Board Thread:Role Ideas (Rework)/@comment-28092296-20190112135359/@comment-71.46.89.246-20190115032110

TheRetroPioneer wrote: Changes to all Coven roles, plus the Necronomicon.

Necronomicon Changes:

New Necronomicon Priority: (First to last)

Poisoner - Helps in situations with a Doctor(s) and doesn’t increase the Coven’s kill ratio '''The poisoner's Necronomicon buff is very slight. Switch the buffs for Medusa and Poisoner''' Medusa - Medusa is prone to doing nothing due to the ‘limited abilities’ mechanic.

Necromancer - Often times has games or long periods of time within games where dead bodies cannot be necromanced or are only useful for trap sweeping, increasing the chance of triggering a Crusader/Ambusher or are counter productive, such as the infesting or biting ability This is fine. Potion Master - Very useful abilities that can be cranked out quite often. Does not need the Necronomicon, but still is eligible to get it anyways. '''This is pretty okay. I feel the PM's usefullness with the Necronomicon is limited, but the priority fits.''' Coven Leader - Still has a useful ability that is reliable. A buffed-up Coven Leader creates an interesting threat, and with a lower Necronomicon priority, this would mean that the Coven makes up for lack of numbers with individual strength.

Hex Master - Hex Master is good in the long-term, mostly, since it relies on long games and time to kill '''The Hex Master's final hex is now much more difficult to accomplish. You must directly visit all players, not to mention that the Astral nature of the Hex Master with the Necronomicon is one of the major selling points for this role. The role's usability depends more on the Necronomicon than almost every other Coven role.'''

Medusa Changes:

Stone Gazing will only hide somebody’s will. (The town will be informed that their will was “taken by the Medusa” or something) This leaves Janitor with a unique ability (also a role with Powerful attack that hides roles and wills is somewhat OP, especially with the Necronomicon), but still ensures that Medusas cannot be outed by people leaving who they visited in their last wills This is not bad. Hex Master Changes:

People will receive a message when they are hexed; similar to the old Arsonist: “You were hexed!” This is good for creating paranoia, and insures that people still have a way of knowing that a Hex Master is in the game as they may all die in one night. Investigation results for Hexes override investigation results for Douses. This is an indirect buff to the Arsonist (who has a low win rate), since it slightly helps them stay hidden. Clever, I like how you helped the Arsonist out a little. With the Necronomicon, the Hex Master can choose whether they visit their target for a basic attack or whether they will visit their target without the basic attack. With the Necronomicon, hexes can’t be removed via purging '''Why would you ever not want to deliver a Basic attack? And the Hex Master should have an Astral Hex with the Necronomicon,it shouldn't "visit"'''

Potion Master

On night one, the Potion Master will brew 6 potions. The player can choose which potions the Potion Master creates. With the Necronomicon, potions regenerate every other night. Kill potions regenerate every night (to stick to the theme that the Necronomicon allows Coven to kill every night). This means that a PM can either be a discount Mafioso or alternate between healing and revealing and lay low. The potions can be combined to create powerful combos, however, they are not too powerful since the cooldown times limit the freedom of this role. '''A little hard to understand. Do the revealing and healing potions regen every other night individually, or just one new poiton every two days?''' Poisoner:

Necronomicon changes; Doctors can still heal poisons, however nobody will receive a message stating that they were poisoned. Guardian Angels will know if their target was poisoned, however. This can create paranoia This makes Doctor’s only buff against the Crusader just that much larger '''Frankly, I don't see how this buffs the Doctor at all. The fact that a Doctor can reliably prevent poison deaths helps it be better than a Crusader, and you're basically taking all of that away.''' Coven Leader:

Werewolves, Arsonists and Serial Killers are all control immune. This is because otherwise Coven Leaders will just exploit their killing abilities to do whatever the heck the Coven Leader want them to do, which isn’t very fun for the NK (who basically has to leave the game early or sit there and do nothing or get themselves hanged) or the CL (who turns into a discount stupid Mafioso).

Necromancer:

Pestilence corpses cannot kill the Necromancer because that’s stupid and only makes people yell at inexperienced players. Instead, Pestilence corpses cannot be used at all. '''On the contrary, using a Pestilence corpse can be very strategic. A potion master can back you up with Powerful Defense, and you'll actually survive the attack. Not only that, knowledge of obscure game mechanics is exactly how roles like the Transporter go from almost being a negative utility role to allowing them to almost singlehandedly defeat all opposition.''' Experimental idea: With the Necronomicon, every corpse can be used twice Interesting, but may make Necromancer too OP