Board Thread:Role Ideas (Neutral)/@comment-40246208-20190725122259/@comment-28092296-20190726190539

Your role needs more of a strategy attached to it. Take the Doctor, for example. The Doctor has the ability to protect who he/she thinks is going to die. It's a mechanic that the player has control over. If the Doctor doesn't want to heal someone that they think is suspicious, then they will switch their healing target to somebody else the next night.

This is contrary to your role, which is reliant on other killers. Yes, you do have control over who you think is going to die, but if you aren't able to guess who dies at night, then you are punished by staying un-buffed and weak, when gaining abilities is an important part of this role. The Doctor does have no control over who the Mafia or the Serial Killer visits, but there's no punishment or lack-of-a-reward for not healing the correct person.

Also, guessing who dies at night is very unlikely. Take all of your games as TP roles or Lookout. Most of them don't involve you successfully guessing/figuring out who an attacking role is going to visit three or more times in one game—most games have a TP role not save somebody or only save somebody once. This means that guessing who is going to die is a very unfair mechanic to have in place.

Give your role a more consistant and reliable way to get increased power What if the further the game progressed, the stronger you became? What if you needed to visit people like the Arsonist, and depending on how many of your 'marked' targets were still alive when you decide to 'activate' the buffs on the role, you would get stronger abilities? In short, just give some way to add consistency to your role