My Class Rework Suggestion Thread (NightX)

Noble

Reason for change: To focus on just whispers, since it’s hard to do both Vote Manipulation and Whispers.

Noble

Blue Dragon Social

Passive: Royal Blood

Day Ability: Private Matters: All whispers to and from you will be hidden for the rest of the day. 2 uses.

Day Ability: Political Pressure, 2 uses.

Night Ability: Maid Spy: Send a maid to hear the target’s conversation, allowing you to hear their whispers. It will stay on the target until you use this again. Unlimited uses.

Night Ability: Reveal Transcripts: Learn all whispers that were sent to and from target player yesterday. 2 uses.

Aristocrat

Unseen Social

Passive: Royal Blood

Day Ability: Private Matters: All whispers to and from you will be hidden for the rest of the day. 2 uses.

Day Ability: Political Pressure, 2 uses.

Night Ability: Maid Spy: Send a maid to hear the target’s conversation, allowing you to hear their whispers. It will stay on the target until you use this again. Unlimited uses.

Night Ability: Reveal Transcripts: Learn all whispers that were sent to and from target player yesterday. 2 uses.

Psychic

Reason for change: Psychic is basically a discount Prince. This makes it interesting and different.

Psychic :shield:

Blue Dragon Social

Passive: Astral Network: You may speak to anyone you have linked with anonymously at night. They can also talk to each other. Anyone in jail cannot hear or speak using the chat. This passive will remain if your class changes.

Day Ability: Focus Link: Reset the cool down for Alter Link. 2 uses.

Day Ability: Telepathy: Send an anonymous message to everyone. 2 uses.

Night Ability: Alter Link: Target player is immediately added to the astral network. If they are already in the astral network they are immediately removed. The network cannot have more than 4 other players at once. Unlimited uses. 1 day cool down.

Illusionist :shield:

Unseen Social

Passive: Astral Network: You may speak to anyone you have linked with anonymously at night. They can also talk to each other. Anyone in jail cannot hear or speak using the chat. This passive will remain if your class changes.

Passive: Skilled: You can use both night abilities in the same night.

Day Ability: Focus Link: Reset the cool down for Alter Link. 2 uses.

Day Ability: Telepathy: Send an anonymous message to everyone. 2 uses.

Night Ability: Alter Link: Target player is immediately added to the astral network. If they are already in the astral network they are immediately removed. The network cannot have more than 4 other players at once. Unlimited uses. 1 day cool down.

Night Ability: Read Mind: Get a copy of your target’s logs. Infinite uses.

Hunter

Reason for Change: To make it a bit more fake claimable, even if not perfectly.

Hunter :shield:

Blue Dragon Killer

Day Ability: Wolf: Make a player bleed. They will die in two nights. 2 uses.

Night Ability: Bear

Poacher :shield:

Unseen Offensive

Passive: Isolation

Day Ability: Lure: The Assassin’s nightshade will inflict bleeding instead of poison for the day. 1 use. Assassin will be notified. 2 uses.

Night Ability: Spike Trap

Night Ability: Snare Trap

Mercenary

Target not notified of guarding
Convert immune?

Court Wizard

Court Wizard

Blue Dragon Support

Passive: Fragile Magic: If you are redirected while using Tornado, you are occupied instead.

Night Ability: Magic Barrier: Place a barrier on someone. They are immune to negative effects besides killing. When this blocks something, it is dispelled. If you cast this on someone else, it is dispelled. Infinite uses.

Night Ability: Tornado, but with infinite uses.

Sage

Unseen Support

Passive: Fragile Magic: If you are redirected while using Tornado, you are occupied instead.

Night Ability: Tornado, but with infinite uses.

Night Ability: Wall of Fire

Reaper

Reaper

Neutral Killer

Passive: Consume Soul

Day Ability: Ghostwrite: Edit the reaped person’s logs. Costs one soul.

Night Ability: Reap

Night Ability: Gather Darkness: Reap + Gather Darkness, just in one action.

Sorcerer/Inquisitor

Sorcerer (Neutral Killer) :shield:

Passive: Mage Armor: Immune to death at night, occupation, target changing, poison and bleeding.

Passive: Rivalry: Your primary ability has a one day cool down until the other Neutral Killer dies.

Day Ability: Power Shot: Magic Magic Missile bypasses immunity tonight. 3 uses.

Day Ability: Magic Cloak: You will appear to be not magic to the Inquisitor, and as Blue Dragon. 2 uses.

Night Ability: Magic Missile: Fire a magic missile at a player, killing them. If you fail, you do nothing. If you use while on Cool down, learn the player’s class type. Unlimited uses.

Night Ability: Circle of Death: Everyone visiting target player will die, bypassing Immunity 2 uses.

Inquisitor (Neutral Killer)

Passive: No one expects the Spanish Inquisition!: You are immune to death poison, and bleeding, and your visits don’t count as visits.

Passive: Rivalry: Your primary ability has a one day cool down until the other Neutral Killer dies.

Day Ability: Find Magic: Find out if someone is a magic user at the start of the night. Unlimited uses. Magic users are:

  • Psychic/Ilusionist
  • Court Wizard/Sage
  • Sorcerer
  • Paladin
  • Princess/Duchess

Day Ability: Holy hand grenade:Target player will die at the end of the next night. Bypasses everything except healing. Does not notify the target. 2 uses.

Night Ability: Ruthless Efficiency: Kill a target. Cool down does not trigger if you kill a magic user. Unlimited uses.

Note: Sorcerer/Inquisitor would have Reaper/Possessor win condition, and become the Psycho King.

King

King (Random Special) :shield:

Passive: Head of State: All your votes for accusation count as two. Your actions do not count as visits, and you cannot be occupied or redirected. If you are the Psycho King, you are immune at night.

Passive: Loyal Subjects: If you are executed, there will be no trial tomorrow. Good and Foolish King only.

Passive: Failure: If your target dies, or you have no target night 3, you will commit suicide. Protective King only.

Day Ability: Decide Fate: Determine the outcome of a trial. One use. If you are the Starting Vengeful King, you cannot use this on either of your targets. 1 use.

Day Ability: Offer Protection: Choose a player. They will be your target for the rest of the game. Must be used day 3 or before. Protective King Only. (Should also replace Mercenary Offer Contract)

Night Ability: Guards!: Protect a player from death. If you are the Starting Good King, this will also protect against conversions. If you are the Protective King and you are using this on your target, it will prevent all visits. 4 uses. Does not appear on Psycho King.

Night Ability: Fatal Guards: Kill a player. Psycho King only. Infinite uses.

Night Ability: Order Execution: Kill a player, bypassing death immunity. This action will be announced to the Court. 2 uses, starting King only.

Night Ability: Convert: Convert someone into a member of the Unseen. Unlimited uses, 1 day cool down. Only if starting class was the Mastermind.

  • Good King: Guards protect from conversion.

  • Evil King: Identical to now. Keeps conversion if they started as Mastermind.

  • Vengeful King: Crowned from Scorned, keeps targets. If starting, has random targets and cannot use Decide Fate on their target. Scorned Win Condition.

  • Foolish King: Mechanically identical to Good King, but has Fool Win Condition and Guards are normal and don’t protect from conversions. (and Butler won’t suicide). Crowned from Fool.

  • Protective King: Crowned from Mercenary, keeps target. If they are the Starting King, they will choose target. Guards on target protect from all visits, other Guards act normally.

  • Cowardly King: Same as the Neutral King.

  • Patient King: Converted from Merchant, keeps Merchant Win Condition.

  • Psycho King: Identical to now.

New spawn chances:

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

Physician

Physician

Blue Dragon Support

Passive: Remedy Studies

Night Ability: Heal

Night Ability: Inoculate: Make your target immune to poison and bleeding for the rest of the game, and cure any they might have. 1 use.

Scorned/Fool

Fool

Neutral Social

Passive: Poor Fellow: If you are executed, the Blue Dragon will be unable to take any action tonight. Imprison will fail, but Scout will continue to work.

Day Ability: Trollbox, unlimited uses

Night Ability: Hide, 2 uses

Scorned

Neutral Social

Passive: Resolve: You are immune to death at night.

Passive: Ending: You will commit suicide when a target is executed, or both targets die.

Day Ability: Trollbox, unlimited uses

Night Ability: Incomplete Justice: Protect a target from death tonight. 2 uses.

Cult

Apostle

Cult Social

Day Ability: Telepathy, 2 uses

Day Ability: Mind Control, 2 uses

Night Ability: Cult Spy, 2 uses

Night Ability: Probe Mind: Learn all whispers that were sent to and from target player yesterday. 2 uses.

Acolyte

Cult Killer

Night Ability: Wall of Blood: Protect yourself from death, and kill all attackers. 2 uses.

Night Ability: Blood Sacrifice: If you die from any means tonight, you will kill your target. Infinite uses.

Don’t we already have this?

Version 2.

Also the more I think about it the less some of the ideas work.

I am adding more.

I strongly dislike these proposed changes. As you know I love Snoop and vote manipulation, and definitely don’t want to lose these. I prefer the current Psychic and Illusionist (although Mental Blur needs to be replaced because it’s worse than useless, maybe make it inform the target that they are unable to know the results of their abilities that night and in fact get no feedback at all except that they were the target of Mental Blur).

Lure seems interesting, I’m all for giving day abilities to people who don’t have them although I question how useful it would be. The risk of outing the Poacher seems to outweigh any possible benefits.

I also rather Merc remain as is.

1 Like

I personally think for noble/aristocrat either give it a passive of private matter or not give it all, also I’m kind of confused with the second ability

Psychic not being able to talk to the dead is awful, also how is prince gonna claim to psychic? If he does then he will claim it to some random people which is not good

I’m not against the hunter changes as long as he get isolation and the ability to kill who ever accused him I’m good

I disagree with the merc changes a lot, it makes sense for them being able to convert it and if it is convert immune that would just make unseen and cult games harder which i don’t like, and not being able to confirm a merc is like an auto kill, I’m not sure this should be in the game tbh

Private Matter is better as a day ability, so Noble can produce real whispers.

Why does Prince need to claim to Psychic.

I’m not against convertible Merc, but apparently it has the notifications because it is convertible, and most people agree the Merc changes need to go.

Snoop has a host of problems other people have explained well enough.

Vote manipulation will always be done by the King, and Political Pressure is confirmable by nature.

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Private Matter is better as a day ability, so Noble can produce real whispers.

No, this would mean replacing one of the vote manipulation abilities which I do not support.

Vote manipulation will always be done by the King, and Political Pressure is confirmable by nature.

Just because the King can doesn’t mean Noble shouldn’t be able to too. An ability being confirmable is not a reason to get rid of it, otherwise we would have to get rid of Butler poison.

Snoop has a host of problems other people have explained well enough

All the “problems” of Snoop have been thoroughly rebutted. Snoop has no problems.

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Not to the satisfaction of me or others. You can’t just say you convinced people.

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Private Matter is better as a day ability, so Noble can produce real whispers.

I don’t think I agree with you on that one also noble does have one free passive slot i think not using it would be a waste

Why does Prince need to claim to Psychic.

Because if prince didn’t psychic would press the telepathy button and say this, Telepathy: X doesn’t wanna claim get his class, and boom they get you up and you get outed and possibly killed

I’m not against convertible Merc, but apparently it has the notifications because it is convertible, and most people agree the Merc changes need to go

Can you please rephrase that sentence? Sorry English isn’t my first language

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I didn’t say I convinced anyone, I just pointed out that I proved nothing is wrong with Snoop.

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We really don’t need noble twin. Political pressure is just better. Noble twin is only ever really used for proving and rarely overturns a trial. Political can flip majority (making the noble count for 2 votes) and can also be used for framing and the like by evils. Replacing Noble twins with Private Matters is not a problem. Especially when you are specifically trying to make a class more focused (and you should never have a class who’s focus is pure vote manipulation).

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@NuclearBurrito

i think you got the 2 mixed up

I didn’t.

Political pressure: Force 1 player to vote for another and prevent further voting

Noble twin: Your vote to exe/pardon count for 2 this trial.

Political pressure is as good as having 2 votes. Noble twin is not because you need to get them onto the stand first.

@NuclearBurrito

okay now I understand

2 Likes

We don’t need each class to have 2 passives. Would you want every class to have maxed out powers? No, it would be too confusing.

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The purpose of this Psychic is not to get claims. Prince does that better. The Psychic is meant to coordinate players.

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@NightX

Um… I don’t agree, yes late game is when psychic coordinates players not early game also how is the psychic meant to coordinate players if it doesn’t know anyone’s classes?

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Sorry im also against this im fine with the current way they work sure noble needs a new rework but it has to be reworked to vote mulipation not a mix of part psychic part noble