Board Thread:General Discussion/@comment-34762995-20180521181828/@comment-35356104-20180525104125

Polypies73 wrote: If mayor dies n1: Town loses. If mayor doesn't die n1: town wins. This is pretty much true because you still have high chances of a LO+ spy + escort and there is a TP slot. This is whatI mean by swing. As well as if a really bad player is using jail or and mayor then town loses. While if a really good players are using it town wins.

Any slots are ridiculously swingy and garbage It's pretty impressive to see how people judge the outcome of the game with the condition at the beginning of the game where lots of variables exist. I wish I could be that farseeing, mind giving me some tips to actually see through all kind of changes so I can decide to leave or stay in the game by analyzing the condition of early game? Meh.. Even in the current stable game mode I can't predict the result of a game and waste my time waiting for a lose. Also, my maths sucks to understand the logic of having "high chance" for specific town role to appear with 2 RT slots replaced. Please educate and enlighten me of that statement as well as improving my grade for maths. I'm bad with mathematical workings.

Swing means inconsistent: Amnesiac contributes swingyness because it adds force to any faction, therefore it can buff the faction which already has sky-high winrate or sometimes could be the trump card of underpowered faction that turns the table. Framer is a part of the swing contributor. If Sheriff or Inves are absent in a match, it is useless. However, it can prove its worth if 5 Sheriff or Inves are present. Any slot is swingy because if it rolls NK then NK can double their winrate, if it rolls NE then it boosts the winrate of evil faction, or maybe it also unnecessarily aiding Town can almost win every game currently. If "swing" is removed, everything could be stabilize. The advantage of stability is now being exploited to pin the town winrate at a high extremity. If Any slot which replaced RT slot rolls a Town, it recovers Town winrate to the original state, but cases are different if it rolls NE/NK&NC as these alignment helps to buff evil winrate a bit more. Any slots are swingy, but they have purpose. Another bandwagon statement. This reminds me of somebody IRL who is never close with me called me stupid just because they felt that I'm stupid without telling me why they felt that way.

Only bad players who play Jailor & Mayor can ruin the game? How stupid I am not to understand how this point suppose to oppose change of role list. Probably that "somebody" is right for calling me stupid. I thought such problems exist even during the BETA version of ToS? I see people venting their frustration almost everyday as they lose because someone regardless of their alignment in their faction is gamethrowing or playing badly. I thought that ToS is strategy-based game where power of default ability isn't everything and speech power plays an unseen but impactful role. Example: http://town-of-salem.wikia.com/wiki/Thread:283554 I thought we shouldn't use players' skill to measure a change when such changing element varies from time to time. I thought that change on role list can be suggested when developers themselves think that their list isn't perfect. Proof:

We by no means think this list is perfect, we also doubt there will ever be a perfect list as there are too many variables too account for such as role strength, investigative results, player knowledge, etc. ​​​​​​​Source: https://steamcommunity.com/app/334230/discussions/0/1699415798756800513/

Why can't we be a little bit flexible when other unwanted element intervene? As I stated, changing role list isn't a permenant thing. Stop pointing fault at it and claim it to be unfeasible when it can do slightly better than the current one.