Board Thread:Role Ideas (Town)/@comment-39067078-20190807140401/@comment-31256456-20190816003332

Hello. I had to rewrite this whole long review because my computer keeps on crashing, and this is frustrating. Nothentheless, I hope I can give some valuable feedback. Today I will be following a format that I have been attempting to use: Summarize, Suggest, Scale. I'm trying to learn how to role review more effectively, and so I hope the feedback I give is valuable.

To summarize this role, this role looks at multiple common factors, and offers solutions that can counter various roles. The counter only lasts for one use (I believe?)

Now, let's talk about suggestions. First of all, to give valuable suggestions, we have to identify problems. The first being the fact that it uses hardcounters. Hardcounter roles are generally not popular as they can shift the meta significantly with or without their presence, making the game unbalanced. The only exceptions are the roles that are always together. For example, every single game with a Vampire Hunter is with a Vampire. The second problem I could see from this role is how it has so many varying effects. BMG likes to stay with relatively simple mechanics, as the game is already complicated for the normal player. Even roles like Potion Master stay within three effects. There are many effects stemming from this role, so it could be complicated and difficult to use. Now, my first suggestion is to try to narrow down the role to one single idea. You can still have the idea of finding information like this, but it must have a common factor. This will prevent hardcountering concepts from appearing and simplifies the role. I also suggest to expand the role to search for something that every role can apply to. The reason why Framer/Vampire Hunter is disliked is partially due to their limited use.

Finally, let's scale the role. As in, let's see how close we are to adding this role into the game. On my scale, a 1 is unplayable, and a 10 means it's ready to be submitted. Remember- this is a scale of progress, not a scale of criticism (1/10 doesn't mean necessarily horrible, it just needs some more solidfying mechanics to start building off of). I would say this role is in between a 1 and a 10, so about 5. This means that it has a clear idea to go off of, but it needs some clarification and some flaws of the role changed so that the role stays balanced. Remember that in the future, TI roles should generally stick to one mechanic. Thanks for reading.