Board Thread:Role Ideas (Neutral)/@comment-38113970-20190205153641/@comment-35356104-20190207111332

HIIIIIIIIIIIIII THRRRRRRRRRRR

Nice review everyone, but I still believe that this role is similar to SK. The core of NK is "true" KPN. A "true" KPN refers to the most consistent possible KPN without accounting undecided factors like hitting an immune or jailed target, target being healed or protected, etc, it's more like a concept introducing the very basis of stability. True KPN of existing NK: WW (0.5), Jugg (approximately 0.85), SK (1), and Arso with its nonexistent consistency (if Arso must have one, 0.5 is the most suitable figure, followed by 0.85). Without taking consideration of this role getting bonus from the rampage ability or not wasting a night hitting an immune, its KPN is exactly 1. The idea of "true KPN" is to measure the raw capability of NK, to estimate how far this role is under player manipulation, how much it can do by its own, since scenarios that favor them or not, may or may not happen at times. A WW can have 1 KPN in a game by having 2 kills every rampage, but only 50% of this accomplishment is under player control, while another 50% is your affair with RNG Lord, and we aren't counting that part as default performance, as many uncontrollable variables like luck, opponent's skill, players' instinct or whatsoever are contributing to the outcomes, and we can't guarantee that these conditions can be met anytime. Some rookie creators make role with very weak core ability with bunches of buff, like astral, rampage, Powerful attack & defense NK with 0.5 KPN, and overstating the usefulness of those extras, while overlooking the point whether those additions are conditional or not. I can't tell when I'll be caught by LO & BG, when I'll be having a field day as WW, or when I'll be attacking an immune, but I'm sure I can kill once every 2 night, the very sense of progression is the 0.5 KPN I have. We don't buy a house because we're expecting to hit a jackpot, but monthly salary is allowing. We don't call a NK a good role because it has a lot of random buffs that can benefit us by chances, but its true KPN is sufficient for self-sustaining. In another words, true KPN is the strongest, most reliable asset of NK, and is also a defining trait of a NK. How is it defining? Let's say I make a NK role with Unstoppable attack that kills every night. Theoretically, it can be way more overpowered than SK as it is more consistent, less intervening factor to disrupt its KPN, and need less brain juice to play. However, as long as SK isn't hitting a protected target or the immune, it is basically on the same level as the role I made, and vice versa. The same goes to this role as well. In spite of its uniquely fancy of killing, if it is not hitting those Basic defense scum with Sniper, killing no extra target with Shotgun, it's simply a SK-variant at its core with different presentation.

Secondly, the ability to withstand variability. We have the true KPN now, but how do you secure the KPN you aimed is another issue to go. Arso is known for its vulnerability to third-party manipulation. A whole long list isn't enough to cover that. Speaking of consistent NK, SK fits the best with the title. SK's attributes are designed to handle things that interfere with its killing flow, while Death Note can easily handle night immunity, compensating weakness of Basic attack. On other hand, Arso has quite a limited kit to deal with the downsides of da very very slow killing pace. This role, all the tricks under its sleeve contributes almost nothing to safeguard its asset from manipulative matter, nor improves the consistency of KPN. The only ability I deemed useful is the astral part that counter LO & BG, while I don't see any purpose of the rest more than some packaging that used to distinguish this role with SK. The ornamental abilities are overabundant, and the KPN is still fluxible to variables. Why not a roleblock immunity instead? If you feel like its survivability is underwhelming, why not a detection immunity? In the end, nothing extra achieved, contribute 1 KPN to the game flow, similar to how a SK impact a game.

Lastly, the purpose. What kind of impact do you wish to see in your role. Of course, I wouldn't anticipate deceptive effect from NK. Maybe accelerate the game pace, pushing Townies to a desperate play? Take some time to think of it. We don't decide to put the "Purpose/Reason" part in the role idea template out of blue. It helps creators to concentrate on the aim. A role without purpose can easily wander around pointless like having some ability out of context.

Feel free to slap me if you disagree.