Town of Salem 1.5 - Outdated?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 jadensr » Sat Oct 01, 2016 9:58 am

Don't change Benign to Unaligned because, why exactly? Oh yeah, just because you want to.

Jester needs to stay in the Neutral Evil alignment, because it could directly harm the Town, and causes death, which the Neutral Benign alignment never should involve.
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Re: Town of Salem 1.5

Postby JazzMusicStops » Sat Oct 01, 2016 10:22 am

jadensr wrote:Jester needs to stay in the Neutral Evil alignment, because it could directly harm the Town, and causes death, which the Neutral Benign alignment never should involve.

But why
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Re: Town of Salem 1.5

Postby orangeandblack5 » Sat Oct 01, 2016 10:25 am

It can also directly harm evils, and in fact killing one Mafia/Neutral helps the Town a lot more than killing a Town member harms it.

Also it's now Neutral Unaligned here because some people literally will not stop bitching about Jester killing people makes it unfit for Neutral Benign, but it's no problem to them if it's Neutral Unaligned (weird, I know). If I sound really salty about this issue, I am. :P
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SwampRabbit wrote:So basically, your idea is that no town should ever be able to confirm themselves as town.

No offense but that is the dumbest idea I think I have heard.

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Re: Town of Salem 1.5

Postby randomguyhavingfun » Sat Oct 01, 2016 12:16 pm

orangeandblack5 wrote:It can also directly harm evils, and in fact killing one Mafia/Neutral helps the Town a lot more than killing a Town member harms it.

Also it's now Neutral Unaligned here because some people literally will not stop bitching about Jester killing people makes it unfit for Neutral Benign, but it's no problem to them if it's Neutral Unaligned (weird, I know). If I sound really salty about this issue, I am. :P

what if we keep it neutral evil and have it randomly select a town guilty voter ? if there is none the jester will not kill because neutrals have no honor or regrets and the mafia are fanaticalls only believing in their goal so they woulnt feel guilty enough to suicide for 'ynching a jester
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Re: Town of Salem 1.5

Postby Cenvil » Sat Oct 01, 2016 12:19 pm

randomguyhavingfun wrote:
orangeandblack5 wrote:It can also directly harm evils, and in fact killing one Mafia/Neutral helps the Town a lot more than killing a Town member harms it.

Also it's now Neutral Unaligned here because some people literally will not stop bitching about Jester killing people makes it unfit for Neutral Benign, but it's no problem to them if it's Neutral Unaligned (weird, I know). If I sound really salty about this issue, I am. :P

what if we keep it neutral evil and have it randomly select a town guilty voter ? if there is none the jester will not kill because neutrals have no honor or regrets and the mafia are fanaticalls only believing in their goal so they woulnt feel guilty enough to suicide for 'ynching a jester

But in those situations town will know that the guilty-voters are neutral/mafia and the can vote them without any loss.
Spoiler: hope this not count as spamming

I want players to this test pls: game viewtopic.php?f=25&t=50804
Spoiler: the game might expand later. This is my very first try
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Re: Town of Salem 1.5

Postby randomguyhavingfun » Sat Oct 01, 2016 12:22 pm

Cenvil wrote:
randomguyhavingfun wrote:
orangeandblack5 wrote:It can also directly harm evils, and in fact killing one Mafia/Neutral helps the Town a lot more than killing a Town member harms it.

Also it's now Neutral Unaligned here because some people literally will not stop bitching about Jester killing people makes it unfit for Neutral Benign, but it's no problem to them if it's Neutral Unaligned (weird, I know). If I sound really salty about this issue, I am. :P

what if we keep it neutral evil and have it randomly select a town guilty voter ? if there is none the jester will not kill because neutrals have no honor or regrets and the mafia are fanaticalls only believing in their goal so they woulnt feel guilty enough to suicide for 'ynching a jester

But in those situations town will know that the guilty-voters are neutral/mafia and the can vote them without any loss.

if only neutrals and mafia guiltied i doubt town has the numbers to touch them. but this could be a problem. so maybe you just can also pick from innocent voters?
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Re: Town of Salem 1.5

Postby ok98161 » Sat Oct 01, 2016 12:23 pm

randomguyhavingfun wrote:
orangeandblack5 wrote:It can also directly harm evils, and in fact killing one Mafia/Neutral helps the Town a lot more than killing a Town member harms it.

Also it's now Neutral Unaligned here because some people literally will not stop bitching about Jester killing people makes it unfit for Neutral Benign, but it's no problem to them if it's Neutral Unaligned (weird, I know). If I sound really salty about this issue, I am. :P

what if we keep it neutral evil and have it randomly select a town guilty voter ? if there is none the jester will not kill because neutrals have no honor or regrets and the mafia are fanaticalls only believing in their goal so they woulnt feel guilty enough to suicide for 'ynching a jester


I like the idea of neutral unaligned, since nobody can see why jester is more benign than evil.
Achievements are pretty much proof of why the jester isn't evil sided. They get rewarded for killing evils, and they don't get rewarded for killing town members. They also can help town a lot more than it can evils. But, that's just my unpopular opinion. Having Neutral unaligned would fix this.
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Re: Town of Salem 1.5

Postby randomguyhavingfun » Sat Oct 01, 2016 12:46 pm

no neutral unaligned is too swingy if you want to use it as ne or nb and just inferior if you want to use it for variety and unpredictability like random neutral
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Re: Town of Salem 1.5

Postby orangeandblack5 » Sat Oct 01, 2016 1:14 pm

"Neutral Unaligned is swingy."

What the actual hell?

It's less swingy than our current situation simply because Jester is no longer NE.
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SwampRabbit wrote:So basically, your idea is that no town should ever be able to confirm themselves as town.

No offense but that is the dumbest idea I think I have heard.

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Re: Town of Salem 1.5

Postby randomguyhavingfun » Sat Oct 01, 2016 1:21 pm

orangeandblack5 wrote:"Neutral Unaligned is swingy."

What the actual hell?

It's less swingy than our current situation simply because Jester is no longer NE.

if you were to substitue neutrak benign and evil it woukd be swingy because it is either gonna be anti town or too town sided
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Re: Town of Salem 1.5

Postby orangeandblack5 » Sat Oct 01, 2016 1:33 pm

Neutral Unaligned is a rename of Neutral Benign :lol:
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SwampRabbit wrote:So basically, your idea is that no town should ever be able to confirm themselves as town.

No offense but that is the dumbest idea I think I have heard.

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Re: Town of Salem 1.5

Postby randomguyhavingfun » Sat Oct 01, 2016 1:37 pm

orangeandblack5 wrote:Neutral Unaligned is a rename of Neutral Benign :lol:

:o :shock: :roll: i thought it was neutral non killing. my bad.
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Re: Town of Salem 1.5

Postby orangeandblack5 » Sat Oct 01, 2016 1:47 pm

Nope :P

I renamed it because people kept complaining about Jester being in Benign, but were fine with that same arrangement if it's called Neutral Unaligned.
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SwampRabbit wrote:So basically, your idea is that no town should ever be able to confirm themselves as town.

No offense but that is the dumbest idea I think I have heard.

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Re: Town of Salem 1.5

Postby randomguyhavingfun » Sat Oct 01, 2016 1:52 pm

orangeandblack5 wrote:Nope :P

I renamed it because people kept complaining about Jester being in Benign, but were fine with that same arrangement if it's called Neutral Unaligned.

that twisted logic tho
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Re: Town of Salem 1.5

Postby JazzMusicStops » Sun Oct 02, 2016 6:59 am

Just call it benign for pete's sake
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Re: Town of Salem 1.5

Postby orangeandblack5 » Sun Oct 02, 2016 7:46 am

JammySplodge wrote:Just call it benign for pete's sake

I've tried.

Just when I thought we were past that silliness, the same thing happened again on a different thread.

So no.
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SwampRabbit wrote:So basically, your idea is that no town should ever be able to confirm themselves as town.

No offense but that is the dumbest idea I think I have heard.

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Re: Town of Salem 1.5

Postby randomguyhavingfun » Sun Oct 02, 2016 10:55 am

oligarchy now makes sense.
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Re: Town of Salem 1.5

Postby FighterCage7 » Mon Oct 03, 2016 10:25 pm

I agree with most of these, but the forger one is unnecessary, I think. I figured out a trick a while back to get around the time restrictions, that does the same thing as your ideas. I thought lots of other smart players would have figured it out, too. In case you didn't, here it is: Write the forged will in your will, and copy-paste it into the forged will at night. That way, you can work as far ahead in advance as possible.
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Re: Town of Salem 1.5

Postby orangeandblack5 » Tue Oct 04, 2016 4:33 am

As far as I know, most of us just type it in a notepad document we have open while playing, below our leads and information.

Of course, just because you can kind of get around the stupid time restriction doesn't mean it isn't stupid.
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SwampRabbit wrote:So basically, your idea is that no town should ever be able to confirm themselves as town.

No offense but that is the dumbest idea I think I have heard.

Spoiler: Help support my Investigator Results List Overhaul and Town of Salem 1.5 suggestions!
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Re: Town of Salem 1.5

Postby randomguyhavingfun » Mon Oct 17, 2016 3:07 pm

FighterCage7 wrote:I agree with most of these, but the forger one is unnecessary, I think. I figured out a trick a while back to get around the time restrictions, that does the same thing as your ideas. I thought lots of other smart players would have figured it out, too. In case you didn't, here it is: Write the forged will in your will, and copy-paste it into the forged will at night. That way, you can work as far ahead in advance as possible.

Yeah but that takes will space up. When I a' evil I try to keep as many fake wills as possible, usually 3 but if I can even 4. Having them all takes tons of space. And to make my will more believable I do what I would as a townie. Have a suspect list highlight important stuff I find. Wills barely have enough space for those and sacrificing 2 fake wills isn't worth getting a ready forgery.
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Re: Town of Salem 1.5

Postby orangeandblack5 » Sun Nov 06, 2016 11:55 am

I made a ton of small changes because I had a spare hour and a half. By no means final. Please take a look and let me know what you think.
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SwampRabbit wrote:So basically, your idea is that no town should ever be able to confirm themselves as town.

No offense but that is the dumbest idea I think I have heard.

Spoiler: Help support my Investigator Results List Overhaul and Town of Salem 1.5 suggestions!
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Re: Town of Salem 1.5

Postby BPsycho2 » Sun Nov 06, 2016 12:45 pm

Changes
Witch- The first time you are attacked by an evil role, you will defend yourself by controlling them IN ADDITION to your target. They will see both the controlled and immune message.

Amnesiac-
You are immune to attacks on the night which you remember.
You remembering extends the draw counter.

Transporter-
(Might not be the best idea): Can no longer transport jester guilt IF it was directed at someone other than you.

Executioner-
You are always told the role of your target, even if it changes.

Text: Your target is Orange and black 5 (Vigilante)
Text: "Your target was bitten by a vampire!"
Text: Your target is Orangeandblack5 (Vampire)

Neutral Chaos- is restricted to separate game modes.

Vampire -
Is restricted to alternate gamemodes.


Investigator-
Swapped Bodyguard and Veteran for more claimspace

Swapped Janitor and Forger because a Janitor claiming medium is always forced to reveal the cleaned targets.

Added Arsonist to Framer's result, to buff both of them.

Edit: Swapping Veteran and Amnesiac.
Now that Amnesiacs have this buff, being paired with only the Consig as a bad guy wastes potential.

"RMs are dead, Amnesiac confirmed, go ahead and wait for a Doctor to die"

Edit again: Putting Veteran with Escort and Consort
Consorts can attempt to claim something if they really need to spam role block a Jailor
___


Your target is distracting. They are either an Escort, Veteran, or Consort.

Your target enjoys silence. They are either a Bodyguard, Transporter, or Blackmailer.

Your target is trusted. They are either the Mayor, the Jailor, or the Retributionist.

Your target has scars. They are either the Hunter, Amnesiac, or Mafioso.

Your target is curious. They are either the Investigator, or Consigliere

Your target holds chemicals. They are either a Doctor, Janitor, or Serial Killer.

Your target hides emotion. They are either a Spy, Sheriff, Executioner, or the Godfather.

Your target talks to oneself. They are either a Medium, Forger, or Jester

Your target is in fear. They are either a Vigilante, Survivor, Disguiser, or Werewolf.

Your target smells like gas. They are either a Framer, Vampire, or Arsonist.
__

Role list changes-
Random Neutral now excludes Neutral Killing, and Neutral Chaos.

Town Leader
Town Investigative
Town Investigative
Town Protective
Town Killing
Town Support 
Random Town
Random Town
Random Town
Godfather
Mafioso
Random Mafia
Random Mafia
Random Neutral
Neutral Killing
Last edited by BPsycho2 on Sun Nov 06, 2016 12:52 pm, edited 1 time in total.
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Re: Town of Salem 1.5

Postby randomguyhavingfun » Sun Nov 06, 2016 12:46 pm

Quoting to keep thong in my mind. I'm gonna talk collectively about everything and not just new stuff because I never got really into This thread like the others have. ( also why not change the title? )
orangeandblack5 wrote:Edit: Computer is broken. Will update when fixed. Promise.

It's back baby! (and yes I know that we're past ToS 1.5.0, but I'm not changing the thread title)

Welcome to the new, improved, and re-purposed Town of Salem 1.5 thread (previously known as Town of Salem 2.0).

This was, surprisingly, kicked off by something that Mroz4k said in a random thread not long ago.
Spoiler:
Mroz4k wrote:Lets come up with a series of changes to the most troublesome parts of the game, ones that we all will agree upon, and push them as a change together.

I am not talking about another Town of Salem V.2 - nothing on that scale. I am thinking about sitting down, figuring out what are the biggest problems with the game right now, and try to make simple adjustments that would eradicate it with huge emphasis on not over-buffing/over-nerfing the allignment (which was the biggest problem of the Town of Salem V.2).

Here are my thoughts on things that need changing the most:
  • Easily confirmable roles = preferable removal of ability to "confirm" for most of them, others ability to confirm themselves in some sort of nerfed form:
    Mayor, Retributionist, ressurected Town, Veteran, Spy, Vigilante.
  • Needed buff for Disguiser, Framer, Forger
  • increase to win rate of Neutral Killings (collective or individual buffs)
  • new, better Ranked rolelist, in consideration of these other changes
  • changes to Vampire and Vampire Hunter

So, here's the basic idea. This is a compilation of the best, most popular, and most agreed-upon suggestions in the ToS community. They are all things that most players have agreed need to be done, and sooner rather than later. It will be a much smaller list than the original ToS 2.0 thread was, but it will also be much less debatable, because everything in this list has already been debated to death and everything here has been mostly agreed upon. This should hopefully result in less fighting and more pushing the devs to fix the largest holes in the game right now. Now, with all that said, here's the list:
______________________________________________________________________________________________________________

Spy Changes:
Spoiler: -Remove ability to read Mafia night chat
-Remove ability to see Mafia visits every night, instead give it one "supersensor" where when the Spy clicks on itself at night it sees Mafia visits for that night
-Remove ability to read whispers once dead
-[Maybe] Give it some other visiting ability, such as visiting somebody to see who they visit or checking somebody each night to see if their alignment is the same or different from the previous person's

Blackmailer Changes:
Spoiler: -Remove ability to read whispers
-Blackmailed targets can now only change their vote every 8 seconds (preventing the "vote spam to show blackmailed" tactic)

Framer Changes:
Spoiler: -Now makes framed targets appear with the Mafia Killing role to Lookouts
-If the Spy can still see Mafia visits more than once when Framer is buffed, now makes any Mafia visits to the framed target not show up to Spy (including Framer), and makes the framed target's visit show up to the Spy
-[Maybe]When it dies, it now shows up as the role of the last role it framed in the graveyard

Disguiser Changes:
Spoiler: -On first disguise, the Disguiser´s Last Will is displayed (acts as a forge, but uses the Disguiser's actual last will)
-On second disguise, the first victim´s Last Will is displayed
-On third disguise, the second victim´s Last Will is displayed
-Upon death, the most recent victim's Last Will is displayed

Doctor Changes:
Spoiler: -Healed targets of attacks now show up as immune to the attacker
Bodyguard Changes:
Spoiler: -Can only kill Werewolf when its target is attacked, not when its target visits the Werewolf's target
Vigilante Changes:
Spoiler: -Death Note Removed
Veteran Changes:
Spoiler: -Death Note Removed
Jailor Changes:
Spoiler: -Death Note Removed
-Number of executions reduced to 2 (and/or some other nerf, because holy crap this thing is OP)

Arsonist Changes:
Spoiler: -Douses now give no feedback notification
-Dousing an undoused target now extends the draw detector by one night
-Now makes doused targets "smell like gas" to an Investigator, effectively framing them as an Arsonist
-Now detectable by Sheriff

Sheriff Changes:
Spoiler: -Can now detect Arsonist
-Can now detect Werewolf on non-full moons
-Can now detect Vampires

Amnesiac Changes:
Spoiler: -Can now remember as Godfather or Mafioso if no other Mafia roles are dead
-Doing so with only one Mafia Killing role alive makes you the other one, regardless of which one you remembered (if the only living MK role is GF you become a Mafioso and vice-versa)
-Doing so with both Mafia Killing roles alive rolls you a Random Mafia role (if both a GF and a Mafioso are alive you roll a new Mafia role)
-No longer gives a Town-wide notification upon remembering a role

Transporter Changes:
Spoiler: -No longer gives feedback notifications
-Can no longer transport Jester guilt

Executioner Changes:
Spoiler: -Can now read whispers while alive
-Can no longer have any Town Leader role as its target if TL is implemented
-Now loses night immunity after hanging its target
-Town must now kill it to win (the game cannot end in Town victory if an Executioner is alive)

Forger Changes:
Spoiler: -Forged Will can now be edited during the day or nights when you haven't picked anybody
-Forges carry over into the next day and affect lynched targets

Godfather Changes:
Spoiler: -Can choose which Mafia member is promoted next via buttons in the Mafia box
-Can now read whispers

Werewolf Changes:
Spoiler: -Now detectable by Sheriff on non-full moon nights
-Still cannot kill on Night 1, no matter what
-Always kills visitors on full moon nights OR can kill on non-full moon nights if it didn't kill 2+ people the night before OR can kill every night, but killing 2+ people removes its kill for the next night, or something I don't care just buff him

Witch Changes:
Spoiler: -Can now control people that have left but are not yet dead
-Controls now force your target to visit, even if they have used up their night ability (this also causes Survivor to visit instead of putting on a vest, unless you make them target themself)
-A control does not act as a visit (Witch is immune to Lookout, Veteran, and visiting a house where a Werewolf is rampaging)
-The first time you are attacked by an evil role you will automatically protect yourself by controlling your attacker (the attacker will receive both "you have been controlled" and "you have hit an immune target" messages)

Alignment Changes:
Spoiler: -Town Leader added (Ret, Mayor, Jailor) (formerly known as Town Power)
-Neutral Benign changed to Neutral Unaligned (or not, I don't care, but apparently other people do)
-Neutral Chaos removed OR restricted to Chaos game modes

Jester Changes:
Spoiler: -Now Neutral Unaligned (or Neutral Benign)
Vampire Hunter Changes:
Spoiler: -Changed to the Hunter
New Role:
Spoiler: -Added the Osservatore (but it can't read whispers)
Investigator Changes:
Spoiler: -Change Investigator Results List to:
  • Framer, Vampire, (Framed Targets)
  • Escort, Consort
  • Transporter, Veteran, Blackmailer
  • Mayor, Jailor, Retributionist
  • Bodyguard, Hunter, Mafioso
  • Investigator, Consigliere, Amnesiac
  • Lookout, Osservatore, Witch
  • Doctor, Forger, Serial Killer
  • Spy, Sheriff, Godfather, Executioner
  • Medium, Janitor, Jester
  • Vigilante, Survivor, Disguiser, Werewolf
  • Arsonist, (Doused Targets)

Role-list Changes:
Spoiler:
  • Town Leader
  • Town Investigative
  • Town Investigative
  • Town Protective
  • Town Killing
  • Town Support OR Random Town
  • Random Town
  • Random Town
  • Random Town
  • Godfather
  • Mafioso
  • Random Mafia
  • Random Mafia
  • Neutral Killing
  • Neutral Evil

Mayor Changes:
Spoiler: -Can now be healed by Doctors
-Can now whisper
-If Town Leader (formerly Power) is not implemented, reduce votes to two.

Retributionist Changes:
Spoiler: -Self-revives if killed without reviving anybody (buffed so it can be part of Town Leader)

The other option is to nerf the Ret so it dies when it revives somebody and not make it a part of the Town Leader (formerly Power) grouping. However, this would require a reshuffle of the Investigator results list and potentially warrant the addition of a new Town Leader role.

Vampire Changes:
Spoiler: -Remove 'em or something. At the very least, they should not be allowed outside of Chaos gamemodes.
Gamemode Changes:
Spoiler: -New gamemode "Chaotic Custom", which is an exact copy of Custom but in the Chaos section and will host all of the crazy games
______________________________________________________________________________________________________________

If you don't understand any of these suggestions, feel free to ask for clarification. If I goofed and forgot something, let me know!


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I really like the spy changes. Just nothing more to say.

I like what you did with the blackmailer to stop the vote spamming tactic that countered but I think he needs something extra. Spamming his ability isn't doing much unlike consig framer or consort so he should have some other use.

I'm all up for the framer change, well I kinda copied your changes in my thread so this was a big surprise wasn't it :D . I kind A like that touch from the upcoming disguiser too

I absolutely 100% agree with the Doctor bodygaurd vigilante disguiser and veteran changes

For the jailor I agree with your changes and I have my proposed change " jailor can no longer be protected by a bodygaurd " ( note the bodygaurd is still bale to target the jailor but he just won't protect him ). This takes away some protection which discourages jailor games which could become popular

I agree with the arsonist not giving feedback and extending the draw indicator with douses but i seriously do not like the fact that he frames with his douses because that makes stuff too chaotic

I agree with sheriff detecting arsonist and vampires but I think werewolf can keep beeing immune on non full moons. It's not terrible to have a little lore involved and it's a nice trick the werewolf can exploit

I like the amnesiac changes but shouldn't he also be able to remeber werewolf?

Love the trans changes

I like the exe losing immunity and not winning with town but I don't think tl also known as tpow is nice as an idea and well him reading whispers doesnt have almost any benefit aside from his getting that delicious spy claim. In theory he could hinder town but you know what it's gonna look like ?
That guy seems evil from his whispers better kill him to confirm my ti status

The forger changes are really needed. Now about the gf. I like the whole promotion thing but allowing him to hear whispers... i kinda like that he can gather information and be Moreno of a mafia leader but allowing a CONFIrMED scum to hear whispers wil not end up well. I mean a big part of the stuff you do as town is go through a whisper system to see claims and decide who is to be trusted. Should that be taken away the games could become repeatitive or town could become weak. I think 4 man mafia should be able to exploit the whispers without making them useless for town

I don't think we should change the frequency of the werewolfs attacks but making him kill visitors just outs him too much unless we implament a will shredder for him.

I like all the witch changes

I just despise tl because surprise surprise a name change isn't a change. I like the neutral chaos restriction though

About the investigator list
Already said how I feel about tl
Jester isn't having a good time in that result and he doesn't offer any cover whatsoever
Why isn't bg with mafioso and vigilante with weerwolf? Werewolf gets a weak but feasible night immunity cover and well werewolf doesn't really know who is immune
And yeah arsonist framing investigator is so doing something with 6 people showing up as arsonist

Tl again great. Oh and 2 neutrals. Without even rn.
I have become what i despise, a man who despises himself.

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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: Town of Salem 1.5 - New Update

Postby orangeandblack5 » Tue Nov 08, 2016 10:37 am

So I'm seeing mostly positives. Coolio.

I changed a few quick things, such as limiting the Arsonist's "frame" a bit (it now only lasts for the next two nights) and shuffling the Investigator results just a tad.

Also, if you don't like Town Power (now Town Leader because I think it sounds better), 1: the poll shows that you're in the minority, and 2: going without it is perfectly fine. Just implement both the Mayor and Ret nerfs that I included in my post, do a quick reshuffle of the Investigator list (move Ret to BM/Trans, move Jailor to Med/Jan/Jest, and move Mayor to Invest/Consig), and change the role list just a bit too (TL becomes Jailor, TK becomes RT, the TS/RT slot is a TS). Bam just as good but different system.
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SwampRabbit wrote:So basically, your idea is that no town should ever be able to confirm themselves as town.

No offense but that is the dumbest idea I think I have heard.

Spoiler: Help support my Investigator Results List Overhaul and Town of Salem 1.5 suggestions!
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Re: Town of Salem 1.5 - New Update

Postby randomguyhavingfun » Tue Nov 08, 2016 1:16 pm

Ok I like how you kinda limited the arsonist but I still think bodygaurd and vigilante should be swapped. Other than that I'm fine.
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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