Board Thread:Role Ideas (Town)/@comment-36558623-20191027221426/@comment-36558623-20191028010252

'''[Thoughts on this? Not bad! I don't actually think it's TERRIBLE and it's not something that immediately needs to be scrapped. Some things I would keep in mind are the following:''' 1.) What makes this role different than bodyguard? How is this going to benefit the town? Is there a way to minimize the losses of the people that get sent away? What if instead, you sent away all killing roles instead of sending away everyone else? It would mean putting other townies in danger. It should be an unlimited ability, but if it was given a limit you could try only being able to send people away three times. But again, only Trappers really have any kind of consequences from having to wait. '''If you think about it, this role practically gives invincible defense to the person their protecting because their redirecting the attacks, which is why it has such a strong downside. Of course, the Bouncer's abilty can be a large downside, although, it can also be a positive. If only the attacker visits, if the Mafioso and the Jani/Disg/Forger, it can be a benefit. Besides, it's not often 5+ town roles visit the same target. This role will very rarely cause massacres. In conclusion, a very strong ability requires a strong downside.'''

2.) Is this going to have any significant impact on the game? How would it work and be implemented?

yes. it will. the purpose of this role being implemented is to destroy the jailor meta, which is incredibly strong and can limit the enjoyability of the game. for me, it's not fun in any way to have Jailor, Escort, Doctor, and Lookout confirmed on D2. Think of Ret, that role confirms two townies (amoung many other things) and that role is absurdly busted. if the bouncer was implemented, it would kill TP/LO claims because

a.) the mafia could attack the tp/lo target and if it is a bouncer, the lookout, rt tp and/or rt esc die, shredding the town immediatly

b.) if the mafia doesn't visit them, then the lookout wouldn't even get results because no one is allowed to visit the bouncer's target.

obviously ways of countering the bouncer's downside could be formed, such as the bouncer asking for tp/lo, but that would mean tp isn't confirmed, which a majority of mafia claims, so it would still make a large positive impact for meta destroying, which is what I want.

3.) What can you try and take away from this to fix? i don't understand what i need to fix. the large downside is there to balance out the roles immense power. the bouncer gains basic defense against targets, meaning he can completely neuter mafia attacks and sk attacks, and ww's already do major damage to high visit targets. i originally thought the arsonist would be turned away like everyone else, but i assume they would actually do a mass dousing instead. regardless, this role's major power needs to be countered by large downsides.

'''If you work with it it may actually  be a flexible role a good bit. It needs to be more diverse than bodyguard while also more balanced out in regards to what purpose it has for the town but it's not one I can immediately shoot down with a grenade.''' like a bodyguard? i don't really see the comparison. bodyguards sacrifice themself and kill the target. doctors protect the target but leave the attacker alive. the bouncer carries both of the role's worst qualities, but it's redeemed by it's immense defense power. sure, it dies to ww, but ww needs a buff. i'm still debating if it should counter arsonist, because on the one hand, the arsonist is absurdly weak and doesn't need more beatdowns, but on the other, the bouncer is also very weak. lmk. back to the point, the bouncer, if it does not communicate well or if it just gets plain unlucky, could be catostrophic for town, but it could also be incredibly useful, protecting the town from the most threatening targets thanks for the review!