Board Thread:Role Ideas (Neutral)/@comment-30757827-20190322205511/@comment-28112409-20190323060139

Connortheandroid wrote: No conversion rule You might as well not have posted, such a useless piece of feedback.

Every NC role is supposed to have a unique twist to it, and conversion is already taken up by vampires. The role doesn't do enough different from the vampire to warrant implementation and has a couple of dealbreaking holes too.

It's broken overpowered because it lacks a solid counter like vampires do, meaning your only chance as a townie to win is pure luck and hoping you're hitting them. The cultists also keep their ability as townies, and eventually topple over the town in majority. If you changed it to add a night cooldown in between, then why not just play vampires? They also convert with a night cooldown, they are balanced to have 4 maximum and a counter to ensure those playing against it have a chance, and it can kill at 4 members or against Mafia/Coven. There's little reason to put cultist in the game.

What the role ends up being is that it's just a variation of a conversion role that already works, especially in a rolelist crafted specifically for it (Dracula's Palace). There's already been a split between people liking conversion roles and others not liking them. Vampires and the Dracula's Palace rolelist appeals to vampire lovers and allows vampire haters to have their other game modes without the role infestation. Cultist doesn't fit anywhere in there, because it's biting on a concept that has already been fruitful.

To reiterate: Why have cultist when there's already vampires?