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 immunity
night 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 trickyNext 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 thatOn 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 bgrandomguyhavingfun 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
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 inrandomguyhavingfun 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 someonerandomguyhavingfun 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 powerfullAnyways, those are my random thoughts regarding your roles. Good luck and thank you for sharing your ideas!