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View Poll Results: Do you like the Cultist?

Voters
22. You may not vote on this poll
  • Yes

    14 63.64%
  • Not really

    4 18.18%
  • No

    4 18.18%
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Results 1 to 20 of 67
  1. #1

  2. #2

  3. #3

    Re: Do you like the Cultist?

    Yes but the witch doctor can go fuck himself garbage role
    Quote Originally Posted by yzb25 View Post
    FUCK you have no idea how many marshmallows I just swallowed. I opened my mouth far too wide and ended up swallowing a shittonne of those bad boys all at once. I can still feel it all slowly sinking down my throat.
    Quote Originally Posted by naz View Post
    tbh its probs stealth just bc he can never seem to not roll 3p
    Hopefully you'll get banned and hit by a truck.

  4. #4

    Re: Do you like the Cultist?

    Quote Originally Posted by Akivar View Post
    It adds a subtextual element to the game, which left unchecked can cause town to lose in a winning position. Makes it a more challenging and engaging game imho.
    What do you think about Witch doctor?

    Quote Originally Posted by Stealthbomber16 View Post
    Yes but the witch doctor can go fuck himself garbage role
    You don't like the healing mechanic on an evil?

  5. #5

  6. #6

    Re: Do you like the Cultist?

    Quote Originally Posted by Frinckles View Post
    What do you think about Witch doctor?
    I personally think WD is too underpowered in most games.

    The healing mechanic doesn't help as often as it could.

    If WD could heal and convert neutral roles - not sure if it can already - then it could be good to heal a jester.

    Better idea would be to Heal a cult member and have cult members convert for the WD making it just the right power role imho. Whereas they could protect cult members and only ML's will kill through the heal.

    FULL Cult - Example - 7 is a Sheriff who checks out 8 that's vet - WD would have to heal 7 to convert 7. If cult is at capacity then 7 gets a free heal. 7 demands to know who healed him. WD gets found by town because "too many prot claims".

    Convertible Cult - Example - 7 is a Sheriff who checks 8 that's vet - WD healed 7 and converts 7 - They join cult and claim they were healed, WD can stay silent.

    Cult Converts - Example - 7 is a cult member who tries to convert 8, but WD heals 7 - Now 7 can keep their role claim alive and just say they were healed by doctor. WD can stay silent and doesn't have to make any claims unless pressured. - 8 would then be converted or not based on Cults Capacity.

    Mason Leader should still bust through WD heals and thus giving town a chance to find cult / wd based on who healed who. - Since they know that someone who was healed will likely be cult. Thus WD can't always protect their cult who convert is Mason Leader is present in the game. Though if Triad hits cult or sk hits cult, then Cult is protected until lynch or bad luck on who got targeted.

    Cult shouldn't always turn into WD unless alone. - Or They convert a Doctor into a WD - Choices that could be considered.

    Cult saves are a hard balance as you want people to die but too many killers can kill the game fast - Saves are hard.

    Just my opinion, sorry it's long winded xD.

  7. #7

    Re: Do you like the Cultist?

    The average cult setup just doesn't work right. The auditor is supposed to be on the evil team but usually helps guarantee a town win by letting the masons build a big towncore. There is usually a town gov separate from the masons too, so you often end up with 3+ confirmed town, and the cult cannot do anything to kill masons. The cult size limit, which is based off of the starting mafia size, seems really odd in a setup without any mafia. It prevents the cult from ever really getting much bigger than about 3 living cultists, so the town can essentially lock the game down by just having about 3 masons (easily handed to them by the auditor, and the average setup starts with 2 masons) and getting rid of the NK.
    Have you ever heard the tragedy of Darth Jar Jar the wise?

  8. #8

    Re: Do you like the Cultist?

    Quote Originally Posted by Frinckles View Post
    What do you think about Witch doctor?



    You don't like the healing mechanic on an evil?
    I have never found a situation where I would ever want to have a WD over a cultist.
    Quote Originally Posted by yzb25 View Post
    FUCK you have no idea how many marshmallows I just swallowed. I opened my mouth far too wide and ended up swallowing a shittonne of those bad boys all at once. I can still feel it all slowly sinking down my throat.
    Quote Originally Posted by naz View Post
    tbh its probs stealth just bc he can never seem to not roll 3p
    Hopefully you'll get banned and hit by a truck.

  9. #9

    Re: Do you like the Cultist?

    Another cult thread

    The current iteration of Cult to me feels like an unfinished product given the context of the rest of the roles in the game. Maybe before the current setup meta was defined as it is now it worked fine, but currently it's more often than not just a mess and unsavoury experience for most. The only way I can see cult finding its proper place is if town players when converted retain some sort of night action to help the cult, and a max recruitment limit of 3 or something to keep their numbers in check. Maybe give Cult the option to kill or convert? This would move them to Neutral Killing so in the current meta setup there wouldn't be an increased KPN issue if Neutral Evil excludes killers (which most setups run)

  10. #10

  11. #11

    Re: Do you like the Cultist?

    Whenever someone says "933, 8331 are boring. Let's try something different", and then they pull out a Cult save, I die inside.
    Cult just have too many balance issues that can either make them too powerful, or too weak that their sole existence is to annoy town.

    First, having them appear in neutral randoms is the worst, because you wouldn't know about their existence until it's too late.

    When Cult is going against Masons/Mafia, there is nothing they can do about it besides wait for Masons to get killed, and town to lynch mafias. If one of those two lingers, just hope you have enough cult to outvote them.

    Otherwise, they are just too strong. A killing role can kill one townie? Well a Cult technically kills a townie and add one more member to their rank, so they are twice as strong.
    I have no use for these bloodless minnows. Bring me a prey that will sate my bloodlust. I hunger.

  12. #12

  13. #13

  14. #14

  15. #15

    Re: Do you like the Cultist?

    Quote Originally Posted by renegade View Post
    Cult is a broken game mechanic. Available setting options are nuts (recruit every freaking night?). Cult should not be considered 'neutral' as it is its own faction.

    Happy to beat this dead horse because I fucking hate cult, but c'mon.
    Ren has a point here : cult is its own faction, and mafia + cult setups are completely unbalanced, usually (at least from my experience with the mod). As for the idea of cult itself, I'm of that school of thought that says it removes a very important aspect of Mafia : the stability of reads. It also can cause some counterintuitive plays, such as avoiding the town leader position just because you will get converted when you have it (or trying to get the position to get converted). I think that Cult should be in the game as its own faction, and that it should be completely excluded from neutrals.
    Quote Originally Posted by S-FM Hey peter View Post
    There are two wolves inside you. One is addicted to crack. The other one is also addicted to crack. You are addicted to crack.
    Quote Originally Posted by Stealthbomber16 View Post
    MM IS AN ANTI-VAXXER
    Quote Originally Posted by The Lawyer View Post
    Besides your lamp and your refridgerators, do you find anyone else suspicious?
    Quote Originally Posted by aamirus View Post
    I want to drink your blood, vomit it out, and then spell out the words "FAKE BITCH" with it

  16. #16

    Re: Do you like the Cultist?

    Quote Originally Posted by renegade View Post
    Hopefully no action will be taken from this goofy poll. There is an oversampling of cult apologists and sycophants on the forums as compared to the game. Will not give an accurate picture.
    Hopefully action (or inspiration for future mechanics, both new and tweaked ones) will be taken from this official poll from the developer who's asking the community what they want. If your wishes do not align with the community's, well, sorry, but the game is made for the community. Also, everyone can make an account, it's free and easy, so if the people who do not appear in here because they don't want to take 5 minutes to vote, it's their problem lol.
    Quote Originally Posted by S-FM Hey peter View Post
    There are two wolves inside you. One is addicted to crack. The other one is also addicted to crack. You are addicted to crack.
    Quote Originally Posted by Stealthbomber16 View Post
    MM IS AN ANTI-VAXXER
    Quote Originally Posted by The Lawyer View Post
    Besides your lamp and your refridgerators, do you find anyone else suspicious?
    Quote Originally Posted by aamirus View Post
    I want to drink your blood, vomit it out, and then spell out the words "FAKE BITCH" with it

  17. #17

    Re: Do you like the Cultist?

    If Cult is to be considered it's own faction then an entire slew of dilemmas open up that need to be considered and dealt with. It's not an easy fix just putting them into their own category. If they are put in their own category as stands nothing will change, it will probably be worse for the games health.

  18. #18

    Re: Do you like the Cultist?

    Quote Originally Posted by rumox View Post
    If Cult is to be considered it's own faction then an entire slew of dilemmas open up that need to be considered and dealt with. It's not an easy fix just putting them into their own category. If they are put in their own category as stands nothing will change, it will probably be worse for the games health.
    Which dilemmas are you talking about? The game's health should simply improve from not having "neutral random" slots roll into Cultist because the host forgot to turn it off (or intentionally left it on), at least from my point of view.
    Quote Originally Posted by S-FM Hey peter View Post
    There are two wolves inside you. One is addicted to crack. The other one is also addicted to crack. You are addicted to crack.
    Quote Originally Posted by Stealthbomber16 View Post
    MM IS AN ANTI-VAXXER
    Quote Originally Posted by The Lawyer View Post
    Besides your lamp and your refridgerators, do you find anyone else suspicious?
    Quote Originally Posted by aamirus View Post
    I want to drink your blood, vomit it out, and then spell out the words "FAKE BITCH" with it

  19. #19

    Re: Do you like the Cultist?

    Here are my proposals to help cult be a more interesting mechanic.

    - Cult is not a 'neutral' and should not be randomed from it. On Narrator, I've some setups that generate a NK or a cultist, and that seems to be _better_.
    - I've also enjoyed games with cultists where there's some sort of 'leader' mechanic. It promotes some sort of "protect our leader" play, and if the leader dies, the cult dies or gets severely handicapped.
    - I've also had games where cult can convert the mafia, but IDK if that's OP.

    Just my 2c.

    FM XVII: Bonney Jewelry (Journalist)
    FM XVIII: Kalou (Savage Godfather)
    FM XX: Joseph Bertrand (Marshall)
    FM XXI: USA (Escort)
    FM XV: Whiskey (Whore)

  20. #20

    Re: Do you like the Cultist?

    If an entire faction is created around Cult as it currently stands, Cult is severely under powered to stand as full fledged faction and quite frankly does not deserve to be it's own faction (Cultist and Witch Doctor lol). Optimally it would probably just replace the Neutral Evil slot and yay nothing has changed. It's still the same fucky role as it was before it just has been separated from Neutral Evil spawn chance. So now the dilemma is how do we bring this faction to a satisfactory position on par with Town roles as well as Mafia/Triad roles? New roles? Okay well that needs to be discussed in depth and is NOT an easy task. Each role will take considerable development time as well as balance testing.

    Moving Cult as it currently stands into it's own faction does not solve it's issues, if anything it exacerbates things. Cult as a whole needs to be overhauled.

 

 

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