Board Thread:Role Ideas (Mafia)/@comment-38593192-20190726114022/@comment-38593192-20190731150444

HuntingWolf515 wrote: The propblem I have with the 3 and 4 soul abilities is that it is pretty much gamebreaking.

For the 3 soul ability, all TI get incorrect results. This could confirm mafia as innocent, make invests seem as exes or jesters, and LOs will surely be lynched/jailed. The only thing that could possibly save town from this is if a spy claims he saw no visits even though someone was killed (by mafia). At that point though, it is RNG whether a town even has a spy and even if town did, they would most likely be killed by mafia to make sure the hound could use his ability safely.

For the 4 soul ability, again, TOS just doesn't have that playstyle. You could kill whoever you wanted without risk, and TPs would have to explain why they didn't protect the jailor/mayor. Especially if there was only 1 TP, the outside town would have no idea wether he was telling the truth or not.

I think an extra/impowered attack would be completely balanced for a price of 4 souls. The impowered attack would still allow you to kill whoever you wanted without the aftermath of suspicious TPs. The extra attack would also be fair: sometimes mafia struggles with KP and an extra kill every few nights could help them out without being too rediculous.

Also, I see what you mean in your arguement against my 3-soul ability, but I think for 3 souls, the consealment, as well as being control, RB, and transport immune is completely fair. Honestly, the only realistic strength of that is a single GF/mafioso not being RB'ed/witched; which would stop their attack from going through. I do see the protection being an issue though, so how about giving all mafia Basic defence. It could stop an SK attack (which is cool), but WW and Arso could still go through; likewise with the jailor exe. A vigi shot would be blocked but the target would have to explain why they weren't killed, which almost always goes badly for them. I am terribly sorry for poorly explaining the role's abilties and I will put an explanation soon,

For now what I need you to know is that no I don't think basic defense would give the mafia any benefit at all other than having borrowed time plus it makes it a vigi and sk hardcounter atleast imo

Then is that the 3 soul ability requires the Sheriiff and Investigator to visit you or your mafia like a vet which makes you think if you conceal or not since if you do you could waste 3 souls and then it has astral visits plus it only destroys the sheriff / investigator / lookout if they are not confirmed like they have atleast 2 nights to find mafia or nk which is like 4-5 people that they can potentially find, plus the lookout can easily confirm himself just by being able to see a person visit someone and have that person confirm it

and that yes I added your 4 soul ability suggestion but I don't think it is op since at most you could kill ateast 2-3 confirmed people but it can still be transported or stopped by jail/bg plus a confirmed person could have a silent TP/LO on them 24/7 or you don't know if they ARE gonna be on that person

Also if you still think that they are gamebreaking I would add a new attribute that makes his souls decrease faster like if someone did x the Hound would be reduced by .5 souls capped at 1 per day at maximum of 5 however if they get it wrong the Hound would be increased by .5 souls also capped at 1 per day maximum of 3

Then I guess the 1 soul ability suggestion  could also be balanced, for now im thinking of a way that it would just give the Hound a role that he can claim and prove without your mafia members benefitting from the ability or confuse the TI's even more. Im thinking that it should atleast give the Hound the ability to claim atleast 1 role from each town alignment.

Thank you for your time and helping me improve this role