Master Rework of Doom!

Believe it or not but this actually looks exactly like Good King in almost every way until BD starts to lose.

I do agree to that. But I would think Vengeful and Protective are much easier to read.

I guess. But I would still much rather see more evil king as he is by far the most interesting King.

Okay the Kings I would prefer to see at the start would be:

Good King: 60%
Evil King: 30%
Vengeful King: 5%
Protective King: 5%

Not regular Cowardly King or Foolish King or Blessed King. Good King has a motive to win with Blue Dragon. Evil King wants to cause chaos. Protective King will do all he can to guard his target, and Vengeful King wants to get rid of his targets. They all have motives that focus around other players, which is why I think these four Kings would be good.

Agreed. But I think Neutral Kings have their place.

While the Evil King is interesting, it is only one thing to look for. Preferrably there should be multiple different ways people who would do you harm would act. Thatā€™s why I think interesting Neutral Kings would be good for the game.

I personally think Neutral/Cowardly King is boring since surviving doesnā€™t promote active or evil play. But a Scorned or Mercenary must play actively, while acting against the good of the Blue Dragon.

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I like your odds. Adding them.

Also mind if you add your Merchant? It was overlooked when everything came onto the thread.

The Merchant

Neutral Offensive

Passives

Haggler:
Immune to occupation and target change.

Abilities

Pay Bail: (D) (2)
Make an accused player automatically be pardoned at the end of a trial. Individual playerā€™s votes will not be shown. Can be overruled by Kingā€™s Decide Fate before then.

Breakthrough: (D) (3)
Your night abilities tonight will bypass occupy and redirect immunity.

Sell Wares: (N) (oo)
Choose a player and occupy them.

Advertise: (N) (oo)
Choose a player. All players who target you will be redirected to that player.

Goal: Survive to see the game reach Day 9.

Iā€™ll add Merchant.

For King name, how does ā€œPatient Kingā€ sound?

Also yay or nay to Starting King?

If yay I would do this:

Good: 60%
Evil: 25%
Patient: 5%
Vengeful: 5%
Protective: 5%

Patient would be as bad as neutral king if not worse due to his presence at the start bogging down the game for no reason.

Okay. Adding Merchant now, cannot start as King.

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An idea I had since weā€™re making Inquisitor (the only Neutral Investigative) Blue Dragon:

Name Needed (Neutral Investigative)

Night Ability: Check Lineage: Determine if a player has Royal Blood.

Night Ability: (name needed): Kill a target player. If they do not have Royal Blood, you will commit suicide. 1 use.

Kill the Starting King and everyone with Royal Blood.

I donā€™t know about that, I had a Thief like that, but his was to rob all Royals. This is much harder.

Thereā€™s usually only a few Royal Bloods (King, Prince, a few other random ones) and you donā€™t have to see them executed. I donā€™t see how it can be too hard. Not to mention you canā€™t get it wrong like how Inquisitor can kill Court Wizard or Psychic.

I added some :shield: emojis to the unique classes.

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Ok. I do not support ANY of your converted Neutrals ideas. I think that sellsword is fine as is and other Neutrals should not be getting converted.

The problem is that reaper games are easy to confirm. This still makes it possible to confirm reaper games, just harder. The current solution is good, but it doesnā€™t fit with reaperā€™s theme(which is staying hidden, not deception). It also makes it a bit too hard to confirm reaper games. Maybe as a secondary night ability which costs souls and also defiles the target.

And thereā€™s nothing wrong with that. Itā€™s similar in power to decide fate.

But why shouldnā€™t it bypass healing? The king announces their target to everyone, so if they kill the prince, then it will be obvious that the king is evil.

Yes. Happy hour is the only thing which can stop a prince, but then it becomes obvious that the drunk is converted. Maybe it could be replaced with a one-time night immunity.

Change this to ā€œYou are immune to death once.ā€

Change this to: Attack your target. If they were blue dragon then you will commit suicide.

Omniscient attacks are bad for the game. To make up for this, add a new day ability:
Hardened steel(2 uses): Guarantee that cold steel kills its target. You will not commit suicide if your target is blue dragon, however they will still die.

Replace this with Contact Contract: You will be able to speak with your target in a separate chat during the night and day. You will keep this passive even if your class changes.

Make this tell you who attempts to visit your target. This is to make mercenary more fun to play.

Change frame in the original scorned(and this) so that you can choose the class that they appear as. Also make the same change to fool, and make it so frame can target anyone, not just the scornedā€™s targets. Also give scorned 1 use of mind warp.

Fool shouldnā€™t be convertable.

Nope. Armored is give Knight another Sacrifice kill. I am against one time night immunity, especially on BD.

The cost is high enough to make up for it.

Thatā€™s completely unnecessary

Why not? Itā€™s the Unseen/Cultā€™s loss for targeting the Fool.

Whatā€™s wrong with Neutral Conversions? Itā€™s almost always bad for the Unseen/Cult, since they didnā€™t convert a Blue Dragon.

I donā€™t have any problem with Sellsword, Iā€™d just like to change Rebound into an ability that gives more leverage to the Mercenary in the voting phase, since it doesnā€™t help much now. I just changed Sellsword to make it fit more.

Actually it makes it easier. Empty bodyā€™s who have suspiciously out of date logs are what make reaper games obvious. While I canā€™t solve the empty bodyā€™s thing (and your solution just makes more of them) I can at least solve the out of date logs problem while also making chill useful long term at stopping an investigator who has found you from outing you for good.

At any given moment this would either be OP or completely useless. Either situation makes it not worth having.

Yes but that is worth it. With a Physician being able to stop it that means that if you think the king suspects you (as evil) or you think the king is evil but donā€™t have sufficient support (as good) you have something you can do to counterplay his Execute.

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You changed the Sellsword into a nerfed enforcer.

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Why do you feel the need to make up for a buff?

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