Board Thread:Role Ideas (Neutral)/@comment-38113970-20190205153641/@comment-35356104-20190208053030

Owhh.. I forgot to clarify my suggestions. The point of gaining bullet at the beginnning of every night is for maintaining KPN, and YAS! (Thanks Jamie for dat) you can attack multiple target 1 night. If you're not killing for 6 nights, you can attack 7 targets at the 7th night. That would be solid 1 KPN per game. I'm giving it more flexibility for players to react to the situation by not requiring them to kill every night, and allowing unlimited stack of bullet. "Situation" can mean anything, I wouldn't like the role react itself to certain situation like SK stabbing Jailor, that's a dead giveaway. I want it to be more skill-based by making it more open to player's gaming sense. Things can be really predictable when a role is dominate by automated reaction to specific scenario *cough* SK despite it being the most consistent NK, automated counter-rb is really bad, and overall design of SK is very underwhelming compare and contrast with factional role. Da fusing 2 bullets thing should be phrased this way: "Fusing 2 bullets enhance all other bullet to Unstoppable astral attack". This is to differentiate this role from SK. SK has no flexibility in its killing flow and KPN, so I make it a totally opposite one. Unstoppable astral attack OP? NAY! It is to harm those cancerous self-confirming Townies at cost of KPN in 1 go. Lastly, the stealth mode. It can be painful to wait for the right moment to strike. Think Arso dies before igniting, hence scoring perfect 0 KPN. TI & Mafia's Death Note is your dead end. I was thinking of self-sustaining mechanism for handle the grace-period effect. I have something to add on:


 * Being roleblocked will not stop you from getting bullet, but it stops you from killing. (This is to compensate opportunity cost. Opportunity cost refers to the "things" you give up upon making a choice. The "things" can be expressed in a way of concrete or abstract. For instances, when PMer decides to use healing potion, the opportunity cost at that moment would be killing & revealing potions, or phrase it in an abstract way, PMer costs itself chance to kill & investigate a target. If the healed target wasn't attacked, PMer costed itself for nothing. )


 * Mark Jailor if you're out of jail alive. Jailor will be attacked automatically next time you strike a target. (Jailor deserves this :P)

Personally, I don't prefer PMer thingies in this role. Not because it being a rehash, but as aforementioned, purpose. It does nothing but acting like some ornamental ability. They are overly-redundant lore-wise, balance-wise. What's the motive behind giving player choices? If you say it is for "flexibility", then what is it against? And the choices don't seems to be right in its context. Rampage is known for its swingyness and luck-based mechanism. It has little to no consistency to start with. Quite a taboo for role in competitive play. And powerful attack on Sniper? Powerful attack may seems to be a buff, but in fact it is only meant for GF in Ranked. Not that an impactful ability when Death Note is on play.

P.S: Sorry, I don't know that you don't like "babe" :P I used to call everyone honey, baby, babe or blablabla but I never want to romance with anyone. I did this just for comedic purpose :)