cob709 wrote:It will always give a true statement. If a player is using the check to compare with a confirmed townie, then that is their choice. However, you are not considering the possibility that they choose players other than confirmed townies/scummies.
If the Psychic chooses two unknown targets, and gets the results "atleast 1 scum," then they know that they both cannot be town, so if a town player dies within those two, then the other person is confirmed scum(1 for 1)
If the Psychic chooses two unknown targets, and gets the results "atleast 1 town," then they know that they both cannot be scum, so if a scum player dies within those two, then the other person is confirmed town
TLDR: The ability is more effective and functional when used on non-confirmed players.
Please stop assuming that the Psychic will always target a confirmed player. It may be the reason you are being hasty to conclude that it's overpowered/coinflip.
You generate an Evil result if you target Evil-Evil or win the 50% flip with an Evil-Town. You generate a Town result if you target Town-Town or lose the 50% flip with Evil-Town.
However, since Town outnumbers Evils, you are significantly more likely to target Town-Town and Evil-Town than you are Evil-Evil. You also have no way to distinguish Town-Town and Evil-Evil results from Evil-Town coinflips. Hitting Evil-Evil doesn't tell you what the other player is, while hitting Town-Town is useless because it gives less information than hitting Evil-Town and losing the coinflip.
But more importantly, the power difference between winning and losing the Evil-Town coinflip is just insane. Letting the Town kill an Evil with a 50% chance of also killing a Townie is much,
much stronger than just confirming a single Townie if their Evil pair happens to die.
It's fine to balance a strong ability by pairing it with an equally strong weakness, but you didn't do that. Instead of coming up with a proper downside, you decided to limit the output of its overpowered ability by making it useless on random Nights. This is the balancing equivalent of giving Vigilante infinite bullets and removing its suicide clause, but giving it a 50% chance to fail its Basic Attack each Night.