Support Reworks

Main Thread

Support Reworks:

Physician (Blue Dragon Support)

Passive: Remedy Studies: You are immune to poison and bleeding.

Night Ability: Heal

Day Ability: Inoculate: Make a player immune to bleeding and poison for the rest of the game. 1 use.

Court Wizard (Blue Dragon Support)

Passive: Fragile Magic: If you would be redirected while using Tornado, you will be occupied instead.

Night Ability: Tornado: Bypasses redirection immunity, infinite uses.

Night Ability: Magic Barrier: Same.

Sage (Unseen Support)

Passive: Fragile Magic: If you would be redirected while using Tornado, you will be occupied instead.

Night Ability: Tornado: Bypasses redirection immunity, infinite uses. If any other class tries to swap them, you all will fail.

Night Ability: Wall of Fire: Same.

Squire (Blue Dragon Support)

Passive: Excitable: Cannot die until someone else has died.

Night Ability: Promotion: Take the class of a dead non unique Blue Dragon. Unlimited uses.

Page (Unseen Support)

Passive: Excitable: Cannot die until someone else has died.

Night Ability: Promotion: Take the converted class of a dead non unique Blue Dragon. Unlimited uses.

Baron (Blue Dragon Support)

Passive: Royal Blood

Night Ability: If your target doesn’t have Royal Blood, give them Royal Blood. 2 uses.

Night Ability: Royal Loan: If your target uses a limited use ability, a charge will not be spent.

Not included for both Baron and Duke:
Prince’s Execute if Prince killed Blue Dragon
Reanimate (In whatever form)

Duke (Unseen Support)

Passive: Royal Blood

Day Ability: Coup: The Assassin’s attack will bypass healing and immunity tonight. 1 use.

Night Ability: Kinship: If your target doesn’t have Royal Blood, give them Royal Blood. 2 uses.

Night Ability: Royal Loan: If your target uses a limited use ability, a charge will not be spent.

Not included for both Baron and Duke:
Prince’s Execute if Prince killed Blue Dragon
Reanimate (In whatever form)

Ritualist (Cult Support)

Passive: Will of Mithras: Sacrificing you will give the cult leader 3 uses of eradicate instead of 2.

Passive: Fragile Magic: If you would be redirected while using Teleport, you will be occupied instead.

Day ability: Shroud: If target player is executed today they will appear as a specified class. You will know what their real class was. 1 use.

Night ability 1: Teleport: Swap all visitors between 2 target players. Bypasses immunity. 3 uses. If any other class tries to swap them, you all will fail.

Night ability 2: Brotherhood: Target Cult member will appear Blue dragon to investigators tonight. 2 uses.

So when can my Baron and Duke get Entitlement like they should?

Because if not, I would rather Kinship be another night ability to make Baron more claimable by Evils. (Duke can have Coup moved to Day Ability)

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Who wants Entitlement?

Passive: Entitlement: If you become King you keep Royal Loan and Kinship.

  • Yes
  • No

0 voters

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I like Entitlement because it makes Barons useful when regular and when King

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The squire passive is very very weak. The vast majority of games this just means you are night immune N1.

Simply giving him vests or making immune for a certain number of nights is better imo.

You could still do something fun with it like immune until the first evil is lynched but atm it is simply anachronistic for having N1 immunity but said fancier.

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You are only meant to be immune until you can use promotion. Once you can use your ability, it isn’t needed.

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Technically it’s also needed for an additional night so you don’t die and promote at the same time.

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At least make immune untill the first bd player is dead, not just any player, so he has more of a chance.

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Allow this to take the class of dead unseen or the converted class of a dead blue dragon.

Isn’t this just a worse frenzy? Change it so it makes assassinate not count as a visit.

This is too weak. Either change it to the previous version(where it makes all cult appear as BD) or replace it with another ability. I’d prefer it if it was replaced, only 2 classes have faction checks.

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It’s the current version. I don’t care to change it. Also Boslof said it was OP before, and he is the expert here.

Sure, why not. If I bother updating that is :stuck_out_tongue:

It’s a secondary ability, so I think it is fine.

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I cannot support exhumain as a skill. It has theoretical uses, but in practice nobody will and it’ll make physician more boring than CW is now.

There is basically never a reason to exhumain when you could heal instead.

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If it’s not used, how does it change anything?

I personally think Heal is enough, but I can’t see how a skill could make a class more boring, if it wouldn’t ever be used.

If you have a replacement though, I’d be happy to hear it. It is just to have a second power.

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Also btw I’ll give the Baron/Duke entitlement if yes ever reaches 70, even if it looks it’s the minority now.

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Right now you can choose to raise a DK (which is frequently used, in my experience). So it changes things by removing an interesting part of the class + one of the few ways you can defend yourself, and replace it with an ability that is useful for verifying it’s a possessor game.

Phys with just heal is like CW with just barrier (until someone is poisoned, anyway). And in this case, CW has tornado which can be fun.

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I feel Awaken/Reanimate should be on Priest for historical reasons, and also the fact that its main function is interaction with the dead. It is a fitting ability.

Heal is twice as effective as Barrier btw, and that’s discounting poison, bleeding, BD kills, and Revenge.

So Heal is actually useful. Reanimate is a good option, but I feel like it should be for the Priest. Even if Reanimate stayed on Phys, I’d like the Awakened Souls to stay, since it splits the DK experience, and lets them bide their time.

I think Heal is a good enough ability to stand on its own without Reanimate.

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Hard for me to see how this is useful - usually you can figure it out without too much trouble.

Perhaps remove Exhumain and add a Day Ability: Un-block a player whose day abilities have been blocked.
^Only works if we implement some of the Offensive reworks, since they have more day-blocks than are currently live.

Still the only useful ability, and not dynamic. I’d say remove CW entirely, since other roles would have been added from the other reworks.

Oof. I’m very leery of this kind of “grab bag” ability. Wouldn’t we already have something similar, but more limited, in the Priest rework?

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How about we make it find the ABILITY that killed the player.

2for1 vs assassinate or Puppet strings vs Possess ect.

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This would be an improvement, yes. there are situations where it’s not clear exactly what happened. Still not totally convinced it would be that useful though, since again we can usually figure out through clues.

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Exhume is a super interesting ability how is it boring in any way. Identifying the exact NK by N2 is super powerful, and it has tons of other uses - verifying alch or other killer class claims for example.

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How is it a super interesting ability? What scenarios can you think of where it actually matters, and how frequently would those come up?

There are a handful of scenarios where it actually makes a difference:

  1. Possessor Puppet Strings
  2. Reaper with no Psy
  3. Yolobombing Alchemist

That’s it - and for 2 you usually figure that out pretty quickly. Otherwise, you’ll usually know what killed someone when (and frequently if you don’t it doesn’t matter). 3 people died last night and you don’t know the NK? Probably circle of death. Mastermind died? Probably possessor (or Herbalist defile).

In addition to this, you’re giving up a heal at night to get useless information. So you’re trading a BD life to know that the Assassin killed the Princess 2 nights ago. It’s a trap option, unlike DK where raising might matter.

Exhumain would be one of the few skills I’d label useless/bad as the game currently is. The information you’d get from it doesn’t help and what you give up for it in exchange actively hurts. And an information ability that gives you no useful information is boring.

As for suggestions: how about the ability to make a player poison/bleeding immune once with like 1 charge. So, for example, you use this ability on the Prince and the next time someone tries to bleed/poison them it fails. It’d at least have some strategic use.

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