Killer Reworks <filler>

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Killer Reworks:

Knight (Blue Dragon Killer)

Passive: Armored: You have one time night immunity.

Passive: Retribution: If you are executed, you will kill your first accuser.

Night Ability: Sacrifice: Guard your target. If they are attacked, protect them and kill all attackers. Unlimited uses. If you have your immunity, you will lose it, otherwise you will die.

Night Ability: Cold Steel: Attack your target. If you would kill Blue Dragon, commit suicide instead.

Duelist (Blue Dragon Killer)
Passive 1: Competitive: Occupy and Redirect immune.

Passive 2: Last stand: If you are the last Blue Dragon alive then you can use both night ability’s at the same time.

Night Ability 1: Parry - If Target player tries to target you with an action then remove their immunities and make them target themselves. Every successful use of this ability gives you a use of strike. Unlimited uses.

Night Ability 2: Strike - Occupy and kill the target. This Ability will be disabled if you kill a BD. The Occupy will fail if the kill does (the kill is not dependent on the Occupy). 0 uses.

Lancer (Unseen Offensive)

Passive 1: Competitive - Occupy and Redirect immune.

Passive 2: Berserk - If the Mastermind is dead then Stagger has unlimited uses and Occupies the target.

Day Ability 1: Guard stance - Parry effects target’s visitor’s instead of yours and doesn’t inform the person that gets parried of the redirect. 3 uses.

Day Ability 2: Grapple - Parry secretly redirects ALL visitors to the target bypassing their redirect Immunity. The targets immunities are removed so long as you have at least 1 visitor. 4 uses.

Night ability 1: Parry - Same as Duelist. Unlimited uses.

Night ability 2: Stagger - Disable the targets passives for 2 nights (including this one). 2 uses.

Hunter (Blue Dragon Killing)

Passive: Isolation: Immune to occupation and redirection.

Day Ability: Wolf: Target player starts to bleed, and will die in two nights unless healed. 2 uses.

Night Ability: Bear: Become immune to conversions and death for the night. Kill all attackers, bypassing immunity. 3 uses.

Poacher (Unseen Offensive)

Passive: Isolation: Immune to occupation and redirection.

Day Ability: Wolf: Target player starts to bleed, and will die in two nights unless healed. 1 use.

Night Ability: Target player is prevented from visiting anyone tonight. They will be told they were prevented from visiting their target. Traps only work once per player. Unlimited uses.

Night Ability: Anyone who visits target player will be prevented. They will be told they were prevented from visiting their target. 2 uses.

Acolyte (Cult Killer)

Day Ability: Curse: Anybody who is bleeding cannot be healed tonight. 1 use.

Day ability : Judgement - Target player starts to bleed, and will die in two nights unless healed. 1 use.

Night ability: Rampage - Eradicate will bypass night immunity tonight. 1 uses.

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I like it, though I do think rampage may be a bit too powerful to boost the double kill of cult.

Maybe with modification though. “The FIRST attack of the cult leaders eradicate will bypass night immunity”

One problem. Neither of them are the first.

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Well… while the attacks go off simultaniously, you can use whatever phrasing you want to make it so that it applies to the left one or whatever. When you do the attack it lists them as a “Person will erradicate X and Y”.

Also I don’t even know what the mechanics are in relation to say a knight. If the knight is on X, does Y die, what if the knight is on Y? I admit that’s one of the areas I don’t fully know the mechanics for.

anyway whether or not the attacks truely are or aren’t simultanious. There’s gotta be ways to make it only effect one, and to communicate to the player which box means which.

The messages in the attacks could go as
Ritualist uses ability first
Ritualist will make CL’s first attack rampage
CL Will rampage X and erradicate Y.

CL choses first
CL will erradicate X and Y.
Ritualist will make CL Rampage at X.

Also now that I think of it, that ability should probably have a different name. Based on the way the term “rampage” is often used in other games, the expectation from the name prior to reading the description is closer to circle of death than gather darkness.

If Knight is on X then Y still dies.

And 2 slightly more reliable attacks is not OP (remember this doesn’t bypass heal or sacrifice)

Or Rampage could choose one of the CLs targets.

That could work.

I’m a fan of this addition to Knight. This disincentivizes easy executes on Knight claims and makes them hold a little more water.

Hunter change adding conversion immunity is a good tradeoff for losing Retribution.

I really like the Duelist’s intra-ability relationship here. The only comparable existing mechanic is the Reaper’s Souls, but this is much more defensive. Parry would be difficult to succeed with early game, but that’s fine since she gets stronger as the game goes on.

This is a lot of abilities for the Lancer - I think we could remove two of these and still have a strong class. If I’m playing the Lancer, then with this proposal I could essentially use two abilities every day/night, and they’re all pretty strong.

Acolyte - This is a good ability, especially limited to 1 use.

I’d make this one use.

The problem with the Lancer is that Parry is not that useful on scum. You can block someone from investigating you I guess but they will know you did and ask why. The only real benefit it has is in dealing with knights and the NK.

However with the day Ability’s: Know you are being occupied? Throw it to the sheriff. Think the sheriff will check your MM? Guard him and he will pop up BD. Know who the Prince is (he claimed)? Guard the Prince to block the king and leave him open to your assassin.

It’s obviously hard to pull any of that stuff off but the fact that it can be done gives him versitility.

Okay and just saying this, I’m 90% sure that Hunter should still be Unique for certain reasons, and 70% that Duelist should be Unique.

I would like to note the ability is exactly the same as the one in game.

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What reasons?

The whole point of the Hunter rework is to open it up to claim space, though. There can only be 2, so I don’t think it’s a problem.

If it is, we could remove a wolf or bear.

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Not a bear. Maybe a wolf but not a bear. We’ve been over this.

Okay, I guess it’s fair that it opens up claim space, but then watch when there’s two Hunters smorcing everybody

Which actually would sound pretty fun, trading claimspace for more OP classes

ANd also, @NightX I think Competitive should be removed from Duelist to actually allow it to be claimed by scum, but Parry would still bypass occupation or redirection coming from the targeted player

Actually. When you think about it competitive helps claimspace more than it hurts it. It is an excellent Possessor claim for example.

You know what would open the claims space even more?

Removing the goddamn notifications. To be fair, this reworks isn’t about the notifications so I’m not putting it here, but still.

I love making Ability’s that connect to each other. Hence why the Acolyte Judgement synergies with curse so well. Other examples that are smaller mostly more in the form of day Ability modifiers such as Power Shot on Sorcerer.

I was thinking on how Duelist could be fakeclaimable.
You could A:
have a log with always failed parries.
Or B:
Get a succesful one with one of your unseen/cult buddies (who i assume are also fakeclaiming) then proceedto use “Strike” (maybe get an assasin 2-for1 o Eradicate) so you cat get proven
However there is a problem of “Duelist , parry me.”
just a thought.

I also tried thinking of a fakeclaim for Assassin. I thought of the Archer , which may or may not be op or up.

[quote=“3DT_CheesyKnives, post:9, topic:48394”]

Duelist is one of those fake claims that works for a day or 2 but breaks down long term since it isn’t that unlikely for a duelist to have not redirected much until mid-late game.

Making Rampage one use.

This is already in the game btw

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