Hunter/Poacher rework!

Why do you want it to be non unique again

Even with conversions, unique classes are inherently more dangerous to fake-claim.

Iā€™d appreciate if it were a bit easier to fake-claim Hunter.

Far from necessary though, just my personal spin atm

I donā€™t like these specific changes.

I would like him to be non-unique. This creates an additional problem though ā€“ too many retributions. So give Hunter a limited-use day ability that enables Retribution, for him to use when he thinks he is going to get accused (this makes Retribution depend on skill).

I would change spike trap to be a nighttime bleed ability (snare trap is a fantastic occupy, does anybody even use spike trap?).

It would also be nice to not let bears prevent conversion. Or reduce bears to 2.

Snare trap is a different tool than spike trap is. Sometimes you just donā€™t want people to visit someone (for example you really want your Assassin to kill them). Also, snare trap only works once per player, so itā€™s not like youā€™ll always be able to use it.

A Nighttime bleed doesnā€™t make sense to me.

This is a good explanation

Spike trap prevents assassin from visiting

A Nighttime bleed doesnā€™t make sense to me.

We already have Wolf which is nighttime bleed. How does it not make sense? You put a spike trap outside their door, they step on it and cut their foot. lol

Just a sneak-edit. For more usability, it makes a lot of good sense. Also it makes things a lot less frustrating when changes are made so that evils can work together more effectively

@NightX Could you add this edit into the megathread? Thank you very much.

So Spike Trap doesnā€™t prevent Assassin? That should be noted on the class card of Poacher. For example Sage Wall of Fire specifically says it prevents all players but the assassin. Very confusing. Scorned card needs to be updated too to say Hunter canā€™t be a target.

Current Poacher prevents assassin.

This suggestion would obviously change that.

I just edited that in a second ago. Thanks for catching it!

@NuclearBurrito You think itā€™s a good one?

TBH I would prefer it be kept as a Prevention Occupy so that it isnā€™t just WoF. Itā€™s actually really good already.

Itā€™s the same as it was before, just that it doesnā€™t affect Assassin. I donā€™t get what youā€™re saying.

It actually has a ton of fringe uses.

Some unknown player checking MM? Spike trap. Sheriff poisoned with a phys in play? Spike trap. Assassin occupied twice already? Spike trapā€™s him to give him Immunity in a controlled environment. Do while he is OCC immune for an invincible assassin late game (Iā€™ve used it to counter a DK)

it

It isnā€™t the same

You changed it from:

Night Ability: Spike trap - Occupy target player and prevent all visitors. (4 uses)

To

Night Ability: Spike trap - Prevent all visitors to Target player exept the assassin. (2 uses)

So what if I made it occupy the target player and all visitors are prevented aside from the Assassin?

(do those fringe uses outweigh the uses of a spike trap also working as a wall of fire? Just wondering.)

I donā€™t think you can spike trap the Mastermind currently.

That would be horrendousā€¦ MM shouldnā€™t be able to be occupied by any unseen

Heā€™s actually occupy immune so it wouldnā€™t matter lol

ā€¦

I meant the prevention