attacked, the attacks are re-directed onto you and you probably die. If you are saved by a BG or Doctor or revived by Retributionist, then you lose your remaining courage. After your brush with Death, you give up on being a hero and buy a bulletproof vest, instead. After successfully, using your ability and losing any remaining Courage, you will have one vest to help keep you alive for the rest of the game and that is it. No night immunity.

I'm on the fence about being able to see your attacker's face. It is a powerful ability, but with the change I suggested, it could only happen once. If you live, you'll be able to tell the Town and if you die, you can pass the information on to the Medium, if she is still alive. There are several other roles that might gain information at the moment of death, so it's not super-OP ... but I would suggest limiting it to a SINGLE attacker. If you are in a game with WW, SK, Veteran and Mafia ... and you redirect attacks on a full moon night, you could easily discover all killer identities in a single night. That would be a bit much, I think.


randomguyhavingfun wrote:DAGGER MAN
- your attacks tear your victims will making it unreadable
- you will attack all your visitors that are not night immune
- if you are targeted by an escort/ consort you will not attack any other visitors ( not even the escort/ consort)
- you won't kill your visitors if you chose to attack

- your defensive attacks do not go through night immunity
- your offensive attacks do go through night immunity

- if your target is protected by a doctor(when you attack) you will kill the doctor instead
- if your target is protected by a bodyguard you will kill the bodyguard but not die yourself
- if you are roleblocked when trying to attack then you will still perform your attack
- if a witch controls you, you will attack the target of the witch even if you have no attacks left


I really want to like this role because I love the name and I want to be able to play as DAGGERMAN. Unfortunately, this one is pretty problematic balance-wise so I can't support it without some changes.

First off, a Neutral Killing role with limited offensive abilities is a bit tricky. If he is in a game with more than two Night Immune roles or too many non-visiting roles, he will be in serious trouble. He could be easily defeated by a town full of Mediums, Retributionists, Spys, Survivors, Amnesiacs, and the Mayor, simply because they never visit anyone. You could even throw in some Jesters and Executioners for fun. It might make sense to let him throw a knife every other night, but then his ability to murder all visitors becomes a bit too powerful. I almost want to say he should be a Mafia killing role. Remove the offensive abilities and keep the Will destruction and he could be the Mafia equivalent of a Veteran. But people tend to frown on Mafia-copies of Town roles AND it is hard to create a decent Mafia Killing role that doesn't upset game balance by giving Mafia too many extra kills.

Next up, I recommend you either make the role immune to Role-blocks or vulnerable to Role-blocks. I don't like how the offensive attacks go through RB, but defensive attacks are completely stopped. Personally, I think role-blocks should prevent both attack types.

On the same note, the defensive attack should NOT kill the Doctor. The Doctor is visiting his patient's house, not the Daggerman. He is not a Bodyguard - he should be safe from indirect attack. The Bodyguard doesn't counterattack Veteran, so I guess it is okay that he doesn't counter the Daggerman.

randomguyhavingfun wrote:AVENGER
- you may chose to use a bulletproof vest at night instead of disarming. you have 2 to use.
- a disarmed person cannot be protected by doctors/bodyguards/citizens although they will still visit him and a lookout watching him will not see any visitors


This is more of a Lore question rather than a balance issue, per se, but I'm not really clear on why disarming a person would remove protection like doctors/bodyguards/citizens. When I think "disarmed" I think that my weapon has been taken from me. I have lost offensive capabilities, NOT defensive capabilities. I don't really like this ability. Does it ALSO prevent killers from attacking? Or just strip away protection from the target? I feel like this needs more explanation/justification or it should be renamed to something more appropriate.


randomguyhavingfun wrote: AVENGER
- if the dirarmed person is night immune he will lose night immunity for that night
- the disarmed person will not lose any other immunities
- if your target is jailed you will jailbreak him rendering the jailor unable to execute and leaving him disarmed for the night
- you cant disarm a werewolf on full moon nights or a serial killer
- a target is only disarmed for one night


Personally, I'd like to see Disarm just role-block the killer's attack ability and remove night immunity, leaving him vulnerable to attack. No effect on Doctor/Bodyguard/Citizen protections. If the target is not a killing role, it would not role-block but it would strip away Night Immunity for the night (if player was Exec or WW on non-attacking night for example). Targeting the Werewolf on a Full Moon would get the Avenger mauled to death - you can't Disarm a werewolf :D But I DO think the Avenger should be able to disarm the Serial Killer. Taking a knife away from a psychopathic killer isn't easy, but should still be possible for a skilled ex-agent.

randomguyhavingfun wrote:goal: survive to see someone die while being disarmed


I like that the Avenger has a Unique role, but keep in mind that this win condition relies on a second active killing role to eliminate your target. And it CAN'T be the Jailor since you auto-jailbreak your target. Depending on the roles available to you, it might be almost impossible to set-up a disarmed person for an attack, unless you are targeting random unarmed Townies which doesn't really fit with this role's backstory.


randomguyhavingfun wrote:POISON EXPERT
summarise: you are an overprotectove woman using poison against all possible threats
Abilties: every non full moon night chose to poison someone
Attributes:
- your target will die of poison unless he is night immune
- if your target is protected by a bodyguard or Doctor you will lose your night, nothing will happen
- anyone who visits you or your target if you attack him will get infected
- you will not be notified of your infection
- if a doctor visits an infected he will cure him but get infected himself
- if a bodygaurd visits someone infected he will kill him and die
- if an infected visits another infected they will both die ( even if they are night immune


This is kind of nit-picky but "poison" and "infection" are two completely different things. Infection is typically a disease of some kind and it can spread between people by close contact. Poison is typically a toxic substance that can kill either slowly over time or very quickly, but does not spread on its own. And neither poison nor infection would cause two affected people to spontaneously die if they meet. I really don't like the Poison Expert - it doesn't make any sense to me and "spreading" abilities can get out of hand quickly.

randomguyhavingfun wrote: DIPLOMAT
Abilities: choose to defend mafia up to 3 times by selecting a non mafia target
Attributes:
-if any mafia member other than you gets investigated/attacked/roleblocked/transported/ bitten / disarmed/controlled/ hypnotized the action will be redirected to the person you selected
- the jailor will not execute another mafia member if you used your ability but he will lose an execution
- the person will not be notified his action was redirected.


This seems too powerful, even with limited uses, since it can redirect ALL hostile actions away from ALL mafia members onto one non-mafia person. And it provides no warning of any kind to the blocked/redirected people. It is like an uber-powerful version of the Witch and affects multiple people at once. I would argue that this ability should let you pick one mafia member (including yourself) to protect and one non-mafia target to redirect all visits toward. I would like to provide notice to the player, but I can't think of a way that could be accomplished without revealing that their original target was Mafia. Maybe if the Witch notification was reworded to something more general and that same warning was provided when either Witch or Diplomat re-directed someone to a new target. Or you could just leave it without any notification. This makes it a bit cheap, but the Mafia roles tend to be more powerful than other similar roles.

Anyways, those are my random thoughts regarding your roles. Good luck and thank you for sharing your ideas! :)
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Re: Some Role Suggestions (900+views)

Postby randomguyhavingfun » Sat Oct 01, 2016 1:13 am

Thanks a lot for the feedback. It is appreciated to balanche my roles :D . I'm sure they need work, I mean a single person can't really think of every effect a role would have on a game. I have answered in bold. Gonna edit some stuff in when I have time.

Spoiler:
destinycall wrote:Lots of roles here - most of them look like they need a bit of work because they are either too powerful or poorly balanced. I'd say the ones I like the most without any changes would be the Silencer and the Observer. The Silencer sounds interesting and I like the idea of a Mafia-sided role with access to Dead chat. The Observer is sort of a "reverse lookout" role which I've always felt the game was missing and I like the investigation results that give you a general idea of roles without being too specific or Town-sided.


randomguyhavingfun wrote:CITIZEN
Abilities chose to go courageous up to 3 times at night, if a town member is attacked you will get attacked instead.
Attributes If you get attacked after the first night you went courageous the name of your attacker will be revealed to you.
You are night immune the day you first went courageous.
If no town member is attacked at the night you went courageous you will lose all your courage uses and retain night immunity.
special attributes roleblock immune


I don't really like this role, honestly.yeah I'm kinda on the fence to put him in the failed alongside my brute Lore-wise it is suppose to be a common man with little power, but he actually has SEVERAL powerful abilities, including night immunity, attack-redirection, role-block immunity and killer identity reveal. Personally, I would remove the role-block immunity (this is a rare immunity and I don't see the need for it) its a just a small extra. Not sure if I want it out. Lore wise it makes sense. and the night immunitynight immunity was added to allow this role to work without te need of a doc med ret trans or bg. But I see it causes many problems.i will have it deleted (generally-speaking, Town should not be night immune and I don't think it fits with this role enough to justify making an exception). I would also flip around the way that lose of courage works. So if you activate your night ability and Town is NOT attacked, you keep your remaining courage and can try again another night. thing is I don't want the citizen spamming his ability because that could end badlyIf Town IS attacked, the attacks are re-directed onto you and you probably die. If you are saved by a BG or Doctor or revived by Retributionist, then you lose your remaining courage.agreed on this one After your brush with Death, you give up on being a hero and buy a bulletproof vest, instead.not sure he needs a vest. After successfully, using your ability and losing any remaining Courage, you will have one vest to help keep you alive for the rest of the game and that is it. No night immunity.

I'm on the fence about being able to see your attacker's face. It is a powerful ability, but with the change I suggested, it could only happen once. If you live, you'll be able to tell the Town and if you die, you can pass the information on to the Medium, if she is still alive. There are several other roles that might gain information at the moment of death, so it's not super-OP ... but I would suggest limiting it to a SINGLE attacker. If you are in a game with WW, SK, Veteran and Mafia ... and you redirect attacks on a full moon night, you could easily discover all killer identities in a single night. That would be a bit much, I think. it could but medium claims can be taken advantage off and ret is op already so he should be nerfed. I'm gonna change it to knowing a single attacker but you can redirect multiple attacks. Also why veteran?


randomguyhavingfun wrote:DAGGER MAN
- your attacks tear your victims will making it unreadable
- you will attack all your visitors that are not night immune
- if you are targeted by an escort/ consort you will not attack any other visitors ( not even the escort/ consort)
- you won't kill your visitors if you chose to attack

- your defensive attacks do not go through night immunity
- your offensive attacks do go through night immunity

- if your target is protected by a doctor(when you attack) you will kill the doctor instead
- if your target is protected by a bodyguard you will kill the bodyguard but not die yourself
- if you are roleblocked when trying to attack then you will still perform your attack
- if a witch controls you, you will attack the target of the witch even if you have no attacks left


I really want to like this role because I love the name and I want to be able to play as DAGGERMAN. Unfortunately, this one is pretty problematic balance-wise so I can't support it without some changes.

First off, a Neutral Killing role with limited offensive abilities is a bit tricky. If he is in a game with more than two Night Immune roles or too many non-visiting roles, he will be in serious trouble. so true. He could really end badly sometimes He could be easily defeated by a town full of Mediums, Retributionists, Spys, Survivors, Amnesiacs, and the Mayor, simply because they never visit anyone. You could even throw in some Jesters and Executioners for fun.why would he want to kill the in the first place? It might make sense to let him throw a knife every other night, but then his ability to murder all visitors becomes a bit too powerful.i think i have a co promise. Unlimited offense and defense when you don't attack I almost want to say he should be a Mafia killing role. Remove the offensive abilities and keep the Will destruction and he could be the Mafia equivalent of a Veteran. But people tend to frown on Mafia-copies of Town roles AND it is hard to create a decent Mafia Killing role that doesn't upset game balance by giving Mafia too many extra kills.my first deleted role was mafia killing. Balanching that alignment out is tricky

Next up, I recommend you either make the role immune to Role-blocks or vulnerable to Role-blocks. I don't like how the offensive attacks go through RB, but defensive attacks are completely stopped. Personally, I think role-blocks should prevent both attack types. i can agree on that

On the same note, the defensive offensiveattack should NOT kill the Doctor. The Doctor is visiting his patient's house, not the Daggerman. He is not a Bodyguard - he should be safe from indirect attack. The Bodyguard doesn't counterattack Veteran, so I guess it is okay that he doesn't counter the daggerman. well it was originally added to prevent him from losing valuable attacks but if he gets unlimited ones no reason to kill the doc. Not sure if he should kill the bg

randomguyhavingfun wrote:AVENGER
- you may chose to use a bulletproof vest at night instead of disarming. you have 2 to use.
- a disarmed person cannot be protected by doctors/bodyguards/citizens although they will still visit him and a lookout watching him will not see any visitors


This is more of a Lore question rather than a balance issue, per se, but I'm not really clear on why disarming a person would remove protection like doctors/bodyguards/citizens. When I think "disarmed" I think that my weapon has been taken from me. I have lost offensive capabilities, NOT defensive capabilities.actually it's more like he ties you up ina corner. And I guess he intimidates the town protectives? It's mainly there for balanche because if he didn't do it he would be too town sided I don't really like this ability. Does it ALSO prevent killers from attacking? no it's not a roleblock you an use your ability. Or just strip away protection from the target? I feel like this needs more explanation/justification or it should be renamed to something more appropriate.


randomguyhavingfun wrote: AVENGER
- if the dirarmed person is night immune he will lose night immunity for that night
- the disarmed person will not lose any other immunities
- if your target is jailed you will jailbreak him rendering the jailor unable to execute and leaving him disarmed for the night
- you cant disarm a werewolf on full moon nights or a serial killer
- a target is only disarmed for one night


Personally, I'd like to see Disarm just role-block the killer's attack ability and remove night immunity, leaving him vulnerable to attack. well I explained that could make him too town favored No effect on Doctor/Bodyguard/Citizen protections. If the target is not a killing role, it would not role-block but it would strip away Night Immunity for the night (if player was Exec or WW on non-attacking night for example). Targeting the Werewolf on a Full Moon would get the Avenger mauled to death - you can't Disarm a werewolf :D i think that yo shouldn't get ailed so as not to expose the werewolf. The avenger I should experienced enough to kno tat if you can't disarm them you should run for your life :) But I DO think the Avenger should be able to disarm the Serial Killer. Taking a knife away from a psychopathic killer isn't easy, but should still be possible for a skilled ex-agent.gonna edit that in

randomguyhavingfun wrote:goal: survive to see someone die while being disarmed


I like that the Avenger has a Unique role, but keep in mind that this win condition relies on a second active killing role to eliminate your target. ehm actually he relies on just ONE killer. He isn't a killer himself. And since there is mafia and nksAnd it CAN'T be the Jailor since you auto-jailbreak your target. Depending on the roles available to you, it might be almost impossible to set-up a disarmed person for an attack, unless you are targeting random unarmed Townies which doesn't really fit with this role's backstory.it kinda does? I mean he just wants to rage on someone


randomguyhavingfun wrote:POISON EXPERT
summarise: you are an overprotectove woman using poison against all possible threats
Abilties: every non full moon night chose to poison someone
Attributes:
- your target will die of poison unless he is night immune
- if your target is protected by a bodyguard or Doctor you will lose your night, nothing will happen
- anyone who visits you or your target if you attack him will get infected
- you will not be notified of your infection
- if a doctor visits an infected he will cure him but get infected himself
- if a bodygaurd visits someone infected he will kill him and die
- if an infected visits another infected they will both die ( even if they are night immune


This is kind of nit-picky but "poison" and "infection" are two completely different things. Infection is typically a disease of some kind and it can spread between people by close contact. Poison is typically a toxic substance that can kill either slowly over time or very quickly, but does not spread on its own. i mean you don't know what Is in that syringe. Poison could have a virus in it too so she is sure the target doesn't survive.And neither poison nor infection would cause two affected people to spontaneously die if they meet.farfetched infection could. I mean sure it's my idea of te role but it would be like they only came in contact with te virus for a little so their immune system can keep the virus in check. But if they meet another infected and come in close contact with him the viruses in their bodies can get transmitted so they are too much for the boddybto handle. They start breeding and they are soon both dead. I really don't like the Poison Expert - it doesn't make any sense to me and "spreading" abilities can get out of hand quickly.i can back you up on this. Not my best role ever.But his spreading is rather weak

randomguyhavingfun wrote: DIPLOMAT
Abilities: choose to defend mafia up to 3 times by selecting a non mafia target
Attributes:
-if any mafia member other than you gets investigated/attacked/roleblocked/transported/ bitten / disarmed/controlled/ hypnotized the action will be redirected to the person you selected
- the jailor will not execute another mafia member if you used your ability but he will lose an execution
- the person will not be notified his action was redirected.


This seems too powerful, even with limited uses, since it can redirect ALL hostile actions away from ALL mafia members no it doesn't redirect any hostile action to th diplomatonto one non-mafia person. And it provides no warning of any kind to the blocked/redirected people. It is like an uber-powerful version of the Witch and affects multiple people at once. I would argue that this ability should let you pick one mafia member (including yourself) to protect and one non-mafia target to redirect all visits toward.taht seems rather weak I would like to provide notice to the player, but I can't think of a way that could be accomplished without revealing that their original target was Mafia. Maybe if the Witch notification was reworded to something more general and that same warning was provided when either Witch or Diplomat re-directed someone to a new target.tat could work but it needs a change to the witch Or you could just leave it without any notification. This makes it a bit cheap, but the Mafia roles tend to be more powerful than other similar roles.taht is true. Mafia has limited members so they should be powerfull

Anyways, those are my random thoughts regarding your roles. Good luck and thank you for sharing your ideas! :)
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Re: Some Role Suggestions (1000+views)

Postby randomguyhavingfun » Sun Oct 23, 2016 10:36 am

its done.

also I have been thinking of whether the necromancer should be able to hear whispers send to his target and whisper using him. any ideas?
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Re: Some Role Suggestions (1200+views)

Postby randomguyhavingfun » Fri Oct 28, 2016 3:56 am

I have added the officer but I didn't really want to reset the poll again so if you like him I guess you can just comment. I will be adding his lore soon
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Re: Some Role Suggestions (1300+views)

Postby Illegalminor » Mon Nov 21, 2016 12:11 pm

On the part of necromancer (My role idea too) Some things to be thought about are
With the attacker notification -A shady character was studying your victim- whoever killed the target now knows 2 things 1 - There is a necro in game 2 - That the person who they killed is no longer the same person and deserves to be called out and lynched immediately (Especially if it was a dumb vig kill). Now you said that necro can only use this resurrection skill once. That shouldn't be it would be too weak. Just wanted to throw my idea parts off in here since you had it first - you definitely deserve credit for the thought -.

Role: Necromancer
Alignment: Neutral Chaos (Btw this role tree is actually supposed to be ridiculously strong)
Summary: (Just for kicks) You are a little girl retributionist who loves to play house with her dead mommy and daddy
Abilities - At night gain the ability to resurrect one person from the dead and use their given role ability (Sheriff interogates, Invest invests, Nk Or mafia kills cannot use unique roles like jailor or vet)

Attributes
- unlimited use of night ability
- You can resurrect the same person over multiple nights
- Day after it will announce to the town who was resurrected? (Might nerf the shit outta it) (but this is a just a patch thought if it gets too outta control)

Immunities
- Bite immune
- Immune to kills from Neutral Killing (Trying to give Nk a confirmed ally maybe.) (New immunity tree?) (No point in claiming doused) (is immune to ignite and ww)

Notifications
Neutral Killing attacks - Your target was immune to your attack!
Vampire bites - Your target is the queen of the vampires. (Kinda works like consig for just this one role)

Goal - Live to see the town rot

Investigative results
Sheriff - Your target is not suspicious
Investigator - your target works with dead bodies - (Medium/Janitor/Retributionist/Necromancer)
Consigliere - Your target is the queen of the undead - She must be a necromancer!

Wins with Mafia/Neutrals

Achievements
(again not stealing your idea just trying to improve it. you can have all the fun here)

Backstory
(You can write here too but as a side note i'd say keep the summary in mind. might be a better backstory)

Again this was your original idea (I assume) I'm just trying to improve it. whether this gets viewed or not is up to you of course man!

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Re: Some Role Suggestions (1300+views)

Postby randomguyhavingfun » Mon Nov 21, 2016 1:20 pm

Illegalminor wrote:On the part of necromancer (My role idea too) Some things to be thought about are
With the attacker notification -A shady character was studying your victim- whoever killed the target now knows 2 things 1 - There is a necro in game 2 - That the person who they killed is no longer the same person and deserves to be called out and lynched immediately (Especially if it was a dumb vig kill). Now you said that necro can only use this resurrection skill once. That shouldn't be it would be too weak. Just wanted to throw my idea parts off in here since you had it first - you definitely deserve credit for the thought -.

Role: Necromancer
Alignment: Neutral Chaos (Btw this role tree is actually supposed to be ridiculously strong)
Summary: (Just for kicks) You are a little girl retributionist who loves to play house with her dead mommy and daddy
Abilities - At night gain the ability to resurrect one person from the dead and use their given role ability (Sheriff interogates, Invest invests, Nk Or mafia kills cannot use unique roles like jailor or vet)

Attributes
- unlimited use of night ability
- You can resurrect the same person over multiple nights
- Day after it will announce to the town who was resurrected? (Might nerf the shit outta it) (but this is a just a patch thought if it gets too outta control)

Immunities
- Bite immune
- Immune to kills from Neutral Killing (Trying to give Nk a confirmed ally maybe.) (New immunity tree?) (No point in claiming doused) (is immune to ignite and ww)

Notifications
Neutral Killing attacks - Your target was immune to your attack!
Vampire bites - Your target is the queen of the vampires. (Kinda works like consig for just this one role)

Goal - Live to see the town rot

Investigative results
Sheriff - Your target is not suspicious
Investigator - your target works with dead bodies - (Medium/Janitor/Retributionist/Necromancer)
Consigliere - Your target is the queen of the undead - She must be a necromancer!

Wins with Mafia/Neutrals

Achievements
(again not stealing your idea just trying to improve it. you can have all the fun here)

Backstory
(You can write here too but as a side note i'd say keep the summary in mind. might be a better backstory)

Again this was your original idea (I assume) I'm just trying to improve it. whether this gets viewed or not is up to you of course man!

-Illegalminor

the attacker notification can cause some problems with a vigilante or veteran that is true. i will thereby delete it. here is the deal with neutral chaos roles : its something made up so roles that dont fit in the game and cause problems but are fun get implamented. there is no definition of nc roles. giving the nks an ally would be good but im not sure about having him get a special immunity that has never existed before. im not sure about your build. i can see him spamming his ability on one guy to fake his role. and it is kinda puppetmaster made. so completely changing it doesnt appeal to me completely. i will try to fill some blanks in your description and then i will patch your version up as a rework option or an alternate version ( may take a while ).Then if people prefer that i will completely change it. for now i am gonna limit myself to removing the notification until i can safely release a complete alternate one. thanks for the feedback :D !

by the way any thoughts on giving him regular night immunity?
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Re: Some Role Suggestions (1400+views!)

Postby Illegalminor » Mon Nov 21, 2016 2:02 pm

I actually didn't expect a reply today :D so thank you for surprising me on that front (while im writing this keep in mind im still a noob to the forums so if you could give me any tips on how to be more effective in communication that would be great!). To be totally honest the night immunity could go either way for me. I added the night immunity idea because hes supposed to be like a backwards witch (If you could think of it in that way) without all the risk. as i would say he would definitely be a pivotal role for neutral killings in the place of witch i want to give him the survivability that the witch is going to obtain (well i wouldn't say survivability. but shes going to be a pretty op consig. also i don't think bmg considered that once she finds the team she wants to win with all shes gotta do is tell them her role. so goodbye to accidental witch kills after n3) after the newest update. Anyway back to necro, it needs to be bite immune (as a definite) i think that the notification change for vamps is the reason the role should be nc (Your target is the lord/Queen of the vampires) i can live with him dying to ww, sk. and arsonist (as annoying as that'll continue to be) and the mafia never gave any fucks in the first place.
Im actually new to pretty much everything on this front but definitely check immunity and bite immunity at the least. :lol: Um definitely wondering if you'll get this though XD
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Re: Some Role Suggestions (1400+views!)

Postby randomguyhavingfun » Tue Nov 22, 2016 5:31 am

Bite immunity is kinda needed. I'm not use about night immunity ( unkillable by mafia sk and Vigi ) but I'll put it in for now
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Re: Some Role Suggestions (1400+views!)

Postby randomguyhavingfun » Wed Nov 30, 2016 11:54 am

i finally created your version minor ( jeez im so bad ). held back on the backstory and summarise though.
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Re: Some Role Suggestions (1600+views!)

Postby MasterBeiber » Tue Dec 06, 2016 6:17 pm

Hypnotist
Spoiler: Alignment: Neutral (Killing)
Abilities: Hypnotize someone to kill them selves if they can. If other then will transport a killing to them.
Attributes: None.



Citizen
Spoiler: Alignment: Town (Neutral)
Abilities: You can remember yourself as any role no matter what.
Attributes: You can knock on peoples door to scare them or investigate them.



Avenger
Spoiler: Alignment: Mafia (Spree)
Abilities: If someone attacks you at night, you attack them back.
Attributes: You can choose to kill someone, but if you get attacked you won't kill your target.



Observer
Spoiler: Alignment: Neutral (Investigate)
Abilities: Watch more than one person at night to see their actions.
Attributes: Maximum of 2 people of watching.



Silencer
Spoiler: Alignment: Neutral (Support)
Abilities: Target someone to silence them for the day.
Attributes: If your target talks, instead they will say "I am mafia" and they will get a message they were silenced.



Diplomat
Spoiler: Alignment: Town (Support)
Abilities: Deals with people in a sensitive and effective way.
Attributes: Silences the person and cleans them for 1 day each.



Daggerman
Spoiler: Alignment: Mafia (Killing)
Abilities: Use your dagger to have a chance to kill someone.
Attributes: The will won't be shown if you kill a person.



Poison expert
Spoiler: Alignment: Neutral (Expert)
Abilities: Silence someone for 1 day. The next day they die.
Attributes: None



Traitor
Spoiler: Alignment: Neutral (Killing)
Abilities: On any day kill someone. A animation will play and the day is over.
Attributes: If you didn't kill someone, sheriff will see you as NS.
If you did kill someone, sherrif will see you as Traitor.



Necromancer
Spoiler: Alignment: Neutral (Expert)
Abilities: Burn someones house down with killing them too.
Attributes: If burned down someone, it will say they got ignited by a Arsonist.


This is My choice of the roles. Its just WHAT I WANT.
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Re: Some Role Suggestions (1600+views!)

Postby randomguyhavingfun » Wed Dec 07, 2016 6:17 am

Think that's a tad bit too many new alignments.
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Re: Some Role Suggestions (1600+views!)

Postby dorminion297 » Wed Dec 07, 2016 9:23 am

So citizen is just an over powered bodyguard? I don't see the need for night immunity because this is just a strictly better version of bodyguard. And also, what about arsonist. Say if he ignited the same night you used your night action, would only you die? Would you be able to use your remaining night actions after revived? I think the citizen is just too overpowered. The concept is good, don't get me wrong but it still needs a lot of balancing.
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