Ranked Roles Balancing

Suggest new roles or changes to current roles for the game here.

Ranked Roles Balancing

Postby TheTraitorofSalem » Wed Feb 09, 2022 3:50 am

Role Name: Godfather

Role Alignment: Mafia Head

Attack: Basic Defense: Basic

Abilities:
You may order the Mafia to attack a player each night and select a member who will perform the kill

Attributes:
-You may perform your night actions if pirated or jailed
-You will appear to be innocent to the Sheriff.
-If you die a successor will become the new Godfather but will not gain any immunities

Changes:
-TMK implementation the Godfather will now be able to select the target to kill and a fellow Mafia member who will perform the kill
-Godfather will be immune to rbs from Jailor and Pirate

Why?:
Because most people want TMK

Role Name: Sheriff

Role Alignment: Town Investigative

Abilities:
-Interrogate one person each night for suspicious activity.
-Once a game at night run a back ground check on a player

Attributes:
-You will know if your target is suspicious.
-When you run a background check you will found out if your target has any sort of deception or night-time immunity.

Changes:
-An extra 1-time use ability for the Sheriff to run a background check which will detect any sort of immunity. This includes if a player is Disguised.

Why?:
Inspiried from Krizies idea. Sheriff is far weaker than the other Town Investigative results and is in need of a slight buff.

Role Name: Witch

Role Alignment: Neutral Evil

Abilities:
-Control someone each night.

Attributes:
-You have a mystical barrier that grants you Basic defense until you are attacked.
-Your target will not know that they have been controlled

Changes:
-Witch can now be roleblocked. Higher priority than Escort, so a Witch controlling a Escort who is targeting the Witch will not be roleblocked, unless that Witch is targeted by another Escort.
-Targets no longer know that they have been controlled and will receive feedback based on the target they are Witched to.

Why?:
Allows Escort to be more then just a deadlocker and gives the Escort more useful evil roles to roleblock, rather then just targeting town most of the game.
Decreases town confirmability and makes Town Investigative less reliable


Role Name: Jailor

Role Alignment: Town Killing

Abilities:
-You may choose one person during the day to Jail for the night.

Attributes:
-You may anonymously talk with your prisoner.
-You can choose to execute your prisoner.
-You can execute twice
-The jailed target can't perform their night ability.
-If you use up your executes you can no longer jail

Changes:
-Removal of Jailor defense, no more "your target was jailed so you could not target them"
-Loses an execute.
-Loses the ability to Jail after he's made his final execute or if he executes a Town member

Why?:
It needs to be done no matter what you Jailor fanboys think. This overpowered role has created a toxic & repetitive meta which is ruining the game

Role Name: Vigilante

Role Alignment: Town Killing

Abilities:
-Choose to take justice into your own hands and shoot someone.

Attributes:
-If you shoot another Town member you will be forced to put away your gun.
-You can only shoot your gun 3 times.

Changes:
-Guilt is less harsh


Why?:
Vigilante needs to be more powerful at Killing then Jailor; seeing as they are apart of the same sub-alignment, they should be equally balanced.

Role Name: Spy

Role Alignment: Town Support

Abilities:
-Bug a players house each night

Attributes:
-You will be informed of if your bugged targets were at home or not
-You will be aware of which Mafia and Coven roles visited your bugged targets
-You will be able to read your bugged targets whispers
-You may have three bugs out at a time
-Bug takes a night to remove


Role Name: Disguiser

Role Alignment: Mafia Deception

Abilities:
-At night Disguise yourself as another player

Attributes:
-You may disguise three times
-All actions directed at you will instead be redirected to your disguised target
-If you are killed at night or lynched the following day, you will appear to be the role of your disguised target

Role Name: Medium

Role Alignment: Town Investigative

Abilities:
You may investigate a deadplayer each night for their true role

Attributes:
-You will receive all feedback that your target received on the night he died
-You will know who your target visited the night he died

Changes:
-Town Investigative role
-Investigates dead people for what their legitimate role was

Why?:
Because people shouldn't have to stay and commit to a game when they've died

Furthur Changes
-Veteran needs to be non-unique so evils can claim it
-Gun kills (vig,vet,mafia) should be indistinguishable
-Role needs to be balanced primarily around a 10vs5 rolelist
-Bodyguard prevents multiple attackers, but dies and doesn't kill the attackers
-Framer shows the framed target as visiting Mafia kill
-Lookout reverted to seeing all visits (rng sucks)
-Transporter should lose its ability to self-target or should at least only be able to do it once
-Mayor needs to be removed from Town Support and implemented into a Town Government allignment
-Mayor should once again be able to lead the town so should be able to whisper
-Hypnonist and Ambusher needs some sort of rework, ideas?
-Retributionist needs a rework, ideas?
-Tracker and Trapper need to be added to the game
-Amnesiac and Survivor would make great additions under some competitive set-ups
Last edited by TheTraitorofSalem on Sat Feb 12, 2022 12:26 am, edited 1 time in total.
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Re: Ranked Roles Balancing

Postby Salocin481 » Thu Feb 10, 2022 1:03 pm

TheTraitorofSalem wrote:Role Name: Godfather

Role Alignment: Mafia Head

Attack: Basic Defense: Basic

Abilities:
You may order the Mafia to attack a player each night and select a member who will perform the kill

Attributes:
-You may perform your night actions if pirated or jailed
-You will appear to be innocent to the Sheriff.
-If you die a successor will become the new Godfather but will not gain any immunities

Changes:
-TMK implementation the Godfather will now be able to select the target to kill and a fellow Mafia member who will perform the kill
-Godfather will be immune to rbs from Jailor and Pirate

Why?:
Because most people want TMK


I think this would just make people like Godfather even less. While I agree with TMK, I don't think this is the way Godfather should go. Give them a new ability that can lead the Mafia without directly forcing people not to play the game.

TheTraitorofSalem wrote:Role Name: Sheriff

Role Alignment: Town Investigative

Abilities:
-Interrogate one person each night for suspicious activity.
-Once a game at night run a back ground check on a player

Attributes:
-You will know if your target is suspicious.
-When you run a background check you will found out if your target has any sort of deception or night-time immunity.

Changes:
-An extra 1-time use ability for the Sheriff to run a background check which will detect any sort of immunity. This includes if a player is Disguised.

Why?:
Inspiried from Krizies idea. Sheriff is far weaker than the other Town Investigative results and is in need of a slight buff.


Don't mind this. I might advocate for Detection immunity to remain Detection immunity and it only checks for defense. This is because Town roles sometimes have defense. I might also push the amount of times you can super check up to 2 or 3.

TheTraitorofSalem wrote:Role Name: Witch

Role Alignment: Neutral Evil

Abilities:
-Control someone each night.

Attributes:
-You have a mystical barrier that grants you Basic defense until you are attacked.
-Your target will not know that they have been controlled

Changes:
-Witch can now be roleblocked. Higher priority than Escort, so a Witch controlling a Escort who is targeting the Witch will not be roleblocked, unless that Witch is targeted by another Escort.
-Targets no longer know that they have been controlled and will receive feedback based on the target they are Witched to.

Why?:
Allows Escort to be more then just a deadlocker and gives the Escort more useful evil roles to roleblock, rather then just targeting town most of the game.
Decreases town confirmability and makes Town Investigative less reliable


I've never really been a fan of this change, mostly because most of my Witch plays are based on the info I can scrape from the roles of my targets, and I think that information is important for Witch. I know a lot of people don't like this about Witch, but I think without it, Witch is playing very blind. I wouldn't mind Witch being roleblocked, though, in exchange for a similarly minor buff.

TheTraitorofSalem wrote:Role Name: Jailor

Role Alignment: Town Killing

Abilities:
-You may choose one person during the day to Jail for the night.

Attributes:
-You may anonymously talk with your prisoner.
-You can choose to execute your prisoner.
-You can execute twice
-The jailed target can't perform their night ability.
-If you use up your executes you can no longer jail

Changes:
-Removal of Jailor defense, no more "your target was jailed so you could not target them"
-Loses an execute.
-Loses the ability to Jail after he's made his final execute or if he executes a Town member

Why?:
It needs to be done no matter what you Jailor fanboys think. This overpowered role has created a toxic & repetitive meta which is ruining the game


I've never been a fan of Jailor meta. I do like Jailor losing an execute, and losing Jailor armor is fair, but I think a better solution to the "loses the ability to Jail after he's made his final execute" is a bit much? I think it would just make more sense for Jailor to not be able to target the same person twice in a row. Also, the Town Government spot on the rolelist (that you endorse later) would make it more balanced too. Jailor is busted, but this is a bit harsh.

TheTraitorofSalem wrote:Role Name: Vigilante

Role Alignment: Town Killing

Abilities:
-Choose to take justice into your own hands and shoot someone.

Attributes:
-If you shoot another Town member you will be forced to put away your gun.
-You can only shoot your gun 3 times.

Changes:
-Guilt is less harsh

Why?:
Vigilante needs to be more powerful at Killing then Jailor; seeing as they are apart of the same sub-alignment, they should be equally balanced.


Yeah, this is good.

TheTraitorofSalem wrote:Role Name: Spy

Role Alignment: Town Support

Abilities:
-Bug a players house each night

Attributes:
-You will be informed of if your bugged targets were at home or not
-You will be aware of which Mafia and Town roles visited your bugged targets
-You will be able to read your bugged targets whispers
-You may have three bugs out at a time
-Bug takes a night to remove


Don't mind this. I would take out the "You will be informed of if your bugged targets were at home or not" and the "read bugged whispers" though. The first one because it infringes on Tracker territory (which you want to add to Classic), and the second because it makes Spy only claimable by BMer. I think the ability to know which Mafia and Town roles visited is powerful enough. Overall, good change though.

TheTraitorofSalem wrote:Role Name: Disguiser

Role Alignment: Mafia Deception

Abilities:
-At night Disguise yourself as another player

Attributes:
-You may disguise three times
-All actions directed at you will instead be redirected to your disguised target
-If you are killed at night or lynched the following day, you will appear to be the role of your disguised target


I don't like this. You can't protect your teammates from TIs, which I feel like is Disguiser's domain, and you can move Vigilante shots onto other players if they're targeting you... It's a weird ability, and doesn't really fit MD imo.

TheTraitorofSalem wrote:Role Name: Medium

Role Alignment: Town Investigative

Abilities:
You may investigate a deadplayer each night for their true role

Attributes:
-You will receive all feedback that your target received on the night he died
-You will know who your target visited the night he died

Changes:
-Town Investigative role
-Investigates dead people for what their legitimate role was

Why?:
Because people shouldn't have to stay and commit to a game when they've died


Yeah sure, this isn't actually a bad change, but it does mean that staying when you're dead is less fun. Oh well.

Okay, the remaining things are just rapid fire things but I have a lot of thoughts on these so one at a time we go :>

TheTraitorofSalem wrote:-Veteran needs to be non-unique so evils can claim it


No. I've explained before why multiple Veterans would be bad for Town if they remain the way they are currently. I wouldn't be opposed to no N1 Alerts to solve this problem, reduce the amount of alerts, or even something else, but this means that if Vet is your solo TK it's really rough. I really don't like this change.

TheTraitorofSalem wrote:-Gun kills (vig,vet,mafia) should be indistinguishable


Why? is this just so that Vigilantes and Veterans aren't instantly confirmed? The thing is that Vigilantes/Vets secretly ARE instantly confirmed if two gun shots go off at the same time. I don't like this change.

TheTraitorofSalem wrote:-Role needs to be balanced primarily around a 10vs5 rolelist


Agreed, but we have no such rolelist at the moment. If you want to balance around 10v5, then make a 10v5 rolelist.

TheTraitorofSalem wrote:-Bodyguard prevents multiple attackers, but dies and doesn't kill the attackers


I don't actually like this one. It makes BG kinda useless? BG turned one Town kill into... one Town kill... instead of turning one Town kill into two Town kills and an Evil kill, which is better for Town.

TheTraitorofSalem wrote:-Framer shows the framed target as visiting Mafia kill


Kinda lazy Framer buff but yeah it's fine.

TheTraitorofSalem wrote:-Lookout reverted to seeing all visits (rng sucks)


Honestly in 800 hours of tos I've never seen the 3+ thing. This is fine to change, but literally the least impactful thing.

TheTraitorofSalem wrote:-Transporter should lose its ability to self-target or should at least only be able to do it once


Don't mind this at all.

TheTraitorofSalem wrote:-Mayor needs to be removed from Town Support and implemented into a Town Government allignment


I like Town Government.

TheTraitorofSalem wrote:-Mayor should once again be able to lead the town so should be able to whisper


What about healing by Doc? You either can both back or neither imo.

TheTraitorofSalem wrote:-Hypnonist and Ambusher needs some sort of rework, ideas?


Hypno should be able to scrub all feedback as well as hypnotizing. This kinda steps on the toes of my own role, but I feel like that would be the buff that it needs. Ambusher, I think, would be fine in a 10v5 rolelist. It's currently too strong because it allows Mafia to win too early, but this is a rolelist problem not an Ambusher problem. A few minor buffs that I would give it though are: Ability to set up on teammates and Attacked player doesn't see your identity.

TheTraitorofSalem wrote:-Retributionist needs a rework, ideas?


I wanted to give Retri the ability to restore used corpses. This would mean that Retri could operate as any dead role at half speed. I also wanted to figure out how to let Retri use stuff like Vet and Psychic.

TheTraitorofSalem wrote:-Tracker and Trapper need to be added to the game


Don't mind this, but it does saturate the Invest/Consig/Mayor/Tracker and Medium/Janitor/Retributionist/Trapper invest buckets with Town Roles. I also don't think that Crusader would be that busted in a 10v5. Psychic needs work, though.

TheTraitorofSalem wrote:-Amnesiac and Survivor would make great additions under some competitive set-ups


Amne is really swingy, and Surv is kinda boring, but if you give me a rolelist with NB in it that makes sense, sure.
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Re: Ranked Roles Balancing

Postby syjfwbaobfwl » Sat Feb 12, 2022 12:20 am

TheTraitorofSalem wrote:Role Name: Godfather

Role Alignment: Mafia Head

Attack: Basic Defense: Basic

Abilities:
You may order the Mafia to attack a player each night and select a member who will perform the kill

Attributes:
-You may perform your night actions if pirated or jailed
-You will appear to be innocent to the Sheriff.
-If you die a successor will become the new Godfather but will not gain any immunities

Changes:
-TMK implementation the Godfather will now be able to select the target to kill and a fellow Mafia member who will perform the kill
-Godfather will be immune to rbs from Jailor and Pirate
I dont think GF should choose both who kills and who to kill, the point of tmk is that every member can contribute to it, anyway its still better than the current system

Why?:
Because most people want TMK

Role Name: Sheriff

Role Alignment: Town Investigative

Abilities:
-Interrogate one person each night for suspicious activity.
-Once a game at night run a back ground check on a player

Attributes:
-You will know if your target is suspicious.
-When you run a background check you will found out if your target has any sort of deception or night-time immunity.

Changes:
-An extra 1-time use ability for the Sheriff to run a background check which will detect any sort of immunity. This includes if a player is Disguised.

Why?:
Inspiried from Krizies idea. Sheriff is far weaker than the other Town Investigative results and is in need of a slight buff.

better than nothing, but it doesnt convinces me

Role Name: Witch

Role Alignment: Neutral Evil

Abilities:
-Control someone each night.

Attributes:
-You have a mystical barrier that grants you Basic defense until you are attacked.
-Your target will not know that they have been controlled

Changes:
-Witch can now be roleblocked. Higher priority than Escort, so a Witch controlling a Escort who is targeting the Witch will not be roleblocked, unless that Witch is targeted by another Escort.
-Targets no longer know that they have been controlled and will receive feedback based on the target they are Witched to.

Why?:
Allows Escort to be more then just a deadlocker and gives the Escort more useful evil roles to roleblock, rather then just targeting town most of the game.
Decreases town confirmability and makes Town Investigative less reliable
While I dont see how it reduces town confirmability, this sounds good, as it gives freedom to a lot more plays than the current witch, altho I disagree on removing rb immunity because it is there to prevent wierd outcomes, like witch controlling a escort into themselves


Role Name: Jailor

Role Alignment: Town Killing

Abilities:
-You may choose one person during the day to Jail for the night.

Attributes:
-You may anonymously talk with your prisoner.
-You can choose to execute your prisoner.
-You can execute twice
-The jailed target can't perform their night ability.
-If you use up your executes you can no longer jail

Changes:
-Removal of Jailor defense, no more "your target was jailed so you could not target them"
-Loses an execute.
-Loses the ability to Jail after he's made his final execute or if he executes a Town member

Why?:
It needs to be done no matter what you Jailor fanboys think. This overpowered role has created a toxic & repetitive meta which is ruining the game
sounds good, but I dont think increasing guilt consequences is a good thing cause it makes games more reliant on how good the jailor is

Role Name: Vigilante

Role Alignment: Town Killing

Abilities:
-Choose to take justice into your own hands and shoot someone.

Attributes:
-If you shoot another Town member you will be forced to put away your gun.
-You can only shoot your gun 3 times.

Changes:
-Guilt is less harsh


Why?:
Vigilante needs to be more powerful at Killing then Jailor; seeing as they are apart of the same sub-alignment, they should be equally balanced.
yes
Role Name: Spy

Role Alignment: Town Support

Abilities:
-Bug a players house each night

Attributes:
-You will be informed of if your bugged targets were at home or not
-You will be aware of which Mafia and Town roles visited your bugged targets
-You will be able to read your bugged targets whispers
-You may have three bugs out at a time
-Bug takes a night to remove
it kinda steals trapper's job, also I am against town roles reading whispers cause it allows for insta confirmability

Role Name: Disguiser

Role Alignment: Mafia Deception

Abilities:
-At night Disguise yourself as another player

Attributes:
-You may disguise three times
-All actions directed at you will instead be redirected to your disguised target
-If you are killed at night or lynched the following day, you will appear to be the role of your disguised target
sounds good, altho it should not apply to attacks (and maybe controls/roleblocks)

Role Name: Medium

Role Alignment: Town Investigative

Abilities:
You may investigate a deadplayer each night for their true role

Attributes:
-You will receive all feedback that your target received on the night he died
-You will know who your target visited the night he died

Changes:
-Town Investigative role
-Investigates dead people for what their legitimate role was

Why?:
Because people shouldn't have to stay and commit to a game when they've died

sounds kinda weak, but I guess its fine

Furthur Changes
-Veteran needs to be non-unique so evils can claim it
agreed
-Gun kills (vig,vet,mafia) should be indistinguishable
Sounds intresting
-Role needs to be balanced primarily around a 10vs5 rolelist
agreed
-Bodyguard prevents multiple attackers, but dies and doesn't kill the attackers
I think it should also apply to trapper
-Framer shows the framed target as visiting Mafia kill
sounds good to me
-Lookout reverted to seeing all visits (rng sucks)
considering jailor meta seems to be reduced I agree
-Transporter should lose its ability to self-target or should at least only be able to do it once
either works
-Mayor needs to be removed from Town Support and implemented into a Town Government allignment
so should jailor
-Mayor should once again be able to lead the town so should be able to whisper
I think its better to make mayor healable first
-Hypnonist and Ambusher needs some sort of rework, ideas?
hypno needs buffs (being able to deaf a player), I like ambusher idea on vanillazing untill ambusher is killed
-Retributionist needs a rework, ideas?
I think a town amnesiac, cant remember town governemnt and doesnt has the amne notifications
-Tracker and Trapper need to be added to the game
I would love this, but I highly doubt it will ever happen
-Amnesiac and Survivor would make great additions under some competitive set-ups

they are kingmakers so I disagree on that
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Re: Ranked Roles Balancing

Postby TheTraitorofSalem » Mon Feb 14, 2022 7:10 am

Good balancing will respond tomorrow. Share ideas!
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Re: Ranked Roles Balancing

Postby TheTraitorofSalem » Tue Feb 15, 2022 5:22 am

Pirating/Jailing are considered perfect roleblocks, meaning they pierce roleblock immunity as they take effect at the beginning of the night. Escort/Consort are just regular roleblocks, meaning they can stop most abilities except the ones that have a higher priority (usually Transporter and Witch). What you suggested is saying "immunity to perfect roleblocks, but not regular roleblocks". Which rubs me the wrong way, as well as the buff being situational.

the Godfather of the Mafia should always be able to carry out a command and provide his capos, enforcers & consigliere etc with orders even when Jailed. Godfather can be roleblocked from going to a kill, if he has nominated himself to pick the kill. Godfather chooses a target to die and then a screen pops up with which Mafia member will perform the kill. Godfather can kill himself. The kill can be roleblocked, but the order cannot.

Also, is Godfather still immune to detection? It should be.

Should it really be though? Explain why? If GF is detection immune then no other role should be able to hide a player from Sheriff. Sheriff already has major issues the weakest town role. If its a 4 Mafia came it should be able to find 3 Mafia at least. 2 Mafia is not acceptable

Witch has a higher priority than Escort, so by definition a Witch cannot be roleblocked, which is also why Transporter is immune to roleblocks as well as Witches.

Lazy mechanics. You can argue for the sake that they're powerful and magic, so should be able to resist the urge. BUT why should some basic taxi drive be immune to roleblocks.

The priority system needs a rework and needs to be less linear. Transporter roleblocks, Witch roleblocks are all possible without any sort of paradox. So don't argue it


I do like the concept of a Sheriff/Investigator calling out a result and only the Witch knowing who it was meant for, but I feel like silent controls are very overpowered. They exist to temper the Witch as well as provide security in those that aren't witched, and I don't see why that should change.

Silent controls are very balanced* Why should a player know that they were under control at night by someone else? Remove Witches immunity and Consigliere abillity and that will balance it out more.

What do you mean provide security? Player's won't always know that they have been Witched


Witch should be given astral visits, while NOT being given the role of its target.
ASTRAL visits is one term i hate people using with this game. Agree somewhat with Witch losing the Consigliere abillity.


Jailor should be Town Power so it can remain (mostly) the way it is, with some nerfs for fairness. It'll always be more confirmable than Veteran or Vigilante.

Town Power with Transporter, Crusader, Trapper and also Town Killing, but not Town Government with Mayor. Jailor does not need to be more confirmable than Veteran or Vigilante, infact in SC2Mafia its less confirmable.

I see you have two executes there, which is good. I think losing the ability to jail after making the final execute is a bit too much as well as punishes good play, but losing the jail after executing a Town member is necessary and good. I think removing all Jailor defense is a bit much, should be made so it only gives Basic defense, alongside not being able to target the same player twice in a row (because really, it doesn't need to).

Ok after executing a town member, no jailing the same person twice in a row. Jail defense I don't entirely agree with, as "Your target was jailed blah blah blah so you couldnt target blah blah blah" is the most annoying fucking thing in this game. Jailor is not a Town Protective, doctor is.

All of these are relatively small changes, so even the most dedicated Jailor fanboys shouldn't object, but they make Jailor way more fair and don't change the way it's played majorly.

The way its played needs to be changed though.

Lastly, what do you think of making Jailor "not home" when he has a player in jail, and thus cannot be protected?

Disagree with restricting any role from TPS, including Jailor. Auditor, Judge and 1-shot day kill roles are the solution to Jailor meta.
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Re: Ranked Roles Balancing

Postby syjfwbaobfwl » Tue Feb 15, 2022 7:15 am

Responses in this

TheTraitorofSalem wrote:Pirating/Jailing are considered perfect roleblocks, meaning they pierce roleblock immunity as they take effect at the beginning of the night. Escort/Consort are just regular roleblocks, meaning they can stop most abilities except the ones that have a higher priority (usually Transporter and Witch). What you suggested is saying "immunity to perfect roleblocks, but not regular roleblocks". Which rubs me the wrong way, as well as the buff being situational.

the Godfather of the Mafia should always be able to carry out a command and provide his capos, enforcers & consigliere etc with orders even when Jailed. Godfather can be roleblocked from going to a kill, if he has nominated himself to pick the kill. Godfather chooses a target to die and then a screen pops up with which Mafia member will perform the kill. Godfather can kill himself. The kill can be roleblocked, but the order cannot.
I think this is fair, otherwise this tmk system is even weaker than the current mafioso/gf system, but I still think gf shouldnt decide both who kill and who to kill

Also, is Godfather still immune to detection? It should be.

Should it really be though? Explain why? If GF is detection immune then no other role should be able to hide a player from Sheriff. Sheriff already has major issues the weakest town role. If its a 4 Mafia came it should be able to find 3 Mafia at least. 2 Mafia is not acceptable
the original should be imo, its one of the few roles whose detection immunity isnt totally undeserved (like jugg and vamps)

Witch has a higher priority than Escort, so by definition a Witch cannot be roleblocked, which is also why Transporter is immune to roleblocks as well as Witches.

Lazy mechanics. You can argue for the sake that they're powerful and magic, so should be able to resist the urge. BUT why should some basic taxi drive be immune to roleblocks.

The priority system needs a rework and needs to be less linear. Transporter roleblocks, Witch roleblocks are all possible without any sort of paradox. So don't argue it

Unless you make a wierd priority exception for when they control a escort into themselves or transport themselves into a roleblock then no, removing rb immunity would actually cause paradoxes
Also I dont think that realism should be an argument for changing mechanics, mainly because this game isnt about realism and has witches and magic
And I dont think that changing the entire priority mechanic just to make a few roles roleblockable is a good idea


I do like the concept of a Sheriff/Investigator calling out a result and only the Witch knowing who it was meant for, but I feel like silent controls are very overpowered. They exist to temper the Witch as well as provide security in those that aren't witched, and I don't see why that should change.

Silent controls are very balanced* Why should a player know that they were under control at night by someone else? Remove Witches immunity and Consigliere abillity and that will balance it out more.
well, I dont have an opinion on this, but witch shouldnt lose their autovest, cause it means the witch has to act scum enough to not be attacked, which makes it a lot easier to find and lynch them

What do you mean provide security? Player's won't always know that they have been Witched


Witch should be given astral visits, while NOT being given the role of its target.
ASTRAL visits is one term i hate people using with this game. Agree somewhat with Witch losing the Consigliere abillity.
while I dont kinda like witch getting astral visits, why do you hate the term?

Jailor should be Town Power so it can remain (mostly) the way it is, with some nerfs for fairness. It'll always be more confirmable than Veteran or Vigilante.

Town Power with Transporter, Crusader, Trapper and also Town Killing, but not Town Government with Mayor. Jailor does not need to be more confirmable than Veteran or Vigilante, infact in SC2Mafia its less confirmable.
every role there except maybe trans would need big buffs to be even close to jailor and mayor power
Also I dont see in what world trapper can be considered town power
And this game isnt SC2 mafia, you seem to be trying to make everything like it is there, but if thats the case then what is the point in having this game in first place


I see you have two executes there, which is good. I think losing the ability to jail after making the final execute is a bit too much as well as punishes good play, but losing the jail after executing a Town member is necessary and good. I think removing all Jailor defense is a bit much, should be made so it only gives Basic defense, alongside not being able to target the same player twice in a row (because really, it doesn't need to).

Ok after executing a town member, no jailing the same person twice in a row. Jail defense I don't entirely agree with, as "Your target was jailed blah blah blah so you couldnt target blah blah blah" is the most annoying fucking thing in this game. Jailor is not a Town Protective, doctor is.

All of these are relatively small changes, so even the most dedicated Jailor fanboys shouldn't object, but they make Jailor way more fair and don't change the way it's played majorly.

The way its played needs to be changed though.

Lastly, what do you think of making Jailor "not home" when he has a player in jail, and thus cannot be protected?

Disagree with restricting any role from TPS, including Jailor. Auditor, Judge and 1-shot day kill roles are the solution to Jailor meta.
agree with this one
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Re: Ranked Roles Balancing

Postby Soulshade55r » Sat Aug 06, 2022 12:53 pm

I generally agree with a lot of your changes.

I think Godfather shouldn't be the one to choose the TMK, instead all mafia should have a "Cautious" like sk button, which will turn into a Kill.
Multiple mafia doing it, obviously the second(3rd, 4th) kill attempt will instead fail. (Based on priority or who did it first).

I think that creates more dynamic mafia lists, instead of having 2 slots be mafioso/godfather you can have 4 Mafia that can change each roung (Which i like).

Rework Mafioso/Godfather, mafioso can be a mafia that can use other mafia abilities, godfather can be a immune 1 time strong man [maybe doesn't kill nk just bypasses normal protection], GF would be random so claiming jailor could still be a thing
I'd also like consigilere to learn visits like a lookout, or another mafia (I dislike the idea of adding a mafia LO just to be a Mafia LO)
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Spoiler: Town: Jailor
Mafia: Consort
NE: Witch
NB: Guardian Angel
Coven: Necromancer
NC: Pirate
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