Diversionist - Town (Protective)

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Diversionist - Town (Protective)

Postby RiceHatMan » Sat Sep 05, 2020 10:34 am

Role Name:
Diversionist

Role Alignment:
Town (Protective)

Abilities:
- Each night, you may choose to divert an attack from your first target to your second
- You may not choose your first target as yourself, but you may with the second

Attributes:
- If your first target is a victim of a harmful visit, you will negate it and the visit will then be dealt to your second target as an astral visit. The person that dealt the harmful visit will still visit your target and not your second, same with you.

Notifications:

Goal:
Lynch every criminal and evildoer.

Win Conditions:
You must kill Mafia
You must kill Serial Killers
You must kill Arsonists
You must kill Werewolves
You must kill Witches
You must kill Vampires
You win with Survivors
You win with Town
You may spare anyone else

Special Attributes:
- Attack: None
- Defense: None

Investigator Results:
Sheriff - You cannot find evidence of wrongdoing. Your target seems innocent.
Investigator - Your target could be a Escort, Transporter, Consort, Hypnotist, or Diversionist
Consigliere - Your target diverts attackers from their target. They must be a Diversionist.

Achievements:
Divert on Demand - Win 1 game as a Diversionist
Clueless Attackers - Win 5 games as a Diversionist
Retargeting - Win 10 games as a Diversionist
Veteran Trickster - Win 25 games as a Diversionist
I'm your Godfather - Successfully divert a Mafioso


Additional Information:
IMPORTANT! Transporters and Witches may only change your FIRST target not your second.
You nor your victim will not get a notification that your target was attacked. Your negating of a harmful visit functions exactly how a Bodyguard would do it. Your second target will be dealt with the exact same attack, just that it will not be tied to the attack through a visit, therefore it will be astral. A Transporter not being able to save your second target is intentional, and this roles diversion should function similarly to a Bodyguard's attack. IMPORTANT! If an attacker with a rampage attack attacks your target, the rampage effect will still be dealt to everyone that visits your first target (including you), but your first target will not be dealt the direct attack and will then to dealt to your second target as an astral visit. E.g. if you and a Lookout visit the Jailor while a Werewolf attacks the Jailor, the Jailor will survive while you and the Lookout will be dealt the Powerful attack from the rampage, but your second target will also be dealt a Powerful attack as an astral visit, just not with the rampage included. If a you divert a Vigilante's attack and you kill a townie, the Vigilante will die from guilt the next day.

Lore:
The Diversionist didn't know when she started tricking people to doing the things she wanted, even if she didn't know them. Everyone thought ill or her, and that she would one day end up in prison. Luckily for the town, the Diversionist had somewhat of a good heart, if you leave out the fact that she tricks people into killing each other, that is.
Last edited by RiceHatMan on Sun Sep 06, 2020 8:58 am, edited 2 times in total.
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Re: Diversionist - Town (Protective)

Postby cob709 » Sat Sep 05, 2020 12:29 pm

Isn't this an exact copy of a transporter
One-way transporter that only moves attacks

Sorry,
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Re: Diversionist - Town (Protective)

Postby Mystoc » Sat Sep 05, 2020 2:34 pm

OP Transporter with none of the downsides, the fact its TP is weird since it doesnt stop an attack while all other TP do

this seems more support then TP but i feel u made it TP cause u realized its just an OP transporter and wouldnt make sense as TS
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Re: Diversionist - Town (Protective)

Postby OreCreeper » Sat Sep 05, 2020 2:39 pm

this is just a one-way transporter but without the transport message, and only transports harmful visits

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Re: Diversionist - Town (Protective)

Postby RiceHatMan » Sat Sep 05, 2020 7:12 pm

Reading the current comments, there are valid points but there as also some misconceptions. A common misconception is that this is a Transporter that can do no harm, but that is not the case. This role may only divert if their target is attacked, and, compared to a Bodyguard, will not guarantee a hit to an evil or a Powerful attack. This means that this role's capability is nerfed to the extent where it is not immediately better than a Bodyguard in many situations. However, there is no downside to successfully protecting someone, unlike Bodyguard, and so there will have to be a limitation on this role to prevent this from being a near-purely better Doctor. As these problems have been addressed, please do not readdress these problems and give more constructive feedback on what limitation should be put on this role.
In addition to this, you could call a Bodyguard a "better transporter" if you do not take into account that they die after they protect, because they block the attack (same as this role) and attack the attacker with a Powerful attack. Again, I admit that this role needs a limitation when it comes to there being no consequences of protecting your target. Please focus on this, and not how this role is a "better transporter".
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Re: Diversionist - Town (Protective)

Postby RiceHatMan » Sat Sep 05, 2020 7:20 pm

Mystoc wrote:OP Transporter with none of the downsides, the fact its TP is weird since it doesnt stop an attack while all other TP do

this seems more support then TP but i feel u made it TP cause u realized its just an OP transporter and wouldnt make sense as TS

This role functions similarly to the Bodyguard when it comes to the protection part, so the attack against their target is negated. The main rebuttal is in the first reply.
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Re: Diversionist - Town (Protective)

Postby Mystoc » Sat Sep 05, 2020 8:51 pm

Harryyoshi wrote:This role functions similarly to the Bodyguard when it comes to the protection part, so the attack against their target is negated. The main rebuttal is in the first reply.



no it doesnt Bodygaurd garentees the attacker dies and save an innocent, this can redirct into another innocent and kill no evil

we are focusing on its a better transporter because transporter is one the best protective roles in the game right now it can stop deaths and kill an evil instead but it has downsides of confusing TI and town protetive roles, removing that downside and then changing its alignment does not make it balanced, at all so thats why its a better transporter one the best town roles in the game after jailor is being focused on

it takes more skill then BG to make sure you redirct into evil roles sure but if used correclty its just strictly better since it doesnt die to kill an evil, having it only redicrt harmful visits just makes it too good, and if it didnt then it just a one way transporter

this role needs a nerf and a big one maybe you have to click someone and if they are evil the attacker attacks them instead

yes this takes massive skill to do but removes killing an innocent by accident and also can make it so WW kills themselves or asro douses themselves and has to waste a night undouses

in this roles current form its too strong
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Re: Diversionist - Town (Protective)

Postby Brilliand » Sat Sep 05, 2020 9:46 pm

Transporter can counter evil non-killing roles (notably Witch and Consort), and can easily self-confirm due to the message that exists to mitigate the "confusing TI" disadvantage.

This role sidesteps all of that by only affecting kills. The Diversionist can be roleblocked, can't counter evil non-killing effects, and is only as confirmable as a Doctor. I think that more than makes up for the fact that it can't kill the person it's trying to protect like a Transporter can.

This role is definitely weaker than Transporter. I actually think it's comparable to a Doc or BG in average power, but with a higher variance than even BG due to the higher reward and higher difficulty of getting a 'success' (simultaneously guessing a player who will be attacked, and a non-immune evil).

Though, I'd prefer to reduce this role's confirmability a little more by not even informing the Diversionist's target that they were attacked. The Transporter doesn't notify the target about that, so I don't see why the Diversionist's target should be notified either.

Some questions:
  • What happens if this role and a Doctor both visit a person who is being attacked? Does the Doctor stop the attack or not?
  • More extreme case: What happens if this role, a Doctor and a Bodyguard are all on the Jailor on N2 when a Werewolf decides to hit the Jailor to go out with a bang?

Mystoc wrote:maybe you click someone people and if they are evil the attacker attacks them instead


That would combo too well with a Vigilante.
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Re: Diversionist - Town (Protective)

Postby Mystoc » Sat Sep 05, 2020 11:11 pm

Brilliand wrote:
This role sidesteps all of that by only affecting kills. The Diversionist can be roleblocked, can't counter evil non-killing effects, and is only as confirmable as a Doctor. I think that more than makes up for the fact that it can't kill the person it's trying to protect like a Transporter can.

not protecting from RB or witch amolst never comes up, any role thats worth countinly RBing your better off just killing has an evil

the only true weakness this has is douses and hexes, are delayed attacks so they arent consider true attacks and i dont think this role would stop those

its being a one way transporter is a huge upside as well since it messes up much less actions


Mystoc wrote:maybe you click someone people and if they are evil the attacker attacks them instead


That would combo too well with a Vigilante.


I understand your saying if they comboed then they can find if someone is evil or not each night, but they need to find each other and trust each other

its strong but doesnt seem broken it takes two roles doing it each night and its giving up protecting to find and maybe kill an evil or reveal someone isnt evil, an obv nerf have it only misdirect evil attacks so that cant be done

new invest changes can find if someone is evil in just 2 nights and is just one role not two roles doing two actions and have to find out who each other are

(this ofc isnt my role was just an idea to nerf it so it isnt a better transporter)
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Re: Diversionist - Town (Protective)

Postby Lalur » Sun Sep 06, 2020 1:36 am

Arguably, transporter's best capability is being able to redirect mafia attacks to other mafia. However this comes with a lot of downsides such as messing up TI results, TPs, vigilantes, and getting the wrong target killed.
The diversionist as others mentioned does this without any of those problems, so it completely overshadows transporters. Sure, the transporters can still redirect other evil abilities however this really isn't so powerful and compared to all the problems it causes it's just eh. And the redirecting of evil abilities negates the process of elimination using who is visited by mafia. This role also doesn't have this downside because the visits are astral.
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Re: Diversionist - Town (Protective)

Postby Brilliand » Sun Sep 06, 2020 3:41 am

Mystoc wrote:not protecting from RB or witch amolst never comes up, any role thats worth countinly RBing your better off just killing has an evil


I've had Transporter vs. Witch conflicts come up a lot. A Transporter that can't interfere with the Witch, but can be redirected by the Witch instead, is much less powerful in Witch games.

The Mafia can't kill every important role. They only get one kill per night, and almost every role is important in this game. On top of that, it sometimes happens that you want a player shut down but NOT killed (this is particularly likely for a Blackmailer's targets).
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Re: Diversionist - Town (Protective)

Postby RiceHatMan » Sun Sep 06, 2020 8:46 am

Brilliand wrote:Though, I'd prefer to reduce this role's confirmability a little more by not even informing the Diversionist's target that they were attacked. The Transporter doesn't notify the target about that, so I don't see why the Diversionist's target should be notified either.

Some questions:
  • What happens if this role and a Doctor both visit a person who is being attacked? Does the Doctor stop the attack or not?
  • More extreme case: What happens if this role, a Doctor and a Bodyguard are all on the Jailor on N2 when a Werewolf decides to hit the Jailor to go out with a bang?

I can see how getting rid of the notification would help reduce this role's confirmability to make it more balanced.
So, this role works exactly like a Bodyguard when it comes to protecting the target, but not dealing the attack. For the first question, the Diversionist will successfully divert the attack, while the Doctor will still get the notification that their target was attacked. This also means this role can only divert one attack per Divertionist, so if another role were to attack the victim, the victim will get the notification that they were successfully healed by a Doctor. For the second question, the Doctor will be the one to do nothing, since Bodyguard already has a higher protecting priority than them. I really don't know what should happen with the Bodyguard and the Diversionist, but I do think that the Diversionist should take priority, even if in this situation the Bodyguard would have been better. This is just due to the fact that, if I were to remove the notification the victim gets, it makes sense to make the Bodyguard more last-resort than the Diversionist. The outcome? Firstly, all the TP would die from the rampage, and the Diversionist's second target would be dealt with a astral Powerful Werewolf attack, with no rampage included.
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Re: Diversionist - Town (Protective)

Postby RiceHatMan » Sun Sep 06, 2020 8:59 am

Brilliand wrote:
Mystoc wrote:not protecting from RB or witch amolst never comes up, any role thats worth countinly RBing your better off just killing has an evil


I've had Transporter vs. Witch conflicts come up a lot. A Transporter that can't interfere with the Witch, but can be redirected by the Witch instead, is much less powerful in Witch games.

The Mafia can't kill every important role. They only get one kill per night, and almost every role is important in this game. On top of that, it sometimes happens that you want a player shut down but NOT killed (this is particularly likely for a Blackmailer's targets).

This also reminds me, I have put it in the main post. Witches many only control your first target, not your second, and since your second target is dealt with an astral visit, they are also not affected by Transporters.
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Re: Diversionist - Town (Protective)

Postby RiceHatMan » Sun Sep 06, 2020 9:17 am

Lalur wrote:Arguably, transporter's best capability is being able to redirect mafia attacks to other mafia. However this comes with a lot of downsides such as messing up TI results, TPs, vigilantes, and getting the wrong target killed.
The diversionist as others mentioned does this without any of those problems, so it completely overshadows transporters. Sure, the transporters can still redirect other evil abilities however this really isn't so powerful and compared to all the problems it causes it's just eh. And the redirecting of evil abilities negates the process of elimination using who is visited by mafia. This role also doesn't have this downside because the visits are astral.

I pretty sure you didn't read my first reply, because you are literally saying a problem that has been stated and refuted...and stated again. This role can only "transport" when your target is attacked. Also, a transporter "best capability" is not arguably being able to redirect mafia attacks, it's just ruining an evils potential in general. Mafia, NE, and NK need to be a step ahead of Town in every aspect to win, not just killing. Not to mention that all the downsides to Transporter you mentioned aren't relevant to this role. Messing up TI results doesn't matter because you can get everything sorted out during the day. TPs won't matter, you are last resort and you should transport people who call for TP if there are TP left. If there is no Jailor meta, it won't matter anyway if they are random protecting. Vigilante mess-up aren't mutually exclusive to Transporters, this role also has them too. Getting the wrong target killed is also a problem for this role. Also, a Transporter can redirect many evil visits that aren't considered harmful visits, such as role blocks, controls, and douses, and this definitely outweighs the minuscule downsides that can be fixed with experienced players.
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Re: Diversionist - Town (Protective)

Postby Lalur » Sun Sep 06, 2020 10:55 am

Harryyoshi wrote:
Lalur wrote:Arguably, transporter's best capability is being able to redirect mafia attacks to other mafia. However this comes with a lot of downsides such as messing up TI results, TPs, vigilantes, and getting the wrong target killed.
The diversionist as others mentioned does this without any of those problems, so it completely overshadows transporters. Sure, the transporters can still redirect other evil abilities however this really isn't so powerful and compared to all the problems it causes it's just eh. And the redirecting of evil abilities negates the process of elimination using who is visited by mafia. This role also doesn't have this downside because the visits are astral.

I pretty sure you didn't read my first reply, because you are literally saying a problem that has been stated and refuted...and stated again. This role can only "transport" when your target is attacked. Also, a transporter "best capability" is not arguably being able to redirect mafia attacks, it's just ruining an evils potential in general. Mafia, NE, and NK need to be a step ahead of Town in every aspect to win, not just killing. Not to mention that all the downsides to Transporter you mentioned aren't relevant to this role. Messing up TI results doesn't matter because you can get everything sorted out during the day. TPs won't matter, you are last resort and you should transport people who call for TP if there are TP left. If there is no Jailor meta, it won't matter anyway if they are random protecting. Vigilante mess-up aren't mutually exclusive to Transporters, this role also has them too. Getting the wrong target killed is also a problem for this role. Also, a Transporter can redirect many evil visits that aren't considered harmful visits, such as role blocks, controls, and douses, and this definitely outweighs the minuscule downsides that can be fixed with experienced players.


I did read your first reply, but I still think this overlaps too much with transporter and overshadows it's best ability. Yes, transporter's problems can be worked around with good communication but that's not the point I'm making, the point is that with this role it doesn't have this baggage. I agree that Transporter can still redirect other harmful visits like those but it's a lot more complicated than trying to redirect attacks, as they don't have a good way to monitor other evil abilities, and maybe it's just me but I think they are an inconvenience to mafia at most, if the transporter even chooses the right people. Also the fact that the role only redirects your target is attacked is actually a good thing. Transporter's transport affects every visit no matter what which is what often causes problems.
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Re: Diversionist - Town (Protective)

Postby Brilliand » Sun Sep 06, 2020 1:44 pm

Harryyoshi wrote:So, this role works exactly like a Bodyguard when it comes to protecting the target, but not dealing the attack. For the first question, the Diversionist will successfully divert the attack, while the Doctor will still get the notification that their target was attacked. This also means this role can only divert one attack per Divertionist, so if another role were to attack the victim, the victim will get the notification that they were successfully healed by a Doctor. For the second question, the Doctor will be the one to do nothing, since Bodyguard already has a higher protecting priority than them. I really don't know what should happen with the Bodyguard and the Diversionist, but I do think that the Diversionist should take priority, even if in this situation the Bodyguard would have been better. This is just due to the fact that, if I were to remove the notification the victim gets, it makes sense to make the Bodyguard more last-resort than the Diversionist. The outcome? Firstly, all the TP would die from the rampage, and the Diversionist's second target would be dealt with a astral Powerful Werewolf attack, with no rampage included.


Ah, that's less fun and more confirmable than I expected. So it's a Bodyguard that gets a Vigilante shot on success, instead of giving its life to kill an evil on success; not a lesser Transporter that transports only specific actions, like I've been imagining.

Harryyoshi wrote:This also reminds me, I have put it in the main post. Witches many only control your first target, not your second, and since your second target is dealt with an astral visit, they are also not affected by Transporters.


Astral visits do not bypass Transporters. Transporter bypass is its own thing, and should be listed separately if the role can do it.

I don't really get why the Diversionist's attack should bypass Transporters, though. Accidentally putting the Diversionist's attack in the wrong place seems like just the sort of mistake a Transporter should be able to make.
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Re: Diversionist - Town (Protective)

Postby RiceHatMan » Sun Sep 06, 2020 3:53 pm

Brilliand wrote:
Harryyoshi wrote:This also reminds me, I have put it in the main post. Witches many only control your first target, not your second, and since your second target is dealt with an astral visit, they are also not affected by Transporters.


Astral visits do not bypass Transporters. Transporter bypass is its own thing, and should be listed separately if the role can do it.

I don't really get why the Diversionist's attack should bypass Transporters, though. Accidentally putting the Diversionist's attack in the wrong place seems like just the sort of mistake a Transporter should be able to make.

If that is the case, then yeah, a diversionist's attack is affected by Transporters.

Brilliand wrote:
Harryyoshi wrote:So, this role works exactly like a Bodyguard when it comes to protecting the target, but not dealing the attack. For the first question, the Diversionist will successfully divert the attack, while the Doctor will still get the notification that their target was attacked. This also means this role can only divert one attack per Divertionist, so if another role were to attack the victim, the victim will get the notification that they were successfully healed by a Doctor. For the second question, the Doctor will be the one to do nothing, since Bodyguard already has a higher protecting priority than them. I really don't know what should happen with the Bodyguard and the Diversionist, but I do think that the Diversionist should take priority, even if in this situation the Bodyguard would have been better. This is just due to the fact that, if I were to remove the notification the victim gets, it makes sense to make the Bodyguard more last-resort than the Diversionist. The outcome? Firstly, all the TP would die from the rampage, and the Diversionist's second target would be dealt with a astral Powerful Werewolf attack, with no rampage included.


Ah, that's less fun and more confirmable than I expected. So it's a Bodyguard that gets a Vigilante shot on success, instead of giving its life to kill an evil on success; not a lesser Transporter that transports only specific actions, like I've been imagining.

If this were the case, could you elaborate on what this role would have been if they were a limited Transporter?
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Re: Diversionist - Town (Protective)

Postby Ezradekezra » Sun Sep 06, 2020 3:59 pm

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Re: Diversionist - Town (Protective)

Postby RiceHatMan » Sun Sep 06, 2020 4:20 pm


I saw this role when I searched to make sure I wasn't copying anyone. I guess these roles are similar, but yeah your role is, literally, a one way Transporter. I could say that the roles are different enough to coexist.
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Re: Diversionist - Town (Protective)

Postby Brilliand » Sun Sep 06, 2020 6:27 pm

Harryyoshi wrote:
Brilliand wrote:Ah, that's less fun and more confirmable than I expected. So it's a Bodyguard that gets a Vigilante shot on success, instead of giving its life to kill an evil on success; not a lesser Transporter that transports only specific actions, like I've been imagining.

If this were the case, could you elaborate on what this role would have been if they were a limited Transporter?


If this role were a limited Transporter, then when it came time for kills to be calculated, any killer visiting the Diverter's primary target would switch over to visiting the Diverter's secondary target instead. So, in the Werewolf example, the Werewolf would rampage at the house of the Diverter's secondary target, and no one but the Werewolf would be able to tell that the Werewolf didn't do that intentionally. (In that case the Diverter should count as visiting both targets, so that the Werewolf can still kill him at least.)

Presumably a Coven Leader with Necronomicon would control her actual target but then have her Necronomicon attack diverted, allowing the Town to figure out that a Diverter intervened (or, alternately, giving the Coven an extra kill by way of Medusa).



I don't think you can call a Town role a near-duplicate of a Coven role, however similar the details of what they do may be.
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Re: Diversionist - Town (Protective)

Postby RiceHatMan » Sun Sep 06, 2020 6:59 pm

Brilliand wrote:
Harryyoshi wrote:
Brilliand wrote:Ah, that's less fun and more confirmable than I expected. So it's a Bodyguard that gets a Vigilante shot on success, instead of giving its life to kill an evil on success; not a lesser Transporter that transports only specific actions, like I've been imagining.

If this were the case, could you elaborate on what this role would have been if they were a limited Transporter?


If this role were a limited Transporter, then when it came time for kills to be calculated, any killer visiting the Diverter's primary target would switch over to visiting the Diverter's secondary target instead. So, in the Werewolf example, the Werewolf would rampage at the house of the Diverter's secondary target, and no one but the Werewolf would be able to tell that the Werewolf didn't do that intentionally. (In that case the Diverter should count as visiting both targets, so that the Werewolf can still kill him at least.)

Presumably a Coven Leader with Necronomicon would control her actual target but then have her Necronomicon attack diverted, allowing the Town to figure out that a Diverter intervened (or, alternately, giving the Coven an extra kill by way of Medusa).

(I'm assuming this role would be TS in this reply) This is good, however, there are a few mechnically broken things with this, and something needs to be dropped for this role to work. Firstly, control and role block immunity are mutually exclusive with visiting both targets. Why? You need the highest priority, which is 1, just like the transporter in order to visit both targets, because a Witch should be able to control your visits, and being able to control one of your visits and not the other is weird and probably mechanically broken. Not having role block immunity requires you to also not have control immunity because role block immunity needs less priority than control immunity, meaning you cannot be immune to controls but not role blocks. I could, however, make this role so that they only visit their first target and not the second, similar to the original idea, and make this role exactly how you explained it. This role would then have to make a priority from 3 - 4, which means they go after Witches, role blockers, and Transporters, but before any direct attackers.
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Re: Diversionist - Town (Protective)

Postby Brilliand » Sun Sep 06, 2020 8:30 pm

Harryyoshi wrote:(I'm assuming this role would be TS in this reply)


Nah, still TP.

Harryyoshi wrote:This is good, however, there are a few mechnically broken things with this, and something needs to be dropped for this role to work. Firstly, control and role block immunity are mutually exclusive with visiting both targets. Why? You need the highest priority, which is 1, just like the transporter in order to visit both targets, because a Witch should be able to control your visits, and being able to control one of your visits and not the other is weird and probably mechanically broken.


No... it isn't mechanically broken, and it's only weird if the two visits are interchangeable (which they are for the full Transporter, but wouldn't but for this limited Transporter).

The witch being able to control the protecting visit but not the killing visit (or the other way around) is perfectly simple to define, and probably quite easy to code.

Harryyoshi wrote:I could, however, make this role so that they only visit their first target and not the second, similar to the original idea, and make this role exactly how you explained it. This role would then have to make a priority from 3 - 4, which means they go after Witches, role blockers, and Transporters, but before any direct attackers.


Nonetheless this version wouldn't be especially bad. It would counter Werewolf a little harder than it should, and have the potential to safely send attackers to the Veteran, but neither of those are fatal flaws.
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Re: Diversionist - Town (Protective)

Postby RiceHatMan » Mon Sep 07, 2020 7:46 am

Brilliand wrote:
Harryyoshi wrote:This is good, however, there are a few mechnically broken things with this, and something needs to be dropped for this role to work. Firstly, control and role block immunity are mutually exclusive with visiting both targets. Why? You need the highest priority, which is 1, just like the transporter in order to visit both targets, because a Witch should be able to control your visits, and being able to control one of your visits and not the other is weird and probably mechanically broken.


No... it isn't mechanically broken, and it's only weird if the two visits are interchangeable (which they are for the full Transporter, but wouldn't but for this limited Transporter).

Well, the thing is, even if the visits are not interchangeable, it would still be quite weird because of the fact you visit both targets. A Witch should be able to control who you visit, and one of your visits not being able to be controlled, is a bit weird and hasn't ever been implemented. It would just be new and a little different for Witch gameplay. However, the most mechanically broken part of this is you can visit the same person twice in a night. Could you die from a rampage attack twice? Anyway, could be implemented, we would just be seeing new interactions and stuff like that.
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Re: Diversionist - Town (Protective)

Postby Brilliand » Mon Sep 07, 2020 1:16 pm

Harryyoshi wrote:Well, the thing is, even if the visits are not interchangeable, it would still be quite weird because of the fact you visit both targets. A Witch should be able to control who you visit, and one of your visits not being able to be controlled, is a bit weird and hasn't ever been implemented.


Fair enough. What is weird is a matter of opinion.

Harryyoshi wrote:However, the most mechanically broken part of this is you can visit the same person twice in a night. Could you die from a rampage attack twice?


A Transporter can visit the same person twice in a night if another Transporter interferes. The game seems to handle it just fine.

I don't know whether a double-visiting Transporter killed by a Werewolf's rampage shows up as killed once or twice, but it doesn't seem like a very important distinction to me.

Granted every situation with multiple transporters interfering with each other is "weird" in the sense that the rules don't clearly define what should happen, and it winds up being decided by lobby order. The same goes for situations where multiple witches interfere with each other. (To a lesser extent, the same even goes for multiple Bodyguards protecting the same target.)
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Re: Diversionist - Town (Protective)

Postby RiceHatMan » Mon Sep 07, 2020 7:24 pm

Brilliand wrote:
Harryyoshi wrote:However, the most mechanically broken part of this is you can visit the same person twice in a night. Could you die from a rampage attack twice?


A Transporter can visit the same person twice in a night if another Transporter interferes. The game seems to handle it just fine.


I don't think you can visit the same person twice in one night. You can transport them twice in a night, but you cannot physically visit the same house two times in a night, so a Lookout won't see you visit someone twice. Please correct me if I am wrong, and include an example if you can.
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