MysticMismagius wrote:Soulshade55r wrote:MysticMismagius wrote:Soulshade55r wrote:EDIT.
Sorry didn't realise you made an edit about my comment on the poisoner ANYWAY.
i Actually agree with your point that poisoners necro benefit becomes useless without doctor but thats a big if honestly, I still think the extra consistent posion kill is really good on non-doctor games while poisoner randomly getting the necronomicion just randomly screws over the coven we can both at least agree that poisoner has quite a few problems.
It's not a big if
you just kill the doc, which you should be doing anyways, and badda bing badda boom
It's only "extra" if Poisoner is not the only killing role, which it very well can be
As the role that's designed to be the main consistent killing role of the Coven, it should at least do that job decently, which it doesn't
I meant the big if being posioner randomly getting necro over the other members, to a certain degree doc should be a early game priority on poisoner games. The buff is super lame and I'll give you that at least but non-necro poisoner is still really strong to me considering another coven has the necro.
My main issue with poisoner that it's either really UP or OP depending on factors like if there's a doctor and if they get necro. The role could do some work honestly but I'd strongly disagree that normal base poisoner (with no doctor) is a really weak role in comparison to other coven members
The fact that another role has the book if Poisoner doesn't doesn't mean that Poisoner is OP without it, especially since it's near the front of the line as far as Necronomicon priority order. I'm looking at the roles on their own merit, not in conjunction with other roles, when judging a role. This is why I don't view base Medusa as particularly powerful despite it being the bee's knees with a CL. And on its own merits, delayed kills are pretty bad even in games without their counter.
Since we agree that Poisoner needs work, I'm gonna stop here when it comes to Poisoner.
Pretty much what mystic said.
Yes the coven roles are underpowered without the book, much like maf roles are ''underpowered'' til they get promoted. Theres nothing much wrong with the coven, and how they interact together as a unit. KPNs arent really an issue, try playing a CL and Necro game in AA and see how slow you start
I mean most games, with a full coven, the coven are lucky to get 3 kills every 2 nights, then throw a crus/trapper and a psychic into the game, and watch the towns KPN ratio grow. Then add a bunch of AA killers and immune targets, and watch covens KPN drop. I wouldnt do anything to limit covens KPNs without nerfing the town hard first (which isnt needed either IMO)
yes, coven are stronger than maf, but the town in the expansion, is also stronger than a classic town.
CL - perfect as is. High priority night ability, can counter a lot of plays of both town and nuetral killers, can break TP chains easily, RB immune, gains basic defence and is sheriff immune n3+ Best role in the game IMO, even running solo in AA, still has a good chance of winning.
Hex Master - pretty much perfect as is. I pray for Hex Master games, as an RC it outweighs both poisoner and necro, when it gets the book. If you communicate as a faction, and all kills go to plan, can get a hex bomb off n5-6, still has a decent chance at winning when running solo in AA, altho its invest result really sucks.
Necro - will be much better with the upcoming patch, providing a little more support to the coven, instead of doing nothing until the CL dies (would still prefer a HM if the CL is dead tho - unless its an escort game) as a solo role, its a very slow starter, arguably better than HM in a solo AA game, depends on a lot of factors (mainly what other roles were spawned), so I would say they are both on par with each other there.
PM - good allrounder, versatile role within its limits, gets 1 kill every 3 days, not that big a deal, especially when psychic exists in most faction modes, reducing covens KPNs from day 2.
Medusa - in faction modes gaze n1 and n2 for CL to have some kill power. Bait hard day 2 and 3, so you get lynched instead of more important coven roles (you kinda suck late game anyway, when most roles are known). Strong role in AA tho (if CL didnt control a killer to you n1/2) can take out immune NKs/GF late game with the book - which she is last in line to get. Solo in AA isnt too bad either, with a powerful attack n3+ on whoever you want
which brings us to...
Poisoner - a pain in towns ass, if left unchecked, but a pain in covens ass too. Maybe gets a couple of extra kills early game if theres no doc, but puts coven at a huge disadvantage if CL dies and they end up with the book. I dont see many active poisoners survivng to late game tho. Most are getting picked off by TPs, since their targets are usually the TIs/TKs (CL usually has better priorities) Once it has the book, the delayed kill always screws you over. I dont think ive ever won as solo poisoner in AA, but drew a few times (thanks to the delayed kill), so basically its strong in a game with no psychic, doc, escort, trappers or crusaders otherwise get your early kills, then get bussed to save more important roles...
So yea, while coven have big early game kill potential, the town roles are designed in a way, to drop that kill potential very fast, or to straight out to kill the coven.. roles like crusader and trapper kill evils without dieing themselves, which classic doesnt have, so while coven can gain majority (or close to it) faster than mafia, they can also lose it just as fast. So I dont see any reason to nerf covens kill potential, when town roles have been designed and balanced around it...