Board Thread:Role Ideas (Rework)/@comment-31583987-20181205140944/@comment-28112409-20181206083401

I don't think this rework is a good idea, as it completely misses the real problem found with the SK.

Raw power doesn't help a Neutral Killer. They are usually all by themselves, one man against 13 others if you don't count the NE and they have the power to resist a good number of obstacles the Town or Mafia throws at them killing-wise. The real problem here is that they get busted out so easily and they're already destined for the noose by the time that happens.

Case in point: Werewolf, who's received buffs regarding his defensive and offensive killing power ever since the game's release but still has the hardest time winning out of all the factions you can find in a typical Ranked match. Aside from the investigator results which are really minor, he has received nothing that really helps him blend in and stay under the radar when dealing with the rest of the factions. As a result, he's a really weak NK. We're talking about a guy who can bypass basic defenses and already has rampage.

On the other hand, Arsonist is in a much better position. His kit actually allows him to make plays and his actions aren't exactly as vocal as an SK's or a WW's. You don't know who he douses, you don't know when he douses and he has so much room for claimspace.

His douses change investigator results, which means an Arsonist has freedom to claim any role he finds best fit depending on the current state of Town players and the role list without fearing an Investigator. He can claim doused and that his results were changed, which only becomes more effective the later a game is and with the presence of a fake will. An aArsonist's goal is essentially to douse as many as possible and survive as long as possible for the ignition that'll win him the game, and his kit actually helps him achieve that. Also worth mentioning that he is completely unaffected by protectives while doing so.

So giving SK rampage? It wouldn't help him much. You're depending on other players to get those kills, and it doesn't help him against Sheriff, Investigator or Bodyguard for that matter. Mind you, Sheriff and Investigator are two big counters for SK and he has no substantial way to deceive them when accused.

As for removing the mandatory "kill the roleblocker" mechanic, the SK can now be busted just as easily as an Escort busts a lone Mafioso or Godfather. The SK is still being countered by the roles, it doesn't help. Keeping his ability to kill Jailor would also be contradictory since the whole problem with SK is that roleblockers bust him out so quickly. Maintaining his forced ability to kill Jailor upon being jailed is still a direct road towards the underworld and your fellow Serial Killers' corpses.

Overall, I just don't agree with these changes. They do nothing significant for SK.