Arsonist can kill himself due to the "people who are visited by doused people will burn the same night of the burning".
I do understand that Arsonist needed the buffs, but this buff, even as an option, is kinda an overkill.
Arsonist can kill himself due to the "people who are visited by doused people will burn the same night of the burning".
I do understand that Arsonist needed the buffs, but this buff, even as an option, is kinda an overkill.
I have no use for these bloodless minnows. Bring me a prey that will sate my bloodlust. I hunger.
i think the idea behind this was that it was to place the arsons KPN on par with the MM and the serial killer. consider this, the serial killers is one, the MM's is 1, 0, or greater than 1. which averages to say 1 if 1 night between spree is on. and the arsons can only ever equal 14/15ths over a 15day game (less than 1). and on average the arsons KPN was between .33 to .5 where over a 6night game the arson would burn 2 or 3 people. thats way less than what the sk or MM could do.
so this can be overpowered, it could cause the arsons KPN to be greater than one, but in my opinion this buff puts him right where he should be. and makes it no more OP than a MM spree chance killing 14 people on night 1.
and as for arson killing himself, well this should still grant hoist achievement, 150points so its kinda worth it.
I would say it is less than .3 on average. Most players as an arson douse all game and ignite only when they can win. During this time some of the doused people die and all too often the arson is lynched or killed before he can ignite. With these new mechanics its worth it to ignite much more often..
Arsonist in this way is very beatable. Basically, all people have to do is visit arsonist to counter him.
Let's say I have 2/3 mafia doused and I'm burning this night. All the mafia have to do is visit me and win.
I have no use for these bloodless minnows. Bring me a prey that will sate my bloodlust. I hunger.
Or you could just make the Arsonist invulnerable and make his burnings not pierce immunity.
I have no use for these bloodless minnows. Bring me a prey that will sate my bloodlust. I hunger.
Um, Arsonist was given the special ability to pierce immunity because he had a KPN < 1. He needed the buff to make him not completely useless when compared to SK. Now that his KPN can be > 1, the piercing immunity is not needed.
Also, how can there be stalemates? 1:1 results in ties in which the Arsonist would win.
Stalemates occurs in the examples I have given (assuming exe refuse to vote).
I understand that arsonist has been buffed considerably (dousing roleblockers and eliminating entire factions) and that he needed those buffs.
But if he can be easily countered at night, then it's all for naught.
I have no use for these bloodless minnows. Bring me a prey that will sate my bloodlust. I hunger.
Nah. The real stalemate is when it's 2 doctors versus GF and blackmailer.
That shit is fucking annoying.
Anyways... yeah. If you enable Arsonist to kill the targets of his victims, then you should disable immunity pierce. Otherwise, you just enabled the Arsonist to kill within the range of 2-5 people (given a very rough estimate with a few years of mental history on how cluster-fuckery it can be with people targeting the same person... example: Veteran taking down ten people N1...) on night 2 alone. No one killing role should be permitted in any setup to have an extraordinary performance early game without draw-backs. This is up to the host, and players involved, to ensure such setups are properly balanced, when using a custom save slot.
Last edited by McKinley; January 14th, 2014 at 09:58 PM. Reason: I put consort instead of blackmailer. What?
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