syjfwbaobfwl wrote:Like it, but the problem is that it would become more RNG than before if more than 3 people visited, anyway I lke this much more than the current trapper
DiamondRanger8 wrote:Tbh trapper is supposed to be an extremely powerful role when everyone knows who has the trap, since it stops evils and Townies from visiting them. However, if this were the case, there would be no reason to come out as trapper since the chances of your trap being destroyed are much smaller.
Soulshade55r wrote:I'm aganist this Trapper is actually very powerful imo, I don't think it needs a major buff it's slow but I've had games where trappers carry
OreCreeper wrote:Soulshade55r wrote:I'm aganist this Trapper is actually very powerful imo, I don't think it needs a major buff it's slow but I've had games where trappers carry
I mean it can carry, but most of the time some random townie just goes along and triggers your trap and you have to spend another 2 days building and placing one. It's actually really hard to have your traps kill an attacker because of that. Most of the time, the trapper just acts as a discount TI role. This just makes trapper on par with the other TP roles who can protect their target every night, because it makes their traps last longer, which was what should be happening in the first place.
Soulshade55r wrote:OreCreeper wrote:Soulshade55r wrote:I'm aganist this Trapper is actually very powerful imo, I don't think it needs a major buff it's slow but I've had games where trappers carry
I mean it can carry, but most of the time some random townie just goes along and triggers your trap and you have to spend another 2 days building and placing one. It's actually really hard to have your traps kill an attacker because of that. Most of the time, the trapper just acts as a discount TI role. This just makes trapper on par with the other TP roles who can protect their target every night, because it makes their traps last longer, which was what should be happening in the first place.
Wouldn't mind it if traps didn't remain on death tbh
OreCreeper wrote:syjfwbaobfwl wrote:Like it, but the problem is that it would become more RNG than before if more than 3 people visited, anyway I lke this much more than the current trapper
No, it wouldn't be RNG. If a trap has any durability left, it will trigger for all visitors that night. Durability loss has lower priority than all the other actions, like the original Trapper. Here are some examples:
1. Trapper places trap, a sheriff and doctor visit the trapped player on the same night. The trap triggers for both visitors, and loses 2 durability. The trapper sees that his trap has 1 durability remaining at the start of the next night. The following night, a janitor and a mafioso visit. The trap triggers for both the janitor and the mafioso, and attacks the mafioso, losing its remaining durability. The trap breaks after the night is over.
2. Trapper places a trap, a spy visits and a potion master attacks the trapped player on the same night. The trap triggers for both the PM and spy, attacks the PM, and loses all of its durability because it fended off an attack, breaking after the night is over.
Also, obviously the durability can't go below zero.DiamondRanger8 wrote:Tbh trapper is supposed to be an extremely powerful role when everyone knows who has the trap, since it stops evils and Townies from visiting them. However, if this were the case, there would be no reason to come out as trapper since the chances of your trap being destroyed are much smaller.
No, trapper is terrible when people know who has the trap. Evils have countless ways to deal with an exposed trap, such as simply having a non-killing evil visit, or having the CL/necromancer control a player/corpse onto the trapped player. Not to mention that if another TP protects the same person as you do, or a Lookout watches the same person that you do, you lose your trap immediately for basically nothing. The worst case is when another trapper has the same idea as you, because you basically just wasted 2 nights for 2 TP roles.
DiamondRanger8 wrote:OreCreeper wrote:syjfwbaobfwl wrote:Like it, but the problem is that it would become more RNG than before if more than 3 people visited, anyway I lke this much more than the current trapper
No, it wouldn't be RNG. If a trap has any durability left, it will trigger for all visitors that night. Durability loss has lower priority than all the other actions, like the original Trapper. Here are some examples:
1. Trapper places trap, a sheriff and doctor visit the trapped player on the same night. The trap triggers for both visitors, and loses 2 durability. The trapper sees that his trap has 1 durability remaining at the start of the next night. The following night, a janitor and a mafioso visit. The trap triggers for both the janitor and the mafioso, and attacks the mafioso, losing its remaining durability. The trap breaks after the night is over.
2. Trapper places a trap, a spy visits and a potion master attacks the trapped player on the same night. The trap triggers for both the PM and spy, attacks the PM, and loses all of its durability because it fended off an attack, breaking after the night is over.
Also, obviously the durability can't go below zero.DiamondRanger8 wrote:Tbh trapper is supposed to be an extremely powerful role when everyone knows who has the trap, since it stops evils and Townies from visiting them. However, if this were the case, there would be no reason to come out as trapper since the chances of your trap being destroyed are much smaller.
No, trapper is terrible when people know who has the trap. Evils have countless ways to deal with an exposed trap, such as simply having a non-killing evil visit, or having the CL/necromancer control a player/corpse onto the trapped player. Not to mention that if another TP protects the same person as you do, or a Lookout watches the same person that you do, you lose your trap immediately for basically nothing. The worst case is when another trapper has the same idea as you, because you basically just wasted 2 nights for 2 TP roles.
This is why you come out as trapper, and tell everyone who you trap. Maybe CL and Necromancer can destroy the trap, but all TPs are supposed to have they're strengths and weaknesses.
Brilliand wrote:Trapper's chief strength is that it kills the attacker, and it doesn't die in exchange like a Bodyguard. It basically gets a free (non-life-risking) Bodyguard protect every 2 nights.
Brilliand wrote:It's also easy for a Bodyguard to go all game without ever scoring that one kill. At least when the Trapper doesn't get to save/kill anyone, he gets some investigative info to compensate.
It isn't even necessary for the trap to last multiple nights, really. Just spending 50% of the time as a combination undying bodyguard + role-lookout is pretty strong.
OreCreeper wrote:You failed to realize that when trapper loses their trap, they need to spend another night to build it, and that's one night where all townies are vulnerable, so the mafia/coven can just go in and kill the jailor with little repercussions.
OreCreeper wrote:The investigative info doesn't even count because trapper is a TP role and the purpose of TPs is to protect, and not investigate.
OreCreeper wrote:Whereas while a BG can go all game without scoring a kill, it means evils will never have a chance to kill the jailor unless the BG is dead.
DiamondRanger8 wrote:The point of trapper is that it's able to get a possible kill on an evil, or stop an evil from visiting the trapped target, with the downside that is they can only trap every other night. Also, if none of the Town visit the Jailor, the evils would have to sacrifice one of they're own unless CL plays well or there's a Necromancer, and that's an extremely risky move, not to mention NKs can't even take such a move.
Brilliand wrote:OreCreeper wrote:You failed to realize that when trapper loses their trap, they need to spend another night to build it, and that's one night where all townies are vulnerable, so the mafia/coven can just go in and kill the jailor with little repercussions.
No I didn't. I accounted for that by saying "50% of the time". He can't give constant protection, and in exchange, he does something crazy powerful when he guesses the right night.
Yeah but it's about as low as the pre-buff framer guessing who a TI visits, and technically actually the chance is even lower because if the trapper guessing wrong, he has to wait one or more nights before being able to protect again.OreCreeper wrote:The investigative info doesn't even count because trapper is a TP role and the purpose of TPs is to protect, and not investigate.
Everything counts. The investigative info confirms the Trapper, and confirms other townies, whereas the classic TPs (Doctor and Bodyguard) can only confirm themselves by scoring a protect.
But TPs are supposed to be protecting, not investigating.OreCreeper wrote:Whereas while a BG can go all game without scoring a kill, it means evils will never have a chance to kill the jailor unless the BG is dead.
Sure, BG is good at something too.
Doctor is the best role for that job though, since Bodyguard can be forced to die without scoring a kill by several of the Coven's abilities, or bypassed by a Hex Master with Necronomicon.
Fair, but consistent protection is way more powerful than getting away with killing one evil, especially considering how hard it is to do that for the trapper. Consistent protection means that important roles like the jailor are pretty much unkillable for evils as long as TPs are alive, but if the TP is a trapper, then it's not that good because half the nights, you leave important townies vulnerable. Not to mention it can only have one trap set at a time.
OreCreeper wrote:But TPs are supposed to be protecting, not investigating.
OreCreeper wrote:Fair, but consistent protection is way more powerful than getting away with killing one evil, especially considering how hard it is to do that for the trapper. Consistent protection means that important roles like the jailor are pretty much unkillable for evils as long as TPs are alive, but if the TP is a trapper, then it's not that good because half the nights, you leave important townies vulnerable. Not to mention it can only have one trap set at a time.
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