Board Thread:Role Ideas (Custom Game Modes (Setups))/@comment-67.79.15.146-20181211153638/@comment-36963837-20181221003452

would most likely lose the majority of the time. They have critically low amounts of figures and are a bait for all factions.

are, unless they strike a, , or (not unique), are just a pair of , as they deal a basic attack to unique roles.

and have a small chance (as most  members are to mess with  and  in general; it wouldn't affect other factions much (e.g. 's disguise might confuse a few people, but as there is no large majority like the, they wouldn't say investigate them or , shoot them; , , and  are less helpful– maybe with the  though, for similar reasons to the. is fine if you need to find a critical figure, like or, but otherwise is an extra vote, and risky to lose thus (in fact, any extra figure in a faction is critical; losing one might cost one the game in voting or being attacked by an extra figure , stalemates against the  or .). does not have many options, as they are usually designed to disguise as or perchance confuse someone and frame another if they are being attacked. does become the later, but that only allows it to gain basic defense, still leaving it open to the, , , , and  (and maybe a  ). It is a risky yet critical asset. The best option here, in my opinion, is . In early games, it can kill off a, , , or other. It also becomes a without defense later. In the end, the is severely threatened.

and albeit do have a higher chance of winning, as they cannot be attacked by many figures, except,  (towards the ; I pair up  and  for they are both  with in this scenario only a difference on attack.), , a lucky , , and again a possible  attack. It requires careful planning and a bit of luck with certain players, but the basic defense assists these roles a fine bit. In the end, they still have a lower chance of winning. [I peered over and saw that there were two, potentially giving them an even higher chance to win if they found out that they were teamed and could further coordinate attacks; also, a nice strategy I should throw out there is for the or even  to find a  and pose themself as one, planning to team and kill off others. If the other becomes suspicious one could maybe claim they were controlled. Now I'm off topic.]

is a bit of luck in early game, as they have little chance to be investigated. Perchance in the later game they can team with a faction.

is skill. I'm fine with this role, and candidly only this role.

/ is fantastic in later game if they have a solid claim/have luck (for there is no outstanding/major faction, again; the reason I don't prefer this rolelist is because it has no even factions), but in earlier rounds is a target for every faction. Low chances of winning, again.

is, in my eyes, the one to win most games. The is in fact a mixture of, but the  is the. Late games (D3(?) w/ ) give defense to the, and if the other roles survive they will have a boost as well. In order of worst to best : 1.– it has little chance and slow effects of dealing a basic attack to a role with higher defense, and can accidentally hit a or, important in later game. It can hit a or, maybe a  (but losing the  early can screw with the majority system) or  (that's an important one, tho). With the boost the only thing it beats is a /healer, and I don't see any ; there is a rare chance of receiving a, too. And unless there is a confirmed, critical player in the midst for there isn't much the  can do to help besides themself and the. 2.– It affects Investigative roles, which are again rare unless you have a or. If you're lucky in the end, you could slam down the ultimate for everyone, and the  doesn't help much. 3.– It deals a Basic attack for every three days (unless there's that sweet ), and otherwise reveals a role or for some reason heals the target. Not too helpful in early or middle ages. 4.– It gives a basic attack most of the time with the zombies killed, unless you kamikaze a, and the Ghoul does the same. Again, there are few roles that have no basic defense, and most are in my eyes helpful to everyone in the beginning stages, or middle. 5.– [After further inspection this may be ranked lower than the .] It has no defense, making it difficult to have a decent stone without the ; it may be attacked randomly. However it has a powerful attack, gittin' the roles with basic defense. It is best used with the, though.(6. is the of course, and its controls can be helpful, but there are few claims.) Overall, the  is powerful when played correctly.

The main issue I have addressed various times is the majority– the reason I do not prefer modes is because they have little balance (especially with, and in the  DLC the ). This idea is similar to the uneven balance in majority, and its characters are luck based. On most occasion, it will be difficult for roles to attack each other with the high amount of basic defense, and thus lynching is a intuition-based figure.

My random, late, odd rating:

3/10   . A bit of  trickery.