lets just make mountainous
Alright.
Iāll find ways to decrease scumās power.
Here are some things I quickly thought of:
Simple/Easy additions
- Assassin Distract / Invoker Bewilder wonāt work on Prince Jail (outed scum being able to counter prince is a bit absurd. Scum have options to deal with Prince atp)
- Mastermind replacement only goes to the starting Assassin
Stretches:
- Guaranteed starting healer (direct nerf to scum bleed)
My bad
What I got as feedback:
- No D1 lynch. Heck no.
- No automatic n0 convert Let the conversion system how it is. Changes about the pity convert should be okay, but no other changes on it.
- Inquisitor as class might be okay, but it definitely doesnāt prevent massclaims.
- Loglessā¦ no. There might be reasons for capping it on a space limit, but logs are important.
the only reason the massclaim in efol 3 happened as the two neutral slots were locked as scorned and an alche (despite it being fake). It def made people hesitate to claim d1 with the lynch.
just make the n1 convert a pity convert as to make sure a convert happens in the first place imo
Bewilder doesnt work on prince jail currently already.
At least thats what solic told me.
I was under the impression that that was not the case.
Well, all the better to make the Distract work similarly in that regard.
Prince is a guaranteed starting healer.
If scum canāt deduce who is BD or neutral or miss the WIFOM game with any potential Court Wizards, then they should pay the price for that. Just making it happen devalues Court Wizards too much as well as their only contribution would be that now someone else was converted instead of their target.
Not a necessarily great healer.
Itās only for absolute emergencies, and even then it doesnāt help that much.
Your guaranteed healer could be an Alch, and Alchs arenāt really predictable ^^
ā¦ btw FoL Alchs are literally unwinnable. You have to prevent 3 attacks, and FoL often stops on D4 alreadyā¦
The Court Wizard:
- Arcane Empower (Day) - The target of your night ability, this night, will bypass immunities (discounting conversion immunity) and be guaranteed to succeed with their actions. Their investigative abilities will always receive correct results. 2 Uses.
The Cult Leader:
- Disguise lowered to 1 usage.
- Clarified that Bleed/Disguise are shared usages.
The Invoker:
- Bewilder (Day) - Target player is occupied for this day. - 1 Use
The Scorned:
- Bait and Switch (Day) - Target player is occupied for this day. - 1 Use
- Utter Contempt (Passive) - Immune to occupation, target changing and visit prevention. Additionally, you are immune to death at night once. Targeting a player with a night ability will mark them for the following day. After achieving your win condition, your abilities will be disabled and you will suicide this night. This passive is retained upon class change.
The Assassin:
- Distract (Day) - Target player is occupied for this day. - 1 Use (shared)
The Reaper:
- Icy Touch (Day) - Choose to do a number of the following actions to target player. You will consume a soul for each action chosen. Occupy target player this day. Occupy target player this night. Cancel target playerās vote for the rest of the day. - Infinite uses
Summary:
Court Wizardās day ability was reworded to be more clear.
With Acolyte returning to FoL, it is easier to kill and thus easier to utilize Disguise hence its usages were nerfed. Invokerās bewilder was problematic to handle and in most cases was worse than distract (exceptions being hunterās 1 use bleed) and is thus streamlined with Assassin/Scorned/Reaper. Scorned only needs this (after recent day ability confirmability changes) to prevent its marked target from proving themselves with hunter bleed/mystic telepathy. This also clarifies it cannot be used against Prince (which Scorned really shouldnāt have) or Butler as they have occupy immunity.
Scorned gains the ability to bypass visit prevention to ensure marks go off and they are not surprised when their disguise does not go off. (CWās barrier still works against the disguise, but the mark stays on)
Thatās very problematic, because that only leaves open one random neutral slot and simultaneously confirms any Alchemist claim as legit. Forcing either any evil to counterclaim it or to just start from a lock cleared slot day 1 reducing process of elimination. Town already has a guaranteed healer and scum does not have so much bleeding power as they used to have. I disagree itās necessary. Iām starting to wonder if you were serious or joking about making it guaranteed
I already replied to you in private about Alchemists. They can at all times protect 2 players at night by either getting attacked and self-protecting or using steroids. They have a vested interest to keep both factions balanced and keep the game going on longer aka be neutral, so if the game ends too quickly, they havenāt been doing their job. I think weād need to see it in action more to see if it requires buffs.
Oh you misunderstoodā¦ i didnāt want to propose having an alch as guaranteed healer. I just wanted to say, even with a guaranteed healer like in ToL, it doesnāt mean you have a predictable healer.
That was not meant as a neuts in meme Iām heavy neuts in, but not that much ^^
Even town healers arenāt necessarily predictable healers.
This con still exists and is exactly the reason why we eliminated guaranteed Sheriff/Paladin,
Itās around 3/4th chance at least one BD healer (barring Prince) will roll and independently from that itās around 1/4th chance an Alchemist rolls.
Nah definitely full send on logless imo
Will need some rebalancing but worth
Are you going to change alchemist itās pretty bad right now