obligatory i'm not betty but imo it's less that it's a good thing and more that this design means that trying to do something about it is infinitely more difficultorangeandblack5 wrote:My question is why a role "designed to be top tier" is good
Brilliand wrote:You should realize that nerfs make gamethrowing as that role less effective, not more. (Real gamethrowing, I mean.)
BustedBetty wrote:Brilliand wrote:You should realize that nerfs make gamethrowing as that role less effective, not more. (Real gamethrowing, I mean.)
Jailor
Jailor cannot jail the same player on consecutive nights (similar to Pirate). If a Jailor executes a Town member they will commit suicide the following night (like Vigilante).
How does that make gamethrowing less effective exactly?
Also I have no idea what you're talking about with that Jailor threw stuff.
Brilliand wrote:To be fair, escort+doctor by itself isn't so bad. Adding the Escort ability to the Doctor is used as a Doctor nerf in some games.
...which is why the Jailor so seldom goes out of his way to protect people
orangeandblack5 wrote:As some always point out, jailing Mayor is often not the ideal play.
However, if you stop a kill, then yes it was, and given Doctor is randomly ineffective on Mayor just because...
Brilliand wrote:To be fair, escort+doctor by itself isn't so bad. Adding the Escort ability to the Doctor is used as a Doctor nerf in some games.
...which is why the Jailor so seldom goes out of his way to protect people
Chemist1422 wrote:Brilliand wrote:To be fair, escort+doctor by itself isn't so bad. Adding the Escort ability to the Doctor is used as a Doctor nerf in some games.
...which is why the Jailor so seldom goes out of his way to protect people
"nerf"
I'm probably biased but I've always considered Jailkeeper (escort+doctor) to be stronger than doctor or escort individually
Descender wrote:Chemist1422 wrote:Brilliand wrote:To be fair, escort+doctor by itself isn't so bad. Adding the Escort ability to the Doctor is used as a Doctor nerf in some games.
...which is why the Jailor so seldom goes out of his way to protect people
"nerf"
I'm probably biased but I've always considered Jailkeeper (escort+doctor) to be stronger than doctor or escort individually
it depends on the kind of jailkeeper you got there
BasicFourLife wrote:Descender wrote:Chemist1422 wrote:Brilliand wrote:To be fair, escort+doctor by itself isn't so bad. Adding the Escort ability to the Doctor is used as a Doctor nerf in some games.
...which is why the Jailor so seldom goes out of his way to protect people
"nerf"
I'm probably biased but I've always considered Jailkeeper (escort+doctor) to be stronger than doctor or escort individually
it depends on the kind of jailkeeper you got there
whomegalul
Achilles wrote:I will be revisiting everything in this thread in about 2 weeks when the new Town Traitor patch is live and bug free.
QuetzalcoatI wrote:The town/mafia/NK split is already pretty balanced. Town has 9/14 members and should represent about 64% of wins, Mafia 29%, and NK 7%. People don't enjoy roles where they lose more often, and that's the main reason of why people don't enjoy evil roles as much, not because they are underpowered. These numbers are roughly in-line with what it is now. Town winrate may be about 75% in higher elo, but that's because towns are more coordinated and many evils don't try or care (some outright leave or afk). In low elo however, town winrate would be completely in the gutter if these changes went through, as town winrate there is already pretty low as it is (very little skill expression in these elos).
QuetzalcoatI wrote:There are really two main issues:
1. Evils don't try or care because being evil is more difficult, lower winrate, and it's more abstract to see how your actions directly correlate to your success. A lot of times it can feel like minor, arbitrary things lose you the game as evil, and oftentimes they do. If evils actually try, even if it just is as simple as not leaving, not AFKing, making a will, and not taking 20 seconds to claim, the mafia winrate goes way up. One good mafia player who actually tries can substantially increase mafia's winrate, even in high elo. Now imagine if everyone who got evil roles actually tried, evil winrates would be 30-40% winrate or more even in the highest of elo.
QuetzalcoatI wrote:2. The elo system is very poorly configured. It is just an inflated grind. Players can reach master elo with 40% winrate just by grinding out games. If your winrate isn't good and you don't consistently win games, you shouldn't be climbing. It's an elo ranking system, not an exp system.
QuetzalcoatI wrote:Definitely remove the buffer if you die N1 where you lose only half elo and gain full, it just inflates elo over time. Also make the ranges smaller and make the floors/ceilings not so extreme. ToS obviously has skill expression, but for example: a high elo WW in a low elo town gets a +1/-2 ratio while vice versa gets +27/-1. I don't care how high or low elo you are, there is never even going to be remotely close to that big of a gap in winrate regardless of skill level. There is only so much a high elo player can do right and only so much a low elo player can screw up, because there is luck and so many other factors beyond their control that skill can't account for in a game like ToS. The high elo player would need to win 66% of their games to breakeven and the low elo player only needs to win about 3%. This is even more true for town/mafia where even just one bad player can completely screw your game. Also due to these extreme ranges, many games in high elo come down to either gaining a little or losing a ton if you mess up or gaining a lot and losing little if you mess up. To climb up in elo you should need to be a consistently strong player who is able to win more as your factions than the average player at your elo rank does, not just simply grind out games.
Another possible change is to have the ratios adjust based on the elo. In a 1300 elo lobby, town winning can be an accomplishment that deserves some elo reward, but in a 2300 elo loby, where town is expected to win more, the ratios should be adjusted so that the reward should proportionally less, and the punishment proportionally more.
QuetzalcoatI wrote:Anyways the RM changes are okay but the mafioso change is beyond horrible. Jailor or ret just die the second they are revealed in any game. That's nerfing town (which doesn't even need nerfs if evils actually tried and were competent) in the worst way possible. I think ret is fine as it is, but don't like the idea of the townie being back only temporarily. I don't see why mafia is being buffed and town is being nerfed (and has been nerfed repeatedly in recent balance patches).
orangeandblack5 wrote:I am completely unable to see any reason that we should assume that winrates "should" be proportional. You can say "Town should represent X% of wins" all day, but just stating such does not do a very good job discussing why you believe that is better than alternative options. In particular, it is, at the end of the day, a team-based game. Proportion should not factor into it very much at all when looking at the Town and the Mafia - they should have, provided both teams have an equal skill level, roughly even chances to win, as that both feels fair to players (you'll note this would significantly help this issue with people leaving as Mafia because they lose more often that you seem to just accept) and allows the outcome to be more dictated on the relative skill of the players involved. Making it strictly proportional throws away these gains for very little benefit - the only advantage is that, on average, people win more games. But these wins are not truly earned, and are effectively meaningless if everybody is winning more. At the end of the day, this just doesn't outweigh the downsides of going with target winrates based purely on proportion.
orangeandblack5 wrote:Putting aside the fact that this is still not a high enough scum winrate, the fact of the matter is that this was not and reportedly still is not the case in higher elo lobbies. You can't convince me that all of the high elo players nowadays only care about playing Town, and it certainly wasn't true in the past. Yet higher elo games have often been even more townsided than the lower elo games, something you literally just acknowledged in your first paragraph! This is, plain and simple, either a scathing attack on every high-elo player or a flat-out contradiction.
orangeandblack5 wrote:On one hand, let's say you honestly believe almost no high elo players try as scum and they all suck at it. Then shouldn't those people not be in high elo? If you don't try any time you play one of the two major factions in the game, you are hardcapping yourself at 50% of the skills required to be a good player. If you honestly believe that players like this are making it into high elo, then you should in no way be supporting proportional winrates, which are what would allow this sort of inflation based purely on town games in the first place! So, if this is how you feel, you should be against winrates favoring proportionality over skill.
orangeandblack5 wrote:On the other hand, let's say you think that high elo players do try as scum, but them trying as town is just more effective and so the scum lose anyways. In that case, that just stands to prove that, when utilized correctly, the strength of town is too high relative to that of the scum. When we look at lower elo games then, which you admit see a lot of evil players leave because they don't feel like they can win or even make an impact, the problem is the same - scum consistently do not perform well across all elo ranges. It is effectively a contradiction, then, to argue both that "scum always leave in low elo because they lose too much" and "if scum were better town would never win." The scum can't both be weak enough to cause people to leave constantly because they lose too much and on the verge of being overpowered if given a few buffs. The idea that "oh but if they tried" is nonsensical because the players that do try should naturally rise through the ranks while the players that don't should fall down, and again we see that the solution is to abandon winrates based on proportionality and move towards winrates more focused on determining the winner based on player skill.
orangeandblack5 wrote:A Ranked mode should be balanced to promote skilled players rising through the ranks.
orangeandblack5 wrote:The elo system itself is something I have not studied enough to have a proper opinion on the finer points of the algorithm. However, it doesn't take a genius to see that if town is winning 64% of the time, and you are town 64% of the time, you are going to keep rising in the ranks as time goes on, as you are just going to win more and more games. On a long enough timescale, proportional winrates lead to inflated elo. Yet again, the clear first step towards fixing this problem is to change our target winrates to be closer to 50/50 across Town/Mafia.
orangeandblack5 wrote:Again I feel like we're eye to eye in principle - however, I think something you might be overlooking is that a lot of people arguing for changes in this thread are doing so with the express intent of reducing swing first and foremost. You mention "luck and so many other factors beyond their control" and that is exactly what many of us here are aiming to try and fix. Many changes you might see suggested and look at as "but that isn't imbalanced" are being suggested expressly to take care of this exact problem. I encourage you to look at things again with this in mind before you start writing off people as "clueless" and having "no idea what they are talking about."
orangeandblack5 wrote:I still fail to see how you can argue so many things that point towards evening out the factions and then end with "but we don't need to even out the factions that's dumb." Sure, I'm also not a huge fan of the Mafioso change at all (you're forgetting Doctor, which means that this only works 50% of the time, which is, for reasons discussed earlier, more of a problem than if it was 100% reliable), but the idea that the factions don't need changes at least somewhat in line with what is in the OP is radically divergent from your own logic on how things "should" be. I'm not sure exactly where or why you pull a 180 from disliking certain issues with Ranked to advocating against steps to help fix them, but I would be interested in hearing more about how you see things changing for the better if nothing actually changes.
QuetzalcoatI wrote:Also it irritates me when people spam these huge walls of text (while failing to bring up any valid points), so I'm just going to cut to your replies only so it doesn't flood the thread.
I've addressed this earlier so I'm going to just repost what I said regarding luck/RNG in ToS herewozearly wrote:Either way, its refreshing to have someone else join the conversation from the angle of "Luck and randomness are inherent to ToS...and are what makes each game unique and interesting". I think this is a regularly misunderstood aspect by people on the opposite side, busy crusading to eliminate as much "swing" as possible.
MysticMismagius wrote:Well yes, the sheer fact that this game isn't a 1v1 means that there is luck involved in every single role, because you can get fucked over by your teammates or other people through no fault of your own, but that kind of luck is not preventable
I agree that some element of luck can make a game more entertaining or even help bolster skill, but there is such thing as too much
[some "swingy" things that people have been advocating getting rid of ITT] cross that line imo
Wow I really did say "luck" a whole lot
MysticMismagius wrote:some "swingy" things that people have been advocating getting rid of ITT cross that line imo
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