Charge of 1 is Basic Atk. Charge of 2 adds Astral. Charge of 3 adds Roleblock. Charge of 4 is a Powerful Atk. Charge of 5 adds Rampage. Charge of 6 is an Unstoppable Atk. No matter the charge, you have Basic Defense.
SkyW wrote:Despite the fact that this is a JoaT, which tends to mean that it covers way too much ground for no reason, it's also literally just the SK.
Let's compare it directly too the SK to see what I mean.
Laserbearer:
- .9999 KPN Potential (N1 no kill, N2 and beyond is a kill. This means that if there was an infinite number of people you would be killing on average .99999 people per night)
- Detected by sheriff as "Laser bearer"
- Basic defense
- Basic attack when used at minimum charge to maximize KPN
- You do not state what happens with an escort, but let's say that you are able to be role blocked. That just means the next night will start off with an astral attack instead of a basic attack. If you do kill the escort if they visit you, then you kill the escort upon visit. Same thing with jailor.
- NK wincon
- Non unique
- Does have the option to do other types of attacks at the expense of KPN.
Serial Killer:
- 1 KPN Potential (N1 no kill, N2 and beyond is a kill. This means that if there was an infinite number of people you would be killing on average .99999 people per night)
- Detected by sheriff as "serial killer"
- Basic defense
- Basic attack
- Kills escort and jailer when blocked by them
- NK wincon
- Non unique
The differences between them are that Laserbearer has worse KPN, and can lower this further in exchange for different types of attacks while the SK has a higher KPN. However this does not matter, as most of the laserbearer's extra abilities are useless.
EvanFishsticks wrote:
Spoiler:
The SK can kill N1. Your argument that this is just a rehashed SK is also pretty flimsy. The Laserbearer is actually more similar to Arsonist/Werewolf than SK. Both Arsonist and Werewolf trade killing every night for more powerful and potentially multiple kills in one night. Every night that a Laserbearer charges is like an Arsonist dousing someone. They put off killing one or two people to kill more people later. The difference is that the Laserbearer also gains Astral kills instead of framing victims like the Arsonist does. Werewolf can only kill every other night, but does so with Powerful Rampage attacks. The Laserbearer seems to me like a hybrid between all of the NK's. It has some of the versatility of a Serial Killer, and some of the power of Werewolf and Arsonist, but it doesn't take either aspect so far that it becomes a more overpowered version of any of them.
DemonicKraken wrote:Charge of 1 is Basic Atk. Charge of 2 adds Astral. Charge of 3 adds Roleblock. Charge of 4 is a Powerful Atk. Charge of 5 adds Rampage. Charge of 6 is an Unstoppable Atk. No matter the charge, you have Basic Defense.
ManateeDude wrote:I'll review yours if you review mine... JK
This adds a way better sense of balance. Astral attacks are good, but I would suggest changing Powerful Attack to clean kill, because that has way more usefulness. All in all this roles charge system has become much more balanced and means waiting=more power.
BasicFourLife wrote:ManateeDude wrote:I'll review yours if you review mine... JK
This adds a way better sense of balance. Astral attacks are good, but I would suggest changing Powerful Attack to clean kill, because that has way more usefulness. All in all this roles charge system has become much more balanced and means waiting=more power.
Astral Attacking NKs are terrible aka ShadowWalker. They make Lookouts, TPs, and Veterans useless and are quite situational.
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