Role: Blacksmith

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Role: Blacksmith

Postby cupcakeaj2 » Fri Mar 23, 2018 4:08 pm

Role-Blacksmith

Alignment-Town Protective

Abilities-Choose someone to grant armor to at night.

Attributes-You start with one armor.
It takes 2 nights to build armor.
You can only give armor if you have armor to give. The armor lasts even when you die.
Armor is a Basic Auto Vest.
If you get attacked, you will spend one armor to grant yourself Basic Defense.
Each player can only be protected by armor once. After that, any more armor given to them won't work.

Sheriff: Your target is not suspicious.
Investigator: Bodyguard, Godfather, Arsonist, Crusader, Blacksmith
Consigilere: Your target works with hammers and a forge. They must be a Blacksmith.

Goal: Town Goal
Last edited by cupcakeaj2 on Tue Mar 27, 2018 1:34 pm, edited 3 times in total.
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Re: Role: Blacksmith

Postby fwogcarf » Fri Mar 23, 2018 4:09 pm

cupcakeaj2 wrote:Role-Blacksmith

Alignment-Town Protective

Abilities-Choose someone to grant armor to at night.

Attributes-You start with one armor.
It takes 3 nights to build armor.
Armor is a Basic Auto Vest.
If you get attacked, you will spend one armor to grant yourself Basic Defense.

Sheriff: Your target is not suspicious.
Investigator: Lookout, Forger, Witch/Coven Leader, Blacksmith.
Consigilere: Your target works with hammers and a forge. They must be a Blacksmith.

Goal: Town Goal

Alright. Here's a nice Protective role that can't do too much to the game. When the Blacksmith gives someone armor, is that an astral visit or not?

/support
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Re: Role: Blacksmith

Postby cupcakeaj2 » Fri Mar 23, 2018 4:14 pm

It's a normal visit.
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Re: Role: Blacksmith

Postby fwogcarf » Fri Mar 23, 2018 4:15 pm

cupcakeaj2 wrote:It's a normal visit.

Ok, just checking. Overall this is a nice role
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Re: Role: Blacksmith

Postby FreezingFire127 » Fri Mar 23, 2018 11:02 pm

I made a Blacksmith role a while ago... it was a TK.

/nosupport
Here’s why I don’t support it
It’s a weak doc. Doc heals from basic attacks every night, while this is once every 3 nights.
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Re: Role: Blacksmith

Postby cupcakeaj2 » Sat Mar 24, 2018 9:11 am

It's an auto vest, not a heal.
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Re: Role: Blacksmith

Postby zombiedude1112 » Sat Mar 24, 2018 12:42 pm

Seems decent, don't know about three days to build a new one though, it's not THAT powerful, maybe consider lowering it to two days? Idk though.
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Re: Role: Blacksmith

Postby cupcakeaj2 » Sat Mar 24, 2018 1:08 pm

Two days would make it like a better Doctor, since it wouldn't be that long of a wait.

Three days would make it weak.

Idk what to do about the waiting. Anyone have any ideas?
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Re: Role: Blacksmith

Postby zombiedude1112 » Sat Mar 24, 2018 2:06 pm

Hmmm, idk, as you said, two days is too little, but three is too much, how about giving it another ability it can do in between? Or maybe make it so if a vest is destroyed, you recycle it, let's say you give a vest to someone N1, N2 you start building a new one, and at the same time, your old vest is destroyed, so N3 you start by being 2/3 done with a new one. That might not be the best explanation, but if you understood it, I think that might work
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Re: Role: Blacksmith

Postby Mystoc » Sat Mar 24, 2018 4:50 pm

so you only get heal basically two people the whole game no game makes it to n9

while 2 heals is ok, i just don't like the role because its kinda skilless your heal happens no matter what so you just click someone every 3 nights and in between that you do nothing

what happens if you die n2 does the person still get the armour n3?
does someone with armour loose it if you die even if they already had it?

its both inconsistent and consistent at the same time cause the roles power is based on when you die and how long the game lasts is the inconsistent part, and the consistent part is the auto vest it's a sure heal

this kinda comparable to trapper its more heals and more active heals but doesnt kill attacker

the role itself is balanced i would say, the skill level of the role is noob level that's why i dont like it

/support balance of role, but not the skill level of it

edit nvm

If you get attacked, you will spend one armor to grant yourself Basic Defense.
,
having a self auto vest is skill less and OP, the vest needs to be self activated to be fair
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Re: Role: Blacksmith

Postby cupcakeaj2 » Sat Mar 24, 2018 6:47 pm

Mystoc wrote:so you only get heal basically two people the whole game no game makes it to n9

while 2 heals is ok, i just don't like the role because its kinda skilless your heal happens no matter what so you just click someone every 3 nights and in between that you do nothing But you have to make sure you use it on the right person. Don't wanna waste it on a mafia or NK

what happens if you die n2 does the person still get the armour n3? you can only give armor when you have armor to give out.
does someone with armour loose it if you die even if they already had it? they keep it like Trapper.

its both inconsistent and consistent at the same time cause the roles power is based on when you die and how long the game lasts is the inconsistent part, and the consistent part is the auto vest it's a sure heal

this kinda comparable to trapper its more heals and more active heals but doesnt kill attacker

the role itself is balanced i would say, the skill level of the role is noob level that's why i dont like it

/support balance of role, but not the skill level of it Thanks. I'll try to make it have more skill.

edit nvm

If you get attacked, you will spend one armor to grant yourself Basic Defense.
,
having a self auto vest is skill less and OP, the vest needs to be self activated to be fair
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Re: Role: Blacksmith

Postby cupcakeaj2 » Sat Mar 24, 2018 6:52 pm

zombiedude1112 wrote:Seems decent, don't know about three days to build a new one though, it's not THAT powerful, maybe consider lowering it to two days? Idk though.



Should we do this suggestion but make the armor weaker? Like they get occupied the night you give them armor.
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Re: Role: Blacksmith

Postby Fireshock24 » Sun Mar 25, 2018 9:43 am

you know if anything blacksmith would be in the Bodyguard, Godfather, Arsonist, or Crusader.
i just dont feel like it should be in Lookout, Forger, or Witch/Coven Leader.

maybe blacksmith is very hard to place in a spot for me but its not my game they can put it where they want if it gets approved.
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Re: Role: Blacksmith

Postby Gooose26 » Sun Mar 25, 2018 2:44 pm

Let me make sure I understand this correctly. You give out an armor every 3 nights. If you are attacked and you have not given out an armor after 3 nights, then you will protect yourself.

Wait for Town (Power) to confirm, instantly protect them forever (pretty much)
- This is more a problem of Town (Power) being confirmable, but still

Wait for Town (Investigative) to claim and find an evil, instantly protect them forever (pretty much)
- I think this will become an easy meta that sorta ruins the role

I just think this is a Doctor that does no predicting
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Re: Role: Blacksmith

Postby Andrija04 » Mon Mar 26, 2018 5:48 am

This role has been suggested but still
/support

Also make it take less nights to make armor, make it 1 night and don't have it automatically protect you. You should have armor at the start of the game and when it breaks you can't protect yourself anymore.
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Re: Role: Blacksmith

Postby daltonconn99 » Mon Mar 26, 2018 6:57 am

cupcakeaj2 wrote:Role-Blacksmith

Alignment-Town Protective

Abilities-Choose someone to grant armor to at night.

Attributes-You start with one armor.
It takes 3 nights to build armor.
You can only give armor if you have armor to give. The armor lasts even when you die.
Armor is a Basic Auto Vest.
If you get attacked, you will spend one armor to grant yourself Basic Defense.

Sheriff: Your target is not suspicious.
Investigator: Lookout, Forger, Witch/Coven Leader, Blacksmith.
Consigilere: Your target works with hammers and a forge. They must be a Blacksmith.

Goal: Town Goal



I think you should have put Bodyguard as the as invest results.
/support
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Re: Role: Blacksmith

Postby cupcakeaj2 » Tue Mar 27, 2018 11:57 am

Gooose26 wrote:Let me make sure I understand this correctly. You give out an armor every 3 nights. If you are attacked and you have not given out an armor after 3 nights, then you will protect yourself.

Wait for Town (Power) to confirm, instantly protect them forever (pretty much)
- This is more a problem of Town (Power) being confirmable, but still

Wait for Town (Investigative) to claim and find an evil, instantly protect them forever (pretty much)
- I think this will become an easy meta that sorta ruins the role

I just think this is a Doctor that does no predicting

Yeah but in an average game, you'll only have 3 armor to give out.

So you have to give it out carefully
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Re: Role: Blacksmith

Postby cupcakeaj2 » Tue Mar 27, 2018 11:58 am

daltonconn99 wrote:
cupcakeaj2 wrote:Role-Blacksmith

Alignment-Town Protective

Abilities-Choose someone to grant armor to at night.

Attributes-You start with one armor.
It takes 3 nights to build armor.
You can only give armor if you have armor to give. The armor lasts even when you die.
Armor is a Basic Auto Vest.
If you get attacked, you will spend one armor to grant yourself Basic Defense.

Sheriff: Your target is not suspicious.
Investigator: Lookout, Forger, Witch/Coven Leader, Blacksmith.
Consigilere: Your target works with hammers and a forge. They must be a Blacksmith.

Goal: Town Goal



I think you should have put Bodyguard as the as invest results.
/support


Yeah, I agree that it make sure more sense. Sure.

Andrija04 wrote:This role has been suggested but still
/support

Also make it take less nights to make armor, make it 1 night and don't have it automatically protect you. You should have armor at the start of the game and when it breaks you can't protect yourself anymore.


If I do that, you'll make armor too fast and you'll essentially be a better doctor.
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Re: Role: Blacksmith

Postby Andrija04 » Tue Mar 27, 2018 12:31 pm

cupcakeaj2 wrote:
Andrija04 wrote:This role has been suggested but still
/support

Also make it take less nights to make armor, make it 1 night and don't have it automatically protect you. You should have armor at the start of the game and when it breaks you can't protect yourself anymore.


If I do that, you'll make armor too fast and you'll essentially be a better doctor.


You're right but 3 nights seems like too much. Could you make it 2?
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Re: Role: Blacksmith

Postby daltonconn99 » Tue Mar 27, 2018 8:35 pm

FreezingFire127 wrote:I made a Blacksmith role a while ago... it was a TK.

/nosupport
Here’s why I don’t support it
It’s a weak doc. Doc heals from basic attacks every night, while this is once every 3 nights.


I agree with you.
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Re: Role: Blacksmith

Postby cupcakeaj2 » Tue Mar 27, 2018 9:39 pm

daltonconn99 wrote:
FreezingFire127 wrote:I made a Blacksmith role a while ago... it was a TK.

/nosupport
Here’s why I don’t support it
It’s a weak doc. Doc heals from basic attacks every night, while this is once every 3 nights.


I agree with you.

But it's an auto vest.

You don't have to hope that you get lucky.
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Re: Role: Blacksmith

Postby ManateeDude » Mon Apr 16, 2018 2:35 pm

Ik this is necro, but just a suggestion. How about having 4 armors at the start, it fixes the 2 nights OP or 3 nights UP. This would also mean you could apply diffevent strategies to protection and timing.
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Re: Role: Blacksmith

Postby cupcakeaj2 » Mon Apr 16, 2018 3:20 pm

Hmmmm yeah

That might be a good idea
Ill think about it
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