First option because claimable complexity.
I like complexity in my games
2nd one is more of an Offensive class
First option because claimable complexity.
I like complexity in my games
2nd one is more of an Offensive class
I think maybe we should look for a semi-merge with rework 3 and rework 4 but leaning towards 3
What if we have Ice Ward be a Day Ability with 2 uses from Rework 4, and keep Empower from Rework 3 as Primary unlimited ability, and set Tornado as redirevt bypass and 3 uses as a night ability?
Im jealous of her tbh.
I really like the Empower concept, but I think Option 1 is just too complicated relative to the abilities of the other classes. Players would have to look up a wiki page or something just to know how their ability actually works because you sure aren’t fitting all that on the tooltip. Option 3 is a much more straightforward and distilled version that introduces less uncertainty so I feel that’s the way to go between the two.
Option 2’s Magical Barrier and Tornado don’t change anything from the current boring CW (except moving MB from night to day), and Teleport doesn’t strike me as distinct enough from Tornado to be justified as a separate ability. In addition, an ability that directly involves another person’s attack is already sort of covered by the new Will-o-Wisp.
As for Option 4, this is essentially what CW was originally with some minor changes, but doesn’t add anything of real interest. As with Option 2, it just simply doesn’t strike me as being as engaging as the Empower abilities.
We can put it in the class description.
That was just a bit of a joke, but regardless I think the complexity at face value is out of place compared to the other classes.
I don’t find it complex i find it quite easy.
Says the person who is good at grammar
2nd is just a weird drunk. 3rd would be boring and 4th is a nightmare to play against.
The 1st however has potential, but it’d need to be streamlined a bit. First of,
-Killer / Support – Empower target will be death immune
-Killer – Target will be death immune
Like what? What’s the point of Mimic empowering a Killer? They already receive the bonus as baseline. Same with Mimic Social. I think the whole thing would be much easier to digest if the current Mimic was just Empower. Would also make it a whole lot easier to remember if Siphon gave the effect to yourself what Mimic(empower in this suggestion) gave to others. And would also make the evil players capable of playing around it. “Social/Inv risky convert, Killer/Support risky attack, Offensive/Special risky occ” instead of for example the 4th option where anything can be anything. Gives extra purpose for the evil classes that find what class others are.
I said complex, not difficult.
I’d prefer either #2 or #3 for the sake of balance. I liked #2 and #1 as they seem to be the most active class cards here but #1’s kit is way too complex for a go-to fakeclaim/BD support.
The first option is fun and complex, but right now it relies on way too many factors and while it’d make a good kit for a more stand-alone class, it’s not optimal to the rework as the Court Wizard is supposed to be a simple and easily fake-claimed class for scum. The complexities makes it hard to play while also more difficult to create a fake log for them. The class can still be fake-claimed here, it’s just that the variability element makes it nonviable for beginners to fake a believable log unlike the status quo.
The second option is the best here as it allows the Court Wizard to make extremely impactful plays without either confirming themselves or making it difficult to claim as scum. Overall this fixes the issue of the class feeling unimpactful while also keeping it as a good fakeclaim for evils.
The third option is good due to being a more active kit and its simplicity is a plus as it keeps it from being too easily confirmed or powerful, but it still has some of the same issues the current Court Wizard has as it does not feel to have much impact in the game. Framing and prevention are extremely uncommon and occupation is typically BD territory outside of Cult games. If more sources of framing and occupation is added I can see this rework being better received, but it would feel somewhat underwhelming at moments with the current state of the game.
The fourth option is somewhat boring as it’s a mixture of the current Court Wizard along with the Ice Ward-based iteration. Plus, Ice Ward would be too strong now with the current Prince meta as it is one of the few abilities that can counter Empowered Reap and Fire Wall. This would likely end up as one of the worst of the potential reworks as it’s a passive kit while also an easily confirming the CW if they Ice Ward the Prince the night they out themselves and also works far too well with the current meta.
EDIT: For 3’s occupation empowerment, does this make Butler and Drunk bypass occ immunity or does this give occ immunity to the CW’s target? The wording is a bit ambiguous here.
@Alice It’s basically the Enforcer’s Frenzy, but widely applicable.
It prevents occupations from preventing your target from acting (without making them immune), but it also guarantees that their action will occur through immunity, protection, prevention, and other trickery.
So, for your question, basically both.
I vote for 3
Option 3 here is a good choice and offers a new niche in BD Supports, so that’s why, I can understand if you’re looking for a fun, mayhem-causing class
Memer and I fixed it
Good.