Board Thread:General Ideas/@comment-27128035-20190813051443/@comment-37322933-20190814013821

yeee uwuwuwuwuwu

Assuming this is Classic

BobbytheBlobby wrote: Jailor
 * Remove Retributionist
 * Make Medium unique cool
 * Transport notifications are removed cool 
 * Spy needs a rework. I would remove Maf Visits for the time being and add a limited day ability that allows them to close on the Mafia. Whether Mafia should get a notification about it or not is up to debate.
 * My Spy rework lets it see how many evils and how many Townies visit its target and removes all the other crap, I think it's pretty good.
 * Non-unique are capped at a maximum of 3. cool.
 * Completely rework the role list to:

Town Protective

Town Investigative

Town Random

Town Random

Town Random

Town Random

Town Random

Town Random''' I don't like this randomness, it makes the town too unbalanced. It'd be better if there were less randoms. I see what you're going for, but if you're nerfing TS, you don't need to change the rolelist too. The rolelist is fine imo.'''

Godfather

Mafioso

Mafia Random

Mafia Random

Neutral Killing

Neutral Evil
 * Allow Consigliere to see who their target is visited by in addition to seeing their role. Allows them to fake Lookout better. Why don't we just add Osservatore?
 * Multiple roleblock messages are removed. Multiple roleblocks result in one roleblock message cool
 * Framer now frames someone as a selected role for the night. cool
 * Rework Disguiser. Selecting a target will keep their disguise on until a new target is reselected. Limited to two uses. cool
 * Rework Forger. Forger now sees the original will of their target and can change their role. Limited to 1 use. uhhhhh that's fine but I don't really like it only one use is kinda bad, and how does the see the will work exactly? If they can change the role, there's really no need for that, you don't need to make it investigative, too. I'd change this to: Can change role and will, doesn't see will or OG role, 2 uses.
 * Witch doesn't have to live to win, they just have to defeat the Town. They lose their temporary death immunity and can no longer see their target's role. So Witch can spawn in, do nothing, and randomly win because Evils did? I don't like this, Witch should need to stay alive, plus without autovest Maf or SK can too easily randomly kill them
 * Jester has an ability to frame themselves, limited to 2 uses. Jester should have one-time death immunity. I like the auto vest, frame self is fine, but I notice you didn't make the change of Jester stops lynches instead of haunts? I just think that stopping lynches the next day actually hurts the town a lot more, so I'd do that.
 * Executioner has an ability to frame their targets, limited to 2 uses. They should also have one-time death immunity instead of permanant. yeah this is cool.
 * The full moon appears on the first night, and again on the third, and so on. Uh, that lets WW kill night one, which is kind of not good? Like I get buffing WW, but I think you should upgrade the role, because N1 attacks are more random and it makes the WW even more swingy and luck based than it already is

Let me know how you think these changes are. I've done this to buff weak Mafia roles, nerf powerful Town roles/confirmable Town roles, and allow for more ways for investigatives to obtain fake results. In addition, this removes a lot of the CC meta and the nasty TP/LO meta. I think every one of these changes would help the state of the game (maybe the NE and Spy ones are unnecessary though and could hurt Town too much). I want to reduce the Town's 75-80% win rate to about 50-55%. ​​​​​​​There are good concepts here, but Rasen has a big problem with random selection and swingyness in the game, and most of my suggestions were based on that. But basically this is really good stuff.

68/79 would pretty much support