FoL Feedback Thread

In any case, claiming kills on your wolfbuddies isn’t a 200IQ play that most people wouldn’t do.

I literally specified night.

My point is there’s an entire phase dedicated to the BD getting rid of scum

Wazza, I don’t think “if a wolf dies at night, a villager killed them” is really that damaging of a thing to add to the setup.

Just let scum target each other with the kill

ez :sunglasses:

If we do decide to test removing NK buffing wolves will probably be tested at around the same time.
It’s an issue, but not prohibitive of the change.

and?

Like removing nk rly only buffs town and scum
for town it reduces kpn and for scum it limits the amount of things it dies to

Advocated for babysitter knight but everyone was super against that for ??? reasons

So
Imagine

There’s somebody not posting
What do you do since all kp has guilt mechanics

I think you made this point with consideration of worlds where nk is gone, so I don’t have a significant problem with the point you’re raising
In worlds where nk is gone, insane kp doesn’t necessitate current prince in some rands

Ok
What if
Pity conversion on n2
Guaranteed n1 is eh

As for NK
Eh sure EFoL
I personally think it’s shit, but some people still like it

Give noble a guiltless clearly

You have two options

  1. High power rolemadness with conversion that’s inherently going to be stupidly swingy (current trajectory)
  2. Something else entirely

There are ways to have a swingy game that isn’t so swingy as to be literally over at the extremes

King
Prince
Conversion
High variance rands
Neutrals, in general

These are main sources of swing in current setup
Would anyone contest this

ok
I think this is a good list


NK


NK creates dynamic in which killing them early greatly benefits town while on the opposite end cross killing creates a lot of friction in the setup
If you don’t want NK swing, you need a global rebalance since scum are much easier to take down without nk (16p removes 1 town 1 nontown kp, which is way better trade for town)


King


King is inherently swingy, but swing can probably be reduced in one of a few ways

  1. Have king elections be d1 or d2, no starting king
  2. Adjust rands to compensate (this one feels the shittiest)
  3. Some other way to reduce power of scum / town getting basically an additional member (with pretty decent powers to boot) [idk]
  4. Remove King

Prince


If you remove NK, prince can get away with being weaker
Alternatively you could rework them to be weaker and introduce a backup prince of some sort
Not seeing any great solution here

Prince is town PR in this setup, being guaranteed killer / offensive which town might need depending on the rand to actually get rid of scum
It being as powerful as it is is probably necessary as long as nk exists


Conversion


n2 pity convert
wowee


High Variance Rands


You can completely change how things are randed, but that creates different issues (see ToS [not the FM version])
Global rebalance necessary to fix
and at that point would it be fol


Neutrals, in general


extra nontown can spawn randomly wowee
this is setup design at its finest, alongside rng king

muh claim space though
literally just make all neutrals have good reasons not to claim and then you could reduce it down to one slot (so that you don’t have lolIC claims for neut)


Scum+ ability targeting


Inherent issue with having few scum who don’t have factional and instead have dedicated factional killer
Workaround with abilities to try to reduce swing of ‘immediately getting rolled if on back foot’


Scum rigidity


Reduce power spikes while increasing power floor
Consistency for conversion helps, but having some form of consistent kills (gated) might be good

1 Like

You can alternatively do a global reduction in kp to make games go longer
through stronger protection, no neutral killer, and less kp for scum/town

And as games go longer, swing is naturally going to go down as the ‘stuff’ that happens early on doesn’t end up deciding what happens later

but then you’d also need to decrease power of everything else globally

high power semi-open rolemadness
fun to balance

pick one
you can’t pick the other

No matter what change is made, there still is intense structural problems

And if you remove those structural problems, suddenly your sandwich becomes a salad
not necessarily worse, but not the original thing

Yeah I don’t think it’s nearly that drastic

Things can be somewhere between “competitively balanced” and “fuck it”