Giving Kidnapper/Inerrogators Unblockable Kills
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  2. ISO #2

    Re: Giving Kidnapper/Inerrogators Unblockable Kills

    I agree that Kidnapper / Interrogator kills should be unblockable. They only get one and if the kill isn't unblockable, it's too much of a clue to the Town that there is in fact a Kidnapper / Interrogator instead of a Jailor. In my opinion, this is one of those settings that should always be on, unless you are trying to rig a setup for the Town or something like that.

  3. ISO #3

    Re: Giving Kidnapper/Inerrogators Unblockable Kills

    I specifically brought this up because it allowed the Mafia/Triad to destroy Neutral Killers easily. An unblockable, immunity penetrating kill from the MAFIA is too much for Neutral Killers to handle. NKs are supposed to be weak, but whenever there was a Kidnapper they tended to get murdered brutally. There is an issue that individuals tend to "escape" more often than get killed, which is NOT what I had had in mind. I had thought simply preventing them from being able to kill night immune individuals was enough, yet the devs changed it a good bit...
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  4. ISO #4

    Re: Giving Kidnapper/Inerrogators Unblockable Kills

    Given Kidnapper / Interrogator only receive one execution, the odds of finding the Neutral Killer are pretty low in any given game. That said, I agree that it radically affects the balance of a game if a Kidnapper / Interrogator is able to find and execute the Neutral Killer early. As you point out, maybe an appropriate halfway tweak is that Kidnapper / Interrogator cannot execute anyone with night immunity? Given most Town roles lack night immunity anyway, this is not too much of a nerf to the role in my opinion. It also provides the Kidnapper / Interrogator with valuable information -- i.e. if a target escaped execution, the target is night immune (probably a Neutral Killer or Survivor).

    Quote Originally Posted by TheDarkestLight View Post
    I specifically brought this up because it allowed the Mafia/Triad to destroy Neutral Killers easily. An unblockable, immunity penetrating kill from the MAFIA is too much for Neutral Killers to handle. NKs are supposed to be weak, but whenever there was a Kidnapper they tended to get murdered brutally. There is an issue that individuals tend to "escape" more often than get killed, which is NOT what I had had in mind. I had thought simply preventing them from being able to kill night immune individuals was enough, yet the devs changed it a good bit...

  5. ISO #5

  6. ISO #6

    Re: Giving Kidnapper/Inerrogators Unblockable Kills

    That seems pretty powerful to me, given the Mafia / Triad will already have their standard Godfather / Dragon Head kill each night. Even games with Disguisers / Informants tend to result in a much larger Town body count, with just the one additional kill. Opening up the floodgates for Kidnappers / Interrogators to kill multiple times seems like a recipe for disaster. Imagine a game that rolled 1 Dragon Head and 2 Interrogators -- could result in up to 6 Triad kills in only 2 nights...

    Quote Originally Posted by sekov View Post
    It would be okay if the kidnapper/interrogator had multiple kills.

  7. ISO #7

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