Illusionist (Mafia Support) and Herbalist (Town Protective)

Old Role Ideas

Thoughts? Say why in the comments.

Illusionist needs a buff
1
10%
Illusionist needs a nerf
0
No votes
Illusionist is balanced
1
10%
----------------------------
5
50%
Herbalist needs a buff
1
10%
Herbalist needs nerf
1
10%
Herbalist is balanced
1
10%
 
Total votes : 10

Re: Illusionist (Mafia Support) and Herbalist (Town Protecti

Postby ManateeDude » Wed Apr 25, 2018 5:29 am

Zach99 wrote:Both roles look promising. I have a couple questions.
First, for Illusionist, Ability says it redirects all visitors and Attributes says just one is redirected. From reading previous posts, I think it is just one person that is changed, and you just haven't updated? If that is the case, I think TS should be moved before TK. Being able to make a vigilante misfire to be less the point than an escort misblocking. It is meant to give the town faulty information, not directly kill town members.
For herbalist, how do its two abilities work together? Does it have a choice on any given night to either plant roots or protect, or can it do both? If someone is protected once, do the roots go away or do they stay? Because if they stay, the game could quickly become unwinnable against a town with two TPs. n1: no rooting. n2: root jailor. n3: root doctor. n4: doctor on herbalist, herbalist on both doc and jailor at once. I think replacing roots would be necessary, or the roots rotting after X nights or something.


Thanks for the reviews, the herbalist is kind of like doc+arso. When I get on mobile I'll fix up the OP.
they/she

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Re: Illusionist (Mafia Support) and Herbalist (Town Protecti

Postby Seththeking » Sun May 20, 2018 8:47 am

For your Herbalist I suggest this condition so it doesn't seem too much like Doctor:
Cannot Heal someone the night you plant a root upon them.

And Remove the part where you can't plant Night 1, because this makes up for it.
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