Is Cult a bit too powerful at the moment?

It just seems they are very hard to pin down , particularly if the king is neutral or evil .

A typical game

2 cult
9 bd
1 nk
3 neuts
1 king

turn 1 convert , and neutral killer gets a bd

3 cult
7 bd
1 nk
3 neuts
1 king

at this point if they can get the neuts on board they already have a majority

next turn kill on bd from cult , nk gets a random

3 cult
6 bd
1 nk
3 neuts
1 kning

turn 3

4 cult
4 bd
1 nk
3 neuts
1 king .

I know this is an extreme example by turn 3 but its not really implausible .

It can be pretty hard if you don’t have many investigators , you can try scum reading but often these games have very little room to create cracks .

How has everyone else’s win rates been in cult games since latest patch ?

If you’re going to use the absolute worst case scenario, so will I.

Night 1 CL dies to Smite and the other Cult dies to a random Alch emerald potion.

Buff the Cult!

Or, just make more BD and less Neutrals overall

2 max Neutral non-killings would go a long way, or even just heavily reducing the chances of 3 NNKs

The chance of your scenario is pretty slim to not existent.

However with my version although it sometimes takes 5 turns rather than 3 it is pretty likely to happen .

My experience post last patch with cult , either when I played as or against was that about 6-7 cult wins and 1 bd win

Cult do tend to be stronger Imo. I’d prefer if neutrals in 16 player games was reduced to 2-3 and there was cap on only a Max of 2 neutral killers, and neither possessor or reaper were unique and they win together.

The main thing your post shows is how NK makes the game super luck based. If they randomly target 1 or 2 bad guys during the game, its SO MUCH easier for BD than if they never kill one. I wish they would removes NKs. Games were more fun whitout them.

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Your scenario requires successful conversion both times (something pretty rare), successful killings, and the NK not killing any cult. I do agree that cult luck based

the conversion and killing rate has gone u a bit without the priest .
the thing with the scenario is it may instead take 5 turns to reach the same point , but it still edges in that direction , with maybe only 1 or 2 investigators it can be pretty tough to find anything at all in those turns .

Cult’s weaknesses:

  • If BD find the CL, they can just jail/occupy him until investigators find the rest of the cult
  • cannot kill and convert in the same night
  • Must sacrifice own members to kill

Lol I have never been in a game where jailing the Cult Leader has happened . I try and tell people about the idea , but the hordes are like baying wolves that just cant see second level thinking .

Its all , he bad , we kill !!!

There does need to be a way for the CL to suicide or something

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I was thinking he could be able to sacrifice himself, but new CL only gets 1 eradicate from it.

there is a reason for why they keep Cult games away from beginners lel

Couple things. First off, several classes are immune to conversion. Also cult could hit Neutrals. Second off, You are ignoring abilities of bd in the mix. Debauch, Sacrifice, Mercenary, Butler - All these affect the odds.

Theres more to it, but if you want to work out the probablilities, you need to work out ALL of the variables.

I get there are different ways this plays out but generally the issue i am checking is everyone else experiencing high win rates for cult att moment ?

Cult tends to be more resilient than unseen, but they win much slower too