MysticMismagius wrote:orangeandblack5 wrote:Mafioso
First off, Astral and Ninja are not synonyms, and the difference is actually very key! I am not a huge fan of this (although I wouldn't cry if it were implemented), mainly because the difference between how this interacts with a Doctor and a Bodyguard is so large as to make attacking a Jailor N1 with this potentially very harmful. If a Lookout sees a Doctor heal the Jailor N1, that's three town confirmed in one go, so it's probably best for the Mafia to not even take that coin flip. I just think there are better ways to deal with this meta, mainly Osservatore.
All well and good, but I'd still want this to be implemented anyway, purely because removing the change means something else needs to be done to make Mafioso not just worse-GF, and this is the best way I've seen that does this.
Edit: Also, I think we should take the Dev's word for it when he says that Astral and Ninja are going to functionally be the same in this game.
I personally think Mafioso changes are better as a long-term goal, to be included with the implementation of Mafia Tactical Kills in an update further down the line. I see no reason to spend time coding new interactions on a change just to make it unique when we can take other steps to better fix the problem we're trying to address.
MysticMismagius wrote:orangeandblack5 wrote:Disguiser
I think giving this a Spy-like bug for some information gathering and letting it maintain a Disguise rather than losing it is the best simple change here. The proposed change really only affects games with Investigators, while simply changing how it works a bit allows it to fake-claim Spy perfectly and also allows it to have an easier time against every TI role, not just Investigator.
The point of the first proposed change is that it doesn't require as much Consig support to pull off a successful disguise, as you're disguising as a role and not a person. As it SHOULD be. This means you can actually muck up the role list or orchestrate mislynches with Disguiser much more effectively than you could before. IDEK what's up with that second change though.
My main issue with letting it pick any role is that is basically becomes a better Godfather, for free. Restricting it to roles in the game that it has visited means it's mechanically catchable, and giving it the bug lets it have some utility to help feed into a fake claim. Having two Disguisers spawn with the suggested "pick any role" thing means that most Investigatives literally cannot catch anything except the Mafioso, and that's the same issue I have with Framer being given the ability to Tailor. I really believe it's too far over the line.
MysticMismagius wrote:orangeandblack5 wrote:Blackmailer
The main issue the Blackmailer has is that using its ability reveals it exists and makes its passive whisper-reading useless by virtue of players knowing their whispers are 100% open to the Mafia. As counter-intuitive as it may seem, this is best fixed by removing the Blackmailer's ability to read whispers. In return, it should be buffed such that blackmailed targets can't change their vote once placed for eight seconds, and they shouldn't even be able to say "I am blackmailed." when voted to the stand. This allows the Blackmailer to more aggressively pursue mislynches without their target vote-spamming to indicate they have been blackmailed.
*Vietnam flashbacks to games where I was constantly blackmailed and couldn't speak until I died*
I'm not arguing that Blackmailer is a good role that shouldn't be reworked eventually - all I'm saying is that it can't even do the job it is
supposed to be doing right now, and ends up being kind of negative utility for the Mafia. In the interest of reducing overall swing, I would argue that buffing it now is ultimately good, even if I agree that its core concept is at odds with a game of social deduction.
MysticMismagius wrote:orangeandblack5 wrote:Forger
It should inherit the Blackmailer's ability to read whispers, helping it to construct believable fake wills. It should also now have its fake wills carry over into the day, allowing the Forger to push mislynches onto a "Disguiser" or erase critical will information more flexibly than a Janitor can. Lastly, it should be able to forge four fake wills rather than three, giving it more uses than a current Janitor if it does decide to go for purely wiping information from wills.
Yes, I would rather have BM's ability to read whispers transferred than removed, but... why Forger specifically? Is it just to make it not Diet-Janitor, or is there a reason why Forger would benefit the most from the transfer?
Forger is a role whose ability is not readily detectable, one of the things that should be true of whichever Mafia role can read whispers. However, more critically, Forger benefits the most from the transfer because it can use information gained through whispers to help build convincing forged wills, which is even more important if they can carry over to the next day.
MysticMismagius wrote:orangeandblack5 wrote:Retributionist
I don't think Retributionist is too strong overall - I think it is too strong in the context of spawning into a game randomly. Removing it from Ranked does indeed seem like the best option.
Unfortunately Achilles doesn't like that option...
Hence the idea of "Town Leader" - if, universally, the Town can only have one of Retributionist/Mayor/Jailor as their dedicated leader, this should no longer be a problem. Presumably, the issue is that outright preventing a role that should
in theory be able to spawn in Ranked but is just arbitrarily restricted is un-intuitive to players and will be hard to explain within the game's systems. However, creating a Town Leader category, of which every role is not only Unique, but the entire
category is unique such that there can never be more than one Town Leader in any gamemode, should fix this problem easily.
MysticMismagius wrote:orangeandblack5 wrote:Mayor
The Mayor is a god with a Bodyguard and extremely weak with a Doctor. In general, it shouldn't be this reliant on what the TP slot rolls, so I'd give it back its ability to be healed, and its ability to whisper (which was never the real issue anyways), and then take it out of Ranked. As long as it is made so there can be either a Jailor, a Retributionist, or a Mayor in any given game, never more than one, it's probably fine to leave it there - after all, you're trading a Jailor and a Retributionist for its existence, and the current Jailor meta is just the old Mayor meta, so if we successfully kill the Jailor meta, the Mayor meta won't return (as I'm sure some will claim).
I'd really, really like a TL slot to work, but I worry about RT making it useless.
Again, the idea is that it is
impossible for there to be more than one Town Leader role in the game. Random Town cannot spawn a Town Leader if one already exists any more than it can spawn a second Veteran.
MysticMismagius wrote:orangeandblack5 wrote:Janitor
2 cleans down from 3, bring it more in line with the others, but it shouldn't lose a usage unless the clean is successful
Is that really neccesary? Janitor's good, but I don't think it needs the nerfs that badly.
It's more of a sidegrade than a nerf - although you can no longer clean three people in one game, you are now near guaranteed to get off two cleans as long as you survive, considering uses that would have been wasted before are now saved until you perform a clean successfully. This is another matter to reduce swing, both within solely the scope of a Janitor's best and worst case scenarios, but also helping to bring it more in line with the rest of the other Mafia roles.
MysticMismagius wrote:orangeandblack5 wrote:Bodyguard
Letting it be healed when it is sacrificed protecting somebody enables TP chains that help to propogate not only the Jailor meta, but also allow a Doc/BG combo that really has no reason to exist. If it loses its life protecting someone, it should die.
Alternatively, you could give evils ways to counteract TP chains, as this only helps in the instance of a Doc/Crus + BG combo. Under this change, evils are still fucked if they encounter a TP healing circle not involving BG. (This includes double Doc healing circles, which are possible in Ranked)
The problem with that is that you cannot be sure the Mafia will have that countermeasure when they need it unless it is a factional ability. Hence why I'd rather see changes to Doctor further down the line and just nerf Bodyguard now, which takes out a scum with it. I'm bouncing back and forth between seeing how non-consecutive Jailor goes and applying that same idea to Doctor, or just making it so it can't heal someone twice in a row if successful. You could easily go farther if necessary, but I think we'd want a third TP before we start trying to tie Doctor down too much.