Buffing The Cult

I can remember it being used once as well.

Also I feel Sheriff/Paladin should be merged into one class. Why should it know the opposing faction?

I agree 100%. This would make for some interesting possibilities. Scorned and Fool could have a day ability that makes their frame do Unseen OR Cult!

/support

The cult just needs a complete rework. The classes themselves aren’t that useful and the cult is to reliant on the CL. It also should actually be more focused on conversion. The CL’s conversion mechanic is the same as the mastermind’s.

The main issue with the cult is that the classes themselves aren’t that useful. Factions shouldn’t be reliant on a single class.

Maybe when a cult member gets sacrificed they could become an undead equivalent of their class? They would be a bit stronger than the normal classes, and could possibly modify the normal class’s abilities.

Agreed. Paladin and sheriff just need complete reworks.

Or they could be reworked into having different roles. Sheriff would be based around class/faction checking while magic barrier would be given to Paladin, which would be based around that. I agree that sheriff and paladin need changes though.

The cult is mostly fine I think. This is a buff used to a rarely used power, so I don’t really see why not.

BD - Reliant on Prince
Unseen - Reliant on Mastermind

Town in standard mafia - Reliant on Cop

:thinking:

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No

They’re reliant on their brains

Okay you have me there.

Also:

Any Scum faction without a factional kill - Their dedicated killer. (AKA: Mafioso, Alpha wolf, whatever)

But the cult classes themselves aren’t that useful. BD and unseen classes are still useful without the prince/mastermind.

I don’t disagree that the other cultists don’t need buffs. I just don’t think that they need to be able to win the game independently of the CL.

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I even created buffs for all the non-CL cultitsts.

Ritualist: Day defile and an empower for teleport

Invoker: Bewilder is not limited to king. 1 use empower for both night Ability’s.

Acolyte: Is a thing.

Apostle: Can now fake Psy and has mindwarp.

Seeker: Current Gaze and Identity is combined into a single Ability that does both at once. Gaze us replaced with a limited use follow. Expose reveals the next player to use a day Ability.

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Good idea. Why not? Adds deception as well.

This is why I think a vets’ lobby is a bad idea - because the experienced players will create a “correct” way to play to maximize win potential, reducing variety of gameplay. I’m cautiously optimistic that Casual/Classic will not split it in this way because it will be more about style preference than experience/seriousness.

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I don’t find noob-stomping as fun as playing against equally skilled players.

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Rather than giving it to the Ritualist, I would suggest making it a basic part of all sacrifices. Sacrifices don’t happen enough as-is.

I don’t find noob-stomping as fun as playing against equally skilled players.

The problem is that we have to design and balance the game around how it’s actually played. If it’s divided up into two lobbies, which one does it get balanced for? (Yes, I know you’re going to say “vet’s lobby” - but the noob lobby would also have to be playable, interesting, and fun.)

Dividing up the player base doesn’t just lead to longer wait times, it also makes the game as a whole more difficult to balance. If you put something in with the argument that “well, this works fine in the vet lobby” and it’s utterly unfun in the noob lobby, the game will suffer.

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Dividing up the player base doesn’t just lead to longer wait times, it also makes the game as a whole more difficult to balance.

League of Legends has millions of players but I find a match on Throne of Lies way faster anyway, so doubling the wait time isn’t something that will make me complain. And the game is not balanced right now, and people who enjoy noob-stomping are actually asking for it to stay this way, so the devs can focus on balancing the vet lobby (and ignore the noob lobby which is more-or-less fine according to the noobs).

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They can’t balance the two lobbies separately; that would be absurd, making it harder for new players to switch to the vet lobby and generally making the game twice as hard to balance in general. They’d have to use the same rules, which would mean that the changes you’re suggesting for the vet lobby only would also have to be assessed for impact in the noob lobby.

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Balance the vet lobby independently from the noob lobby. They are already different games with different mechanics, it would be easy.

We shouldn’t change the mechanics. That would just be confusing for players making the switch.

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The new game mode plays differently than the old, that’s what I’m talking about

There’s no such thing as noob-stomping since it’s a group/team game and all are grouped into the same lobby.

The game kills you if you don’t try to convert someone on the first and second night.

What I would do is add a new Class to Cult (The Unused Killer slot) that can be used in place of Cult Leader’s current sacrifice ability.
Where this Killer can attack someone but will die that night (Even if Occupied or the attacked was immune,)
But then we have to change the Eradicate numbers… which is a mind-boggler.