Board Thread:Role Ideas (Rework)/@comment-28092296-20190317012013

Anything underlined is a main point I'm trying to make. Anything italicized are the beginnings of qualifiers and rebuttals.

Investigator

Okay, sooo I wanted to address a problem with the Investigator. I think the Investigator is pretty balanced, yes, however, I think the main issue is that people feel like they need to claim whatever role appears in their investigation result. For example: Serial Killers always claim Doctors, Arsonists always claim Bodyguard, etc. I think that people should know when they have been investigated, so then if nobody claims that they were invested, Serial Killers and other roles are less likely to flip out and claim Doctor or something—almost guaranteeing them their deaths—and instead claim something else. I suggest that there's some kind of message, like: "You were investigated last night" or so. In addition to this, I think that the Consigliere (and other revealing roles) should copy this investigating message, so Investigators aren't confirmed via this rework.

Consigliere

(Keeping in mind that is goes against my proposition for the Investigator), I think that the Consigliere should work more as a general Sheriff. I think the Consigliere should see roles by their subalignments instead of their specific roles (This wouldn't affect results for fellow Mafia members, as the Consigliere already knows who they are, Vampires in normal mode and the Coven in the Coven DLC modes). I know that is sounds kind-of pointless, since when does a Psychic claim Investigator or really does it matter if a Serial Killer and Arsonist share the same 'revealing result', but I think it would help define Consigliere as less of a role that is kind-of OP and make it less of a hard counter to the other evil factions. After all, a Consigliere finding a Vigilante is such more different from a Consigliere finding a Veteran, and with the idea of only seeing subalignments, it might help Vigilantes stay hidden for longer. Finding a Medium is different from finding a Mayor, too—in this case, it can prevent cases of Mayors stupidly dying night three before doing anything useful. I suppose this rework would be better translated to a role such as the Witch or Potion Master from the Coven DLC, since they have more uses outside of revealing, so maybe this nerf would instead apply to them?

Psychic

The Psychic spews out too many leads too fast. Most roles only get 1-2 kills/times where they have enough evidence to accuse someone, however, the Psychic can spew out a lead every other day. I think the Psychic should just have the ratio to good-and-bad visions changed—specifically, bad visions should happen less often then they currently do. I'm not sure how to program or otherwise organize this, but I think that the rate of evil visions to good visions should range from every-other-night to once-every-four-nights depending on the amount of evil people left in the game. So, like, if there were eight evil people running around, the Psychic would get results more often, as Town most likely needs the help. On the other hand, if there's one Jester and Mafioso running around in a Town of twelve people, the Psychic will only get a vision every-four-nights, so then the Mafioso has a longer chance of surviving. ''To keep the Psychic from becoming a boring role, the Psychic will have the opportunity to select themselves at night to receive a "good" vision. They can have up to four good visions.''

These are more quality of life and bug fixes, but I think that Jailors (once they have proved to exist by Jailing at least one person and by not being a Vampire) and Mayors (once revealed and not a Vampire) cannot appear in visions for evil or good people, as that's kind-of pointless and a waste of a vision if they appear as "good". and the other 1-2 evil people in the same vision are more screwed over than usual. Same thing goes for Pirates and Executioners that have already won for the evil vision. They will only appear in visions if there isn't anybody to take their places (as in everybody else has died). 