Board Thread:Role Ideas (Rework)/@comment-36558623-20181014210828/@comment-33307613-20181016155955

I didn't quote the previous comment so that my post wasn't as long.

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 * There is already unbalance in the game such as the possibility of the dying on the first night or the  being killed by the, leaving the  to defend themselves. If you want the  to be nerfed, give all  detection immunity or place all detectable evil roles in the same result ("suspicious").


 * Imagine a transports themself with a player. A  attempts to control that player but instead controls the , so the transportation never happens... but then the control never happened... so the... that's the paradox. It cannot be implemented alone.

- Tactical isn't an alignment, it's an entire concept; it allows the  to choose which player will kill, allowing more flexibility and reducing the effect of the  and the. This negates the purpose of the allowing for another {{Random Mafia]} in Ranked.

,, and - If we nerf the , , or , people will complain; there is no way around that. We should try our best to nerf it without causing "rebellion".

- This defeats the purpose of an unstoppable attack, though. Only should be able to negate it (if any).

- This would allow it to kill, which is unnecessary. It can already reveal any living players that were shot during the day or in its will. Evils should at least be given a small chance when shot while immune.

- It unnecessarily counters the, , , and.

- It's better to have temporary/permanent utility than temporary disruption.

- Tactical prevents the situation mentioned.

- A role should not be based around its own (or another)  role's death.

- Actually, it could work as long as every result (tracking, watching, envisioning) is switched.

- The is stupid; it counters everything.

- I prefer my nerf suggested in the section (I didn't create the idea, I just remember it).

- Every role can be reworked. There is a fantastic rework on the forums.

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If I post on a TOS site, It's normally on the forums, not the wiki.