Board Thread:Role Ideas (Neutral)/@comment-30792518-20170706221440/@comment-28112409-20170713210508

People saying it's a re-hash of the Juggernaut, as far as I know, I'm pretty sure the Jugg's rise in power is based on kills and is permanent, while the Druid's rise of power is based on time and is temporary, so cut that crap out =/

Another difference is that this role has to choose between being defensive and offensive, it can't be both at once. Jugg on the other hand can have offensive and defensive simultaneously at some point which is permanent, if I may remind you.

Now, to the actual role review.

The thing I found annoying with this are the win conditions. Druid is siding with the 2 factions that have the highest win rates in the game: Mafia and Town.

I suggest you switch it up, Town should definitely not be winning with the Druid, maybe or maybe not Mafia too, but neutrals are in a bad condition for win rates, they're the ones who need help, not the other two.

I like the mechanics tbh, people like Surv, BG and Doc have had stuff where it's either risk it and go or play it safe, but they weren't a proper thing because the roles would lack in either defensive or offensive capabilities. I just want the win conditions for this fixed and then we'll see.

If you wanna make it NC,  there has to be something in the Druid that can change the flow of the game and turn the tables, because the Druid is a role that just sits there and waits till it makes the move it wants.

If you wanna make it NK, it'll have to defeat all the other factions excluding the non-factionable roles. Oh, and thank god this role is (supposedly?) unique.