Board Thread:Role Ideas (Coven)/@comment-34703140-20190413081220/@comment-36963837-20190418054454

This is a Frankenstein of overpowered and underpowered elements.

=Curses=


 * 1) Equivalent of an ’s douse. Immediate out/confirmation that you exist, weakening your chances of attacking your target further.
 * 2) Delayed, weakened . ’s already dead, Jim.
 * 3) Automatic / combination. Brokenly powerful.
 * 4) Basic attack. Not worth the effort/aforementioned effects.

The actions take too long and are overall worthless; on the first night, there is no harm done to the player. They will most definitely request a or some other protective role to be over them, wasting your time for that night. Switching to another player will do the same thing and get you nowhere.

Roles with basic defense/ might not speak, and they don’t have to; they’re already marked as suspicious, and I presume the will attack you as they are roleblocked in theory. The basic attack won’t damage them, either. can fucc you up too.

To add to the distortion this role has, it has no Astral protection. This is the only attribute that could potentially save this role, yet would still make a mess.

And, again, the time span for four days upon a target, decreasing your risk of survival each curse is not worth a basic attack.

The / combination only effects roles with a basic defense, I presume— this is useless for all other players. Assuming you kill your target on the fourth night the ability does nothing and is equal to N1’s curse.

1/10. Severely chaotic and imbalanced.