Balance Ideas (WITCH, AMN, ARSON, and CIT)
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  1. ISO #1

    Balance Ideas (WITCH, AMN, ARSON, and CIT)

    WITCH

    1. Witch cannot be killed at night.

    2. Witch's victory condition changes to "Survive and see the town AND mafia lose the game"

    3. Witch is teamed with the NK (SK/MM/Arson) in the same way that the masons, cult, and mafia are teamed. The NK and Witch know who each-other are, and may speak at night.

    If a game has more than one NK, then Witch is disallowed. If such a result comes up through the "any random" generation, then Witch auto-changes to Surv at beginning of game. (2NK+witch+3MAF would be six evil roles anyway)


    AMNESIAC

    1. [Option: Bulletproof Vest] Amnesiac receives a bulletproof vest with one use. This vest is only usable prior to remembering a role, and may not be used on the same night that the Amn remembers a role.


    ARSONIST

    1. [Option: Multiple Douse] When the Arsonist douses a target, any other player (other than the Ars) that visited the target that night also becomes doused.


    CITIZEN

    1. [Option: Acting Mayor] If a game has a Mayor, and the Mayor dies, then a random living Citizen (if there are any) becomes the new Mayor. If a game has no Mayor, then a random living Citizen (if there are any) becomes Mayor on Day 4.

  2. ISO #2

    Re: Balance Ideas (WITCH, AMN, ARSON, and CIT)

    Quote Originally Posted by LegalizeStim View Post
    WITCH

    1. Witch cannot be killed at night.

    2. Witch's victory condition changes to "Survive and see the town AND mafia lose the game"

    3. Witch is teamed with the NK (SK/MM/Arson) in the same way that the masons, cult, and mafia are teamed. The NK and Witch know who each-other are, and may speak at night.

    If a game has more than one NK, then Witch is disallowed. If such a result comes up through the "any random" generation, then Witch auto-changes to Surv at beginning of game. (2NK+witch+3MAF would be six evil roles anyway)


    AMNESIAC

    1. [Option: Bulletproof Vest] Amnesiac receives a bulletproof vest with one use. This vest is only usable prior to remembering a role, and may not be used on the same night that the Amn remembers a role.


    ARSONIST

    1. [Option: Multiple Douse] When the Arsonist douses a target, any other player (other than the Ars) that visited the target that night also becomes doused.


    CITIZEN

    1. [Option: Acting Mayor] If a game has a Mayor, and the Mayor dies, then a random living Citizen (if there are any) becomes the new Mayor. If a game has no Mayor, then a random living Citizen (if there are any) becomes Mayor on Day 4.
    i realllyyy think the citizen one is interesting. but too imba, but still really interesting...

  3. ISO #3

    Re: Balance Ideas (WITCH, AMN, ARSON, and CIT)

    Quote Originally Posted by LegalizeStim View Post
    WITCH

    1. Witch cannot be killed at night.

    2. Witch's victory condition changes to "Survive and see the town AND mafia lose the game"

    3. Witch is teamed with the NK (SK/MM/Arson) in the same way that the masons, cult, and mafia are teamed. The NK and Witch know who each-other are, and may speak at night.

    If a game has more than one NK, then Witch is disallowed. If such a result comes up through the "any random" generation, then Witch auto-changes to Surv at beginning of game. (2NK+witch+3MAF would be six evil roles anyway)


    AMNESIAC

    1. [Option: Bulletproof Vest] Amnesiac receives a bulletproof vest with one use. This vest is only usable prior to remembering a role, and may not be used on the same night that the Amn remembers a role.


    ARSONIST

    1. [Option: Multiple Douse] When the Arsonist douses a target, any other player (other than the Ars) that visited the target that night also becomes doused.


    CITIZEN

    1. [Option: Acting Mayor] If a game has a Mayor, and the Mayor dies, then a random living Citizen (if there are any) becomes the new Mayor. If a game has no Mayor, then a random living Citizen (if there are any) becomes Mayor on Day 4.
    Witch:
    No. Witch is anti town. Hell no about the change to survivor bit. Why would you think Witch is imbalanced? Witch is perfectly balanced as it is. <-- based on a good setup.

    Amnesiac:
    Way OP. Too OP. Does not need fixing.

    Arsonist:
    Interesting but largely unneeded as Arson can kill multiple people at once.

    Citizen:

    No. Citizen is perfect as it is.

  4. ISO #4

    Re: Balance Ideas (WITCH, AMN, ARSON, and CIT)

    Witch-
    1. No. Would be viciously OP.
    2. I am OK with this. But like it as is too.
    3. No. Witch is an asset to a scum that can align with her. Having a Witch built into your starting team should be guaranteed victory.
    4. Also no.


    Amnesiac-
    1. No. Not the worst idea in this thread, since it wouldn't effect all that many games. But Amnesiac is such a huge power and factor already that guaranteeing he survives for any number of nights is OP.


    Arsonist-
    1. Not atrocious, however the build of the Arsonist is such that it doesn't need it. The goal is to douse people 1 at a time then eliminate all at once. Getting more than 1 douse at a time increases Arson's KPN to too many.


    Citizen-
    1. Why would you want to edit the most perfect role in the game? It exists specifically to have no real ability. Being a 2nd try at a Mayor is far too much of a buff.

  5. ISO #5

    Re: Balance Ideas (WITCH, AMN, ARSON, and CIT)

    Quote Originally Posted by LegalizeStim View Post
    WITCH

    1. Witch cannot be killed at night.

    2. Witch's victory condition changes to "Survive and see the town AND mafia lose the game"

    3. Witch is teamed with the NK (SK/MM/Arson) in the same way that the masons, cult, and mafia are teamed. The NK and Witch know who each-other are, and may speak at night.

    If a game has more than one NK, then Witch is disallowed. If such a result comes up through the "any random" generation, then Witch auto-changes to Surv at beginning of game. (2NK+witch+3MAF would be six evil roles anyway)


    AMNESIAC

    1. [Option: Bulletproof Vest] Amnesiac receives a bulletproof vest with one use. This vest is only usable prior to remembering a role, and may not be used on the same night that the Amn remembers a role.


    ARSONIST

    1. [Option: Multiple Douse] When the Arsonist douses a target, any other player (other than the Ars) that visited the target that night also becomes doused.


    CITIZEN

    1. [Option: Acting Mayor] If a game has a Mayor, and the Mayor dies, then a random living Citizen (if there are any) becomes the new Mayor. If a game has no Mayor, then a random living Citizen (if there are any) becomes Mayor on Day 4.
    1. No, witch is great as-is

    2. Sounds like a good option, would let amnes bluff survivor claims.

    3. Ehh, getting too close to the MM at that point.

    4. No, just no, citizen is meant to have only vote-power.

    Spoiler : :
    S-FM Paranormal Case Studies (Sheriff)

    "Glory only with zerglings and breast implants!!!"
    -Random player on EU

  6. ISO #6

    Re: Balance Ideas (WITCH, AMN, ARSON, and CIT)

    Quote Originally Posted by LegalizeStim View Post
    WITCH

    1. Witch cannot be killed at night.

    2. Witch's victory condition changes to "Survive and see the town AND mafia lose the game"

    3. Witch is teamed with the NK (SK/MM/Arson) in the same way that the masons, cult, and mafia are teamed. The NK and Witch know who each-other are, and may speak at night.

    If a game has more than one NK, then Witch is disallowed. If such a result comes up through the "any random" generation, then Witch auto-changes to Surv at beginning of game. (2NK+witch+3MAF would be six evil roles anyway)


    AMNESIAC

    1. [Option: Bulletproof Vest] Amnesiac receives a bulletproof vest with one use. This vest is only usable prior to remembering a role, and may not be used on the same night that the Amn remembers a role.


    ARSONIST

    1. [Option: Multiple Douse] When the Arsonist douses a target, any other player (other than the Ars) that visited the target that night also becomes doused.


    CITIZEN

    1. [Option: Acting Mayor] If a game has a Mayor, and the Mayor dies, then a random living Citizen (if there are any) becomes the new Mayor. If a game has no Mayor, then a random living Citizen (if there are any) becomes Mayor on Day 4.
    Witch : I think Witch is fine as it is, it wins with every non-town role, seems perfectly balanced. Turning it against the mafia creates all kinds of balance issues for surv/amnesiacs.

    Amnesiac : I do like that idea, it's really annoying getting amnesiac and dying night 1, if anything were to happen like that I'd say make Amnesiac immune to attacks on night 1 only, so that way it has a chance of claiming a role before it dies.

    Arsonist : This feels like the "doused person has 50% chance to come up as an arsonist" it proved to be really bad and unreliable.

    Citizen : It would add meaning to "citizen is important" to the stupid people in Mafia, but also removes what made citizen fun which was it's uselessness and ability to focus on the game and how people act etc. rather than who you're going to target next.

    Decent suggestions but I think the only one I like it the Amnesiac one.

 

 

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