Board Thread:Role Ideas (Rework)/@comment-33075715-20180908234054/@comment-32651233-20180913213718

Heron the Mudkip wrote: Please note: I am terrible at deciding whether or not a role needs to be nerfed/buffed. If any of these ideas seem insane and/or unnecessary, don't just say "wOw that sucks why would you even suggest that? smh" please tell me WHY it's not a good idea so I know for the future. Amnesiac buff- Has Basic defense until they chose a role. This is because the Amnesiac can't win until they chose a role, so if they are killed at night (while still an Amnesiac) it becomes impossible for them to win. Having Basic defense might make killing roles decide not to bother with attacking them (and even if they do, they won't die), giving the Amnesiac more of a chance to choose a role.

Jester buff- Has Basic defense. The reasoning is similar to an Amnesiac; Basic defense prevents the Jester from dying to some attacks, giving them more of a chance to win. Also, if the Mafia, Serial Killer, Vigilante, etc. were to attack the Jester and put in their will/death note that "xxx is immune" the Town may think that they (the Jester) are evil and therefore lynch them, giving the Jester a win.

Arsonist rework- I actually have two ideas. (I don't think that BOTH should be implemented, because that would make the Arsonist WAY too OP) 1. The Arsonist can't be doused and an Arsonist attack destroys their target's will. To balance this, the Arsonist can only douse two people at once before they must ignite (which they generally do anyway, but still). 2. The Arsonist can't be doused and on the night the Arsonist ignites, anyone who visits the Arsonist's target(s) will die. I still think that if this were to be implemented, the Arsonist should only be able to ignite two people at once. I don't have a very good explanation for either of these ideas other than the Arsonist's win rate is really low (like 5% I think?) so these would make it a bit more powerful.

Slight Witch nerf- As much as I love the Witch for what it is, I don't think it needs Basic defense (even if it only protects against one attack). Only the Town should want to kill the Witch, and there are only a few TK roles, making the Basic defense pretty useless. Not only that, but the Witch is already pretty powerful; it's a Consigliere (literally the most accurate and specific Investigative role) and a Transporter rolled into one, so giving it Basic defense made it even more unnecessarily powerful than it already was.

Vampire buff- The Vampire is extremely weak; everyone can agree on that. It has a horribly small claimspace, can only convert another person on full moon nights, PLUS it has the threat of the Vampire Hunter (which should really be a unique role). All I suggest is that a Vampire attack becomes Astral and that for every role that can't be converted (EXCEPT for the Vampire Hunter) die when the Vampire visits them. These are only slight improvements, but I can't really think of anything else that wouldn't make the Vampire too powerful. Amne- Nah, amnesiac doesn't appear in ranked, and its also a neutral benign, so its bad to give it night immunity. Also just not really necessary.

Jester- No that's way too powerful for it. Jester is already an easy NE compared to the others (Exe and Witch) since people seem to be more afraid of executioner than jester, especially with the Jailor Meta.

Arsonist- No need, its already been buffed many times.

Witch- Again, no need, witch loses a lot anyways since its an evil. The one time basic defense is for evils to know that they hit the witch, so they can work together better.

Vampire- Vampires are powerful enough already. So basically, if it bites virtually any role that doesn't have defense and isn't in the mafia/coven, they become a vampire. Losses from strategies like bussing don't matter as the vampire will just replenish their numbers later that night. Additionally, vampire will almost always win if there a few townies, them, and one evil.