Board Thread:Role Ideas (Rework)/@comment-33167183-20181022215610/@comment-35574250-20181022223052

I'm assumin you mean poisoner for nine, medusa for ten, and pestilence for eleven because I was simultaneously confused for a hot second about what you were talking about and wondering why you wanted to completely overhaul hex master.

Besides that, I'm assuming you mean with necro for nine, but don't give it powerful attack. You literally complain in the next one about how medusa shouldn't override basic defence, so I don't see why poisoner should either.

I would probably give pestilence unstoppable attack, because lorewise it is supposed to be unstoppable, and it would be pretty hard for the town not to notice that it became a lot smellier. Then again, BMG doesn't realy care about lore, so IDK.

I disagree with Pestilence and HM for necro, especially if we're giving pestilence unstoppable attack. Pestilence is a powerful and/or unstoppable rampage, so it makes sense that using it would come at a price. Especially so if there's already a werewolf, Necro should not be able to use two powerful rampages for free. Werewolf's comes at the price of having to use it on an even numbered night, which granted, isn't that big of a price, but can be consequential. Additionally, Hex Master's hexing is contentious as it is, Town shouldn't have to worry about getting hexed after the Hex Master already died, unless an Amne is involved of course.

Besides that, I think these changes are pretty good.