BPsycho2 wrote:It disguises a scum role as Town then revives the scum.
CAPTAINPHASMA123 wrote:I think that both Retributionist and Necromancer shouldn't be in the same game because if 2 dead people were revived, town will obviously know that there is a Necromancer and they would lynch the resurrected players.
Mroz4k wrote:CAPTAINPHASMA123 wrote:I think that both Retributionist and Necromancer shouldn't be in the same game because if 2 dead people were revived, town will obviously know that there is a Necromancer and they would lynch the resurrected players.
How is that a problem?
Tow can lznch town this way, and in the very end, they would becwasting a lynch. It still benefits the evil roles a lot. I see your point but i dont think its problem.
factoftheday wrote:here is my Idea make the necromancer revive anyone into a zombie.
1)Anyone who visits the zombie is attacked
2)witch/neromancer can control the zombie to attack who ever.
factoftheday wrote:here is my Idea make the necromancer revive anyone into a zombie.
1)Anyone who visits the zombie is attacked
2)witch/neromancer can control the zombie to attack who ever.
CAPTAINPHASMA123 wrote:Mroz4k wrote:CAPTAINPHASMA123 wrote:I think that both Retributionist and Necromancer shouldn't be in the same game because if 2 dead people were revived, town will obviously know that there is a Necromancer and they would lynch the resurrected players.
How is that a problem?
Tow can lznch town this way, and in the very end, they would becwasting a lynch. It still benefits the evil roles a lot. I see your point but i dont think its problem.
Both roles are useless if they are in the same game because the resurrected players will be lynched. That's why there should only be 1 role that revives players in the game.
ElderSivart wrote:The biggest problem I can see is that it's essentially hard-countered by the Medium.
A player who was force-disguised can just say "I was not revived. [Player] was, and he's evil."
randomguyhavingfun wrote:I'm not fond of evil rets in general. Necromancer is fairly weak as its revived target must be revived into a good claim and what kind of retri revives the sheriff? It would be all town protectives and I don't think that's so good. It doesn't really have a way to confirm itself to the evils and doomed retri to be unclaimable forever.
Dooming Retri to be unclaimable forever is the entire point. The problem is that currently Retributionists are too easy to confirm, and the person they confirm is automatically confirmed - both those things are too powerful and, together, they make the Retri overpowered.randomguyhavingfun wrote:I'm not fond of evil rets in general. Necromancer is fairly weak as its revived target must be revived into a good claim and what kind of retri revives the sheriff? It would be all town protectives and I don't think that's so good. It doesn't really have a way to confirm itself to the evils and doomed retri to be unclaimable forever.
Kirize12 wrote:Honestly I can see Ret balances going one of two ways:
•Town Power, the whole point of which is to be a town leader and confirmable so hardcounter doesn't work
•Nerfed down to Medium and Escort level by making it a town amnesiac
Ret does not work in Town Support as is, and even with a hardcounter it will still be confirmable and overshadow Medium and Escort.
Mroz4k wrote:You keep shoveling through the idea of Town Power. it works for FM. It wont work for TOS. In fact, it used to be a thing long time ago and it didnt work very well.
randomguyhavingfun wrote:Mroz4k wrote:You keep shoveling through the idea of Town Power. it works for FM. It wont work for TOS. In fact, it used to be a thing long time ago and it didnt work very well.
really? well im not surprised that it didnt work well but did it seriously exist ?
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