Town of Salem 1.5 - Outdated?

Leave your suggestions about the game here!

Are Town Leader (formerly Town Power) and the resulting Mayor/Retributionist buffs good ideas?

Buff Mayor and Retributionist so they can fit in Town Leader with the more powerful Jailor.
142
56%
Make Retributionist die when it revives a player and keep it Town Support. Add another Town Leader role.
31
12%
Make Retributionist die when it revives a player and keep it Town Support. Have only Mayor and Jailor as Town Leader.
25
10%
Nerf Mayor and Retributionist, and have a confirmed Jailor. No Town Leader.
56
22%
 
Total votes : 254

Re: Town of Salem 1.5

Postby mibbels3476 » Tue May 31, 2016 10:18 am

you should just increase the amount of people in lobbies to 17 or 18 to fit all role needs

you should just increase the amount of people to 17 or 18 to fit all role needs

no coments on that idea
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Re: Town of Salem 1.5

Postby JazzMusicStops » Tue May 31, 2016 10:32 am

mibbels3476 wrote:you should just increase the amount of people in lobbies to 17 or 18 to fit all role needs

Would take too much time and effort to be viable
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Re: Town of Salem 1.5

Postby orangeandblack5 » Tue May 31, 2016 12:57 pm

mibbels3476 wrote:you should just increase the amount of people in lobbies to 17 or 18 to fit all role needs

mibbels3476 wrote:you should just increase the amount of people to 17 or 18 to fit all role needs

mibbels3476 wrote:no coments on that idea

Holy crap, patience is a virtue. Don't double post, much less triple.

Also that would take forever and cost tens of thousands of dollars, if not more.
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SwampRabbit wrote:your idea is that no town should ever be able to confirm themselves as town.

that is the dumbest idea I think I have heard.

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Re: Town of Salem 1.5

Postby xlspongebob » Tue May 31, 2016 8:25 pm

orangeandblack5 wrote:This isn't a patch

It's a suggestion (really a few)

Responses in bold.

xlspongebob wrote:Reasons for disagreement: The whole point of the Spy is to be the ultimate counter to the Mafia, and taking away the ability to read chat at night would severely weaken it.(If one of the night actions is reading Maf chat or making a new role that can read night chat, then this is perfectly fine.) Having any Town role be able to read the Mafia chat destroys the Mafia's ability to play tactically. This absolutely wrecks game balance at higher levels of play. Without the Mafia even being able to formulate a plan, they will always be cripplingly underpowered. If healed targets show up immune then all immune roles can easily claim to be immune when attacked, resulting in the Town auto-lynching someone that claims to be healed which would cause many Townies to be lynched (If that is the point of this change, then it makes sense.) That is the point, and that is how the game used to work. It won't be good cover, but it puts some heat on the Doctor, which is sorely needed right now. Deathnotes are crucial for the TK since it allows them to communicate with Town while remaining anonymous. Also, Town wouldn't know why the Jailor executed someone, or why a Vig shot someone so randomly. It also lets the TK roles instantly confirm themselves as Town. This is very much not needed for roles that are already very powerful on their own. It just destroys balance and removes important claimspace. WW being detectable by Sheriff on all nights makes it even more difficult for WW to win since both Invest and Sheriff can find him. You'll also note that I buffed Werewolf. By a lot, actually. Sheriff also really needs a buff. People need feedback for Trans because it will cause massive confusion, same for Amne. Then Transporter needs to play smarter. There is no reason to make it instaconfirmable just so idiot Transporters have a safety net. Not seeing if you're doused also makes it harder for Arso to get caught by Lookout. Lookout is already really powerful, and Arso is a weak but sneaky NK.Speaking of which, why is the Lookout becoming Protective? The Protectives prevent people from dying, the Lookout only watches them and gathers information by seeing who visited, like an Investigative should. (If Lookout gains the ability to save people, then this makes sense.) Letting Lookout protect people would be overpowered. This is here to nerf Town Protective as an alignmemt, make power roles think before revealing (a Lookout won't save them, and most people are too selfish to care about the fact that their death and the resulting lynch of their killer will result in a huge boon for their faction. I am honestly confused on some of the changes for the Spy, but if the Spy can still read whispers whether by default or choice, then he can still easily prove himself. Don't worry, he can't that easily. Blackmailer can now read whispers too. I would also completely support removing Spy. If Exe must be killed for Town to win, then Invest will call someone out if seen as possible Exe, making it harder for an already difficult role to win. Executioner is one of the easiest roles in the game. Plus, the Town should be calling out evil roles. That isn't a problem. The point of the WW is to less often than other killers, but have the ability to massacre people. Therefore, punishing the WW for multi-killing in any circumstance goes against its purpose. I'm not punishing it for multi-killing??? I'm definitely all for the WW killing visitors on Full Moons automatically though. Jester is DEFINITELY evil. He deceives everyone, and kills whomever he wants if he wins. So basically it has to follow a specific strategy and if it succeeds gets to help whichever side it wants. Pretty sure that sounds like a NB that actually requires skill to win. That, and it just doesn't feel right knowing that the Jester, Survivor, and Amne will be in the same allignment. Why not? The roles are all extremely similar. Also, I personally think Jailor is fine the way it is, since "good" Jailors are rare, and most of the time Jailor has no clue or dies early. Jailor is only OP if the player is advanced, but that can go with almost any role. Jailor is a Vigilante, an Escort, and a Doctor all rolled into one, instantly confirmable, and part of an already overpowered alignment. It needs a nerfbat to bring it to the same power level as the Retributionist and the Mayor (which are both getting buffs).

These are all just my opinions, and I may seem to be negative towards this patch, but I really am looking forward to it. Especially with the new and improved Mafia roles. >:D
Question, why isn't Medium getting any balances/buffs? I don't think its weak, but most of the community certainly does.
Suggestion for buff for Med: If the Medium is killed night one, the "Medium's Curse" will strike on the killer, causing them to die. (It would be great to see a community lore/myth actually become part of the game :D) Medium is fine. It needs no change. If you die Night 1, too bad. So can almost every role.


Ok, now that I've read through this a second time, I can see and understand some things. My one major disagreement, however, is the Spy. If he can't read Mafia chat then they can literally get away with anything. The Town needs a role that can precisely counter the Mafia (Investigator sees roles that MIGHT be Mafia and sees Framed targets, Sheriff sees Framed targets and he can't find the Godfather, Lookout only sees people visit and doesn't know if they are evil, and Jailor can be lied to.) The Spy is the only role in the game whose sole purpose is to counter the Mafia, like the Vampire Hunter is the only role in the game with the sole purpose of killing Vampires. (Although I've read your post about the Vampire Hunter and I see that you disagree with the VH being the sole counter to Vampires since you suggest that it should be able to kill other killers, but you suggest that he can still see Vampire chat.) My point is, weakening the Spy will make the Mafia overpowered. With the Spy not being able to read Mafia chat, they can come up deceptive plans that can ruin Town. I understand that that's the point of the Mafia, (They're the organized crime in Salem after all) but in the game it would make them way too powerful. It's like when the Vampires were first announced: People were happy that a new, more deceptive role would be added (along with a counter-role) but now that it's out, people see the Vampires as annoying, broken, and unbalanced. The same thing will happen to the Mafia if the Spy loses its primary ability. Mafia can say and plan whatever they want with no repercussions, causing the Mafia to become more effective and more overpowered. And if we look at the opposite end of the spectrum, the Spy will become almost completely useless. Since the Spy is a chat-based role, he has absolutely no abilities and only attributes, and if this suggestion goes through, then he will have even less attributes. It would make no sense for the Spy to see who the Mafia visits, but not hear the Mafia themselves. And in real life, undercover agents have used wires and taping phone lines to gather information on the Mafia and other groups of organized crime. The whole point of a Spy is to eavesdrop and invade the privacy of others (which the current Spy demonstrates by reading whispers and seeing Mafia chat.) If the Spy is so overpowered, then put it as a Town Power. Spy would then face risks for revealing, but could still help Town destroy the Mafia. Now, lets assume that all your suggests for Mafia come true. If that happened, then Mafia would be WAY to powerful for a crippled Spy to counter. Blackmailer can easily pretend to be Spy, Framer would just mess up everything for the Spy since he hides Mafia visits and fakes innocent ones, Disguiser would never get caught, and the Spy wouldn't know if a will during the day was Forged or not. My suggestion is: Either Spy remains the same OR Mafia gets less powerful buffs( I mean c'mon, Framer would mess up everything) OR Spy gets put as Town Power.

Side note: Jester will always be Neutral Evil. In no way, shape, or form is he Benign. By saying that Jester is like the other Benign roles (he chooses who he wants to win after he succeeds), you're implying that Executioner and Witch can be the same. Exe wins with everyone once he gets his target lynched (I know you suggested that Executioner must be lynched for Town to win, but then that would cause the Exe to side with the evils and cause the Town to make ANOTHER enemy that is night-immune), and Witch chooses who she wants to win after Town gets killed, or helps which ever killer she chooses when Town is alive. (Yes I know that the Witch technically DOESN'T have a choice in siding with everyone, but it's extremely similar.)*Leaves*
*Enters* Also, Jester can directly kill, other Benigns can't. *Drops mic*
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Re: Town of Salem 1.5

Postby orangeandblack5 » Wed Jun 01, 2016 2:50 am

No offense, but that is a string of some very ill-informed arguments (in my opinion).

First off, nobody was ever excited for Vampire or Vampire Hunter. We all knew months in advance that they would be "annoying, broken, and unbalanced". Neither role's core concept has ever been pulled off well by any other Mafia game before, and sure enough Town of Salem was not able to bypass the inherent problems in these concepts.

Secondarily, you're putting petty details above game balance. If you step back from Jester for a second and look at how it functions within the game compared to Survivor/Amnesiac and the Witch (the only good NE right now), you'll see that it is near-identical to the Surv/Amne and drastically different from the Witch. The NE category needs roles that are decidedly anti-Town to function well, and the NB category is for roles that have to succeed at their own seperate goal and can win with anybody. Jester does this. Who cares if it "directly kills" one person? Since when is that not allowed? Because Survivor and Amnesiac can both do worse.

Also, arguing that the informed minority shouldn't be able to plan or communicate is something I'm not going to spend time responding to (I'm a busy person). If you want my full response to this I can get back to you in two and a half weeks when school ends (and likely not before). Otherwise, please read Elastoid's topic on the subject.
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SwampRabbit wrote:your idea is that no town should ever be able to confirm themselves as town.

that is the dumbest idea I think I have heard.

ElderSivart wrote:I'm confused as to why BMG made a UI for Pirate and not Hypnotist.

Sarah Thorpe wrote:Role Ideas is great for masochists.
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Re: Town of Salem 1.5

Postby BPsycho2 » Wed Jun 01, 2016 10:58 am

orangeandblack5 wrote:No offense, but that is a string of some very ill-informed arguments (in my opinion).

First off, nobody was ever excited for Vampire or Vampire Hunter. We all knew months in advance that they would be "annoying, broken, and unbalanced". Neither role's core concept has ever been pulled off well by any other Mafia game before, and sure enough Town of Salem was not able to bypass the inherent problems in these concepts.

Secondarily, you're putting petty details above game balance. If you step back from Jester for a second and look at how it functions within the game compared to Survivor/Amnesiac and the Witch (the only good NE right now), you'll see that it is near-identical to the Surv/Amne and drastically different from the Witch. The NE category needs roles that are decidedly anti-Town to function well, and the NB category is for roles that have to succeed at their own seperate goal and can win with anybody. Jester does this. Who cares if it "directly kills" one person? Since when is that not allowed? Because Survivor and Amnesiac can both do worse.

Also, arguing that the informed minority shouldn't be able to plan or communicate is something I'm not going to spend time responding to (I'm a busy person). If you want my full response to this I can get back to you in two and a half weeks when school ends (and likely not before). Otherwise, please read Elastoid's topic on the subject.


the only change jester needs is to be NB. I'd support being forced to haunt town, BUT if no town vote guilty, scum.

Executioner is a bad NE at the moment, simply because of what happens when his target dies. confirmed jester. I believe my fix is best, BUT having to survive to see town lose as a SECONDARY objective (Meaning he can win no matter which condition is met) is suitable, in my opinion. (Also, my Exe idea makes it so that Exe doesn't confirm that there is even a townie in the first place)
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Re: Town of Salem 1.5

Postby Gotdeathstar » Fri Jun 03, 2016 4:25 am

Hey, my first post :D

Firstly, I'm going to complain about the mayor role in general. I really don't enjoy the shape a mayor game takes compared to non-mayor. It goes from intuition and taking out the most helpful players to stalling, more stalling, and a race to kill the TP, get the Jailor, to finally... we know the drill (I know the proposed TPow role will actually take care of the drill but my main beef is the transformation of the game when you have a self-confirming role).

Ok, this will probably be thrown out offhand (or not offhand), but what if the mayor did something like overriding all guilty/innoc votes and changing them to what the mayor votes (abstains are left alone) with the message "Your vote has been overriden by the mayor!". This gives the mayor a huge, unprovable influence over voting without self-confirming, while still having the fallibility of a Jailor Execing a townie etc. Actually as a write this I'm imagining the damage this could do to the town in the wrong hands, so probably best with a Jailor style fail-safe so that if a town is lynched due to mayor override the power is lost.

So he's basically a vote-based vigi that loses his power instead of suiciding.

Do you think this could go anywhere guys? I don't have the experience or vision to see the overall impact this change could have, or know if it's already been suggested/rejected, I just really don't like the effect self-confirming roles have on the game, so I agree 100% with the Vet and Vigi death note removal of course, and pretty much all of the other changes.

Secondly, I'm forced to agree that jester fits better in NB. Forget the word 'benign' for a second and maybe replace it with something like 'gameswinger'. Jester is closer to Amnes than Exe, even though I've always seen (for the 2 weeks I've been playing) Jester and Exe as the 2 sides of the "don't insta-lynch" coin.

OK. Forgive me for a second post, but I have now read the 13 page gap between what I had originally read before my first post (and re-read the original proposed changes :P) and post 1 hasn't been approved yet.
Some thoughts:

1. If Mayor doesn't get completely changed (see my first post), Then the possibility of BM will have the same crushing effect on Mayor games that the possibility of Spy does for Maf currently. I'm not defending Mayor games, I'm trying to avoid huge leaps in role power based on RNG (also in point 7). My preferred solution is change Mayor and go with the BM changes.

2. Spy changes need to happen. The 'maybe' is overkill though.

3. Lookout is an invest/prot hybrid. I see both sides of the argument here - The method is protective, the result is investigative. Keep in mind who you shout for when the TP is dead and you've just drawn Maf's attention. The only real reason to change it though is the current balance of TI/TP roles. If this does happen, LO needs some form of self-protection to balance out - maybe he can lookout himself 1x which reveals all visitors if he dies, meh dunno.

4. Not a huge fan of the TPow thing. Slightly nerf the Jailor, change the Mayor (CHANGE THE MAYOR!) and do whatever to Ret.

5. I think Medium needs some work. Possibly if talking to the dead and seances both use the same charges, and they have 3-5 charges or something, or possibly if the seance was replaced with the ability to talk to the whole town that day, might be something to look forward to and reduce rate that mediums leave early (although I'm generally against the 'mass seance' because it's the auto-confirm crap that I hate - so there would have to be other nerfs/limitations that I can't think of right now).

6. I'm down with the Exe and Jest changes, as I've said before - but now I've noticed the movement to remove Jest from ranked entirely. That makes me very sad. Jester is a great role to play, and it's one of the only things that currently slows down the insta-lynch train. Obviously Orange's changes are a big buff to Mafia, so this won't be so important, but if there is any way to keep Jester in without throwing off the balance, I'm inclined to side with it.

7. Arsonist changes are cool, I agree with a 3 day cool-off for doused targets smelling like petrol, otherwise Inves takes a nosedive in arso games. Maybe 'Your target has touched petrol in the last [cool-off period] days!". This way Inves can check twice and 'gamble', check 3 times and be sure, or pass the re-check off to the sheriff for confirmation. Not useless but not OP.
Also I think with the first dousing there should be a town-wide message that somebody has been doused. That level of hysteria shouldn't be passed up IMO.

I agree with pretty much everything else - If I think of anything else I'll edit it in.
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Re: Town of Salem 1.5

Postby orangeandblack5 » Fri Jun 03, 2016 4:26 pm

I appreciate you :P

With that said, I actually really like some of your ideas. Basically everything except the Medium (it's fine as-is in my opinion) and Town Power (which I'm for, but your proposed alternative Mayor nerf is pretty great and I'd be a-ok with that in the game). However, (very) quick thoughts:

1: Actually RNG doesn't determine a lot here. Whispering will only be proven safe once both RM slots are proven to not be BM. With that said, shutting down whispers isn't a bad thing really; I'd rather they were removed from the game entirely, but this is a good way to still let evil roles use it whilst making it a risk for the Town.

Plus, be a Vet, whisper somebody D1 protending to be the Jailor and cheating with them and say you'll protect them. Alert that night. :P

2: Yeah it basically is.

3: LO is a good enough TI if they add another TP

5: People breaking the rules shouldn't necessitate game changes

6: People shouldn't be afraid to lynch somebody out of fear they'll be killed for it in a competitive environment. Mislynching be Exe? Fine. But fearing lynching? All it does is harm the game.

7: Good idea. I'll add that as a "Maybe", in case the Arso is OP with my other buffs.

Also yes, my Townwide notification would be fun. Arsonist won't kill as fast, but it will cause hysteria.


Side note: hey boiz

What if we give Ret lynch immunity

That's the buff it deserves, right?
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SwampRabbit wrote:your idea is that no town should ever be able to confirm themselves as town.

that is the dumbest idea I think I have heard.

ElderSivart wrote:I'm confused as to why BMG made a UI for Pirate and not Hypnotist.

Sarah Thorpe wrote:Role Ideas is great for masochists.
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Re: Town of Salem 1.5

Postby Gotdeathstar » Sat Jun 04, 2016 8:43 am

Well it's nice to be appreciated, thanks. Also, I'm glad you like some of my ideas. Some thoughts on your thoughts:

1. I shudder to think what sort of buffs the Mayor would need to be anywhere near the Jailor as the 'power' role in an environment where you have to wait to confirm Maf roles before whispering. Couple vests and a gun? Also the Vet thing is a nice strategy but it just equates to 'talking to' a non-Maf name in Maf chat now - it's such obvious bait that only the inexperienced will fall for it.

3. My point was that if LO swaps over to TP it will be the only TP without some sort of self-protection. It could be argued that getting extra info on the non-killing visits is an extra buff that replaces the protection, but I think having to reveal and make the town listen to your claims balances that out. Meh, either way.

5. I have to admit, I haven't read the rules in detail, but I assume you're talking about people leaving D1 as Medium. I was talking more about people that die early as Med and don't stick around for the seance (frowned on but not rulebreaking?). From what I gather, BMG is looking at Medium already, so I thought I'd throw out a couple of ideas.

6. Jester is more of a personal thing for me, It's just a massively enjoyable role. Again, if there's anyway to compromise between the Jester ethos and game balance (i.e. nerf/change the punishment), I'm in.

Ok possible Jester idea - Ability: 'Get yourself lynched to vote from the graveyard' & Goal : 'Get lynched and see the town lose' (need to do both to win).
If you revert your Exe to the original 'leaves town/dies' idea this might work out. Exe wastes 1 lynch, kills a town and leaves (removing a swing vote - so all good), Jester wastes 1 lynch and stays as an untouchable anti-town vote. Both are innately evil, neither kill 'directly', lore crusaders are (possibly?) happy and there's some debatable level of balance. If it's too OP, limit the number of votes to 3 or something.
It would also liven up the graveyard play a bit. Townies would have to really be careful about who they flame after getting lynched, and could squeeze an after-death advantage by 'jesting the jester'.
This is just off the top of my head, so its probably badly thought out and has a few holes.

7. I thought that town-wide alert sounded familiar. Nice catch!

Don't really know what you're getting at with the Ret comment - are people claiming it's balanced in its current state? In need of buffing?

Editing in some more stuff:

a) The Jailor nerf you may be looking for is to reduce him to one exe which is resupplied if he exe's a Maf or NK (probably up to a limit of 3). A Jailor might avoid execing a suspect Jest/Exe offhand, depending on how many Maf are left, how early game it is, how desperate they are, town's attitude etc. Either way, more thought goes into it like this. Also gives mafia more room to misdirect as NE roles (depending on the situation).

b) I don't get the reasoning behind the no transportation warning. Also I thought at one point you had that a Transp couldn't transport themselves. If this is the case why has it gone?

c) Would it be better if the Amnes had a button that turned them into Random Maf and just let the promotion system (GF/Auto) take care of the rest? It's definitely more concise (and avoids the unique debate).

d) I don't like the WW thing. I see what you're aiming for but It's a bit messy. A possible WW change would be to choose 2 targets to attack on full moon, attack ONLY those 2 targets, and have a one-time immunity to lookouts (first lookout just sees a werewolf approaching/leaving the scene - lore fans stay happy). So the kill count ends up being more consistent and the LO immunity balances the lost advantage of multi-killing at one location.
Last edited by Gotdeathstar on Sat Jun 04, 2016 10:34 am, edited 2 times in total.
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Re: Town of Salem 1.5

Postby BPsycho2 » Sat Jun 04, 2016 9:56 am

Gotdeathstar wrote:Well it's nice to be appreciated, thanks. Also, I'm glad you like some of my ideas. Some thoughts on your thoughts:

1. I shudder to think what sort of buffs the Mayor would need to be anywhere near the Jailor as the 'power' role in an environment where you have to wait to confirm Maf roles before whispering. Couple vests and a gun? Also the Vet thing is a nice strategy but it just equates to 'talking to' a non-Maf name in Maf chat now - it's such obvious bait that only the inexperienced will fall for it.

3. My point was that if LO swaps over to TP it will be the only TP without some sort of self-protection. It could be argued that getting extra info on the non-killing visits is an extra buff that replaces the protection, but I think having to reveal and make the town listen to your claims balances that out. Meh, either way.

5. I have to admit, I haven't read the rules in detail, but I assume you're talking about people leaving D1 as Medium. I was talking more about people that die early as Med and don't stick around for the seance (frowned on but not rulebreaking?). From what I gather, BMG is looking at Medium already, so I thought I'd throw out a couple of ideas.

6. Jester is more of a personal thing for me, It's just a massively enjoyable role. Again, if there's anyway to compromise between the Jester ethos and game balance (i.e. nerf/change the punishment), I'm in. Jester will be perfectly fine, just needs to be neutral benign

Ok possible Jester idea - Ability: 'Get yourself lynched to vote from the graveyard' Goal : 'Get lynched and see the town lose' (need to do both to win).
If you revert your Exe to the original 'leaves town/dies' idea this might work out. Exe wastes 1 lynch, kills a town and leaves (removing a swing vote - so all good), Jester wastes 1 lynch and stays as an untouchable anti-town vote. Both are innately evil, neither kill 'directly', lore crusaders are (possibly?) happy and there's some debatable level of balance. If it's too OP, limit the number of votes to 3 or something.
It would also liven up the graveyard play a bit. Townies would have to really be careful about who they flame after getting lynched, and could squeeze an after-death advantage by 'jesting the jester'.
This is just off the top of my head, so its probably badly thought out and has a few holes.
Pls no. just Neutral Benign.
7. I thought that town-wide alert sounded familiar. Nice catch!

Don't really know what you're getting at with the Ret comment - are people claiming it's balanced in its current state? In need of buffing?



You have good ideas, but the only thing Jester needs 100% is Neutral Benign. Honestly.
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Re: Town of Salem 1.5

Postby Gotdeathstar » Sat Jun 04, 2016 10:49 am

I know. Jester is more NB than NE. However, I also agree that NB should be removed from ranked as a whole, and I don't want Jester to go with it.
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Re: Town of Salem 1.5

Postby BPsycho2 » Sat Jun 04, 2016 2:37 pm

But it shouldn't.

If anything, any should be replaced by RM.

NB
NE
They're good.

NK Needs to be replaced by Serial Killer.

Jester needs to be NB, Seriously. There's nothing anti town about it, and that's okay. Added bonus, reduces surv and amnesiac chances. Vampire Hunter being put in there helps too.
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Re: Town of Salem 1.5

Postby Gotdeathstar » Sat Jun 04, 2016 3:17 pm

NB is just swing, and swing shouldn't be in ranked. Jester is also swing, and Exe is Kingmaker 101. The only thing that should be in ranked in its current state is WItch.

So the choice is either iron out the problems with Jester or axe it altogether, I prefer the former.
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Re: Town of Salem 1.5

Postby Gotdeathstar » Sat Jun 04, 2016 4:04 pm

It's nice - It's a fine example of what an NB role should be like with those changes.
I'd still love to find a way to make him an NE on par with the Witch though, and also fix Exe while keeping them all relatively even power-wise.
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Re: Town of Salem 1.5

Postby Megalomancer » Sat Jun 04, 2016 5:11 pm

Kirize12 wrote:I came up with a fix for Jester (actually Invenio did but w/e):
Jester roleblocks all the people who voted to get it on trial instead of killing.

Also, Jester should only be able to haunt (or roleblock) the people who voted to get it on trial, rather than the guilty voters.


Why not make it both? Ifyou vote up and/or vote guilty, you get rbed
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Re: Town of Salem 1.5

Postby JazzMusicStops » Sun Jun 05, 2016 12:26 am

Kirize12 wrote:I came up with a fix for Jester (actually Invenio did but w/e):
Jester roleblocks all the people who voted to get it on trial instead of killing.

Also, Jester should only be able to haunt (or roleblock) the people who voted to get it on trial, rather than the guilty voters.

That would make Town more likely to vote up a Jester claim, all that happens is that the night is skipped
That's not a punishment, it just gives the Town more discussion time
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Re: Town of Salem 1.5

Postby JazzMusicStops » Sun Jun 05, 2016 12:34 am

Kirize12 wrote:
JammySplodge wrote:
Kirize12 wrote:I came up with a fix for Jester (actually Invenio did but w/e):
Jester roleblocks all the people who voted to get it on trial instead of killing.

Also, Jester should only be able to haunt (or roleblock) the people who voted to get it on trial, rather than the guilty voters.

That would make Town more likely to vote up a Jester claim, all that happens is that the night is skipped
That's not a punishment, it just gives the Town more discussion time

That's pretty major. (._. )

Do you not understand how taxing a roleblock is?

It helps town more than it hinders it
What if you roleblock the Mafia and NK
That's a pretty big advantage to Town
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Re: Town of Salem 1.5

Postby Gotdeathstar » Sun Jun 05, 2016 4:11 am

Actually it might be better and a bit cleaner if he breaks the gallows for a day :D (more overtly evil, so it's a chance he avoids NB relegation).

I still like my idea of him becoming a graveyard vote and being an annoying *** from beyond the grave though.
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Re: Town of Salem 1.5

Postby Frostwolf103 » Sun Jun 05, 2016 4:33 am

I agree about Disguiser changes because in my opinion this is how disguiser is meant to be played like this, not as Disguiser (pretended to be dead) has victim's last will with his/her name written becomes instant death sentence.
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Re: Town of Salem 1.5

Postby SpellChecker » Sun Jun 05, 2016 4:45 am

Frostwolf103 wrote:I agree about Disguiser changes because in my opinion this is how disguiser is meant to be played like this, not as Disguiser (pretended to be dead) has victim's last will with his/her name written becomes instant death sentence.


It, the disguiser is already going to be removed. While I agree I would love to see the disguiser changes implemented.
  
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Re: Town of Salem 1.5

Postby Frostwolf103 » Sun Jun 05, 2016 4:52 am

Ah I see, thanks SpellChecker.
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Re: Town of Salem 1.5

Postby orangeandblack5 » Sun Jun 05, 2016 5:09 am

Just because they said they were going to remove it doesn't mean they can't change their minds
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SwampRabbit wrote:your idea is that no town should ever be able to confirm themselves as town.

that is the dumbest idea I think I have heard.

ElderSivart wrote:I'm confused as to why BMG made a UI for Pirate and not Hypnotist.

Sarah Thorpe wrote:Role Ideas is great for masochists.
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Re: Town of Salem 1.5

Postby CAPTAINPHASMA123 » Sun Jun 05, 2016 5:14 am

#MakeVeteranTownPower
╰( ͡° ͜ʖ ͡° )つ──☆*:・゚ pew pew



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Check out my Avvelenatore role here!
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Re: Town of Salem 1.5

Postby JazzMusicStops » Sun Jun 05, 2016 5:16 am

CAPTAINPHASMA123 wrote:#MakeVeteranTownPower

#It'sNotPowerfulEnough
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Re: Town of Salem 1.5

Postby orangeandblack5 » Sun Jun 05, 2016 5:24 am

That could work, but Investigator results and the fact that Veteran only has hardcarry potential as a leader (no actual leadership potential) kinda breaks that idea

In the meantime, can everybody give me their thoughts on some (very) random changes that may or may not make their way into this list?
-If the Jailor runs out of executes (uses both or executes a Townie), jailing no longer protects the target
-The Retributionist is now lynch immune
-There is now a maximum of one trial per day (once you vote somebody up, whether you declare them innocent or guilty the day ends); to compensate, one minute shall be added to the Discussion (pre-voting) phase of each day
-This entire thread viewtopic.php?f=14&t=35500
-Ranked minimum queue timer is increased to five minutes
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Spoiler:
SwampRabbit wrote:your idea is that no town should ever be able to confirm themselves as town.

that is the dumbest idea I think I have heard.

ElderSivart wrote:I'm confused as to why BMG made a UI for Pirate and not Hypnotist.

Sarah Thorpe wrote:Role Ideas is great for masochists.
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