Making Masons more viable in the metagame!
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  1. ISO #1

    Making Masons more viable in the metagame!

    I personally feel that Mason Leader is very very weak outside a "Mason themed game".

    I would ask that a change be made in regards to masons and how they work in general. I think that mason leader should have the option to recruit town members into the masons as a secondary role. The person in additon to their existing role would be able to join the masons at night in their evening chat.

    Mason Leader Goon recruits Investigator Koi
    In addition to his normal abilities now Goon and Koi can chat during the night sequence.

    I feel this would make masons strong and also allow mason leader to play in a game with civilians off.

    If you try to recruit a mafia/neutral it plays the message and fails like normal.

    I am not sure if this is able to be implemented but I think it would make the Mason Leader a fun role in a game without civs.
    *reserved*

  2. ISO #2

  3. ISO #3

    Re: Making Masons more viable in the metagame!

    I agree with DR. It would be totally imba for town, although I do agree that in a game with no citizens, mason leader is useless. We need a different solution to the problem, this makes the game unbalanced.

    -Edited out my fail

    Spoiler : FM Roles :
    FM I: FalseTruth the Half-Breed | FM II: FalseTruth the Plato's Bitch | FM III: Co-Host | FM IV: Gabriele the Dirty Nazi Hookah | FM V: Theodore the Ambitious | FM VI: FalseTruth the Bothersome Sloth | FM VII: Peter the Troll | FM VIII: Host | FM IX: Larisa the Cappertiller | FM X: FM Lysergic the Evil Genius | FM XI: Udyr the Lurking Oracle

  4. ISO #4

  5. ISO #5

    Re: Making Masons more viable in the metagame!

    Quote Originally Posted by Dark.Revenant View Post
    Mason Leader doesn't spawn in a citizenless game...
    Not everyone programmed your game, DR.

    Spoiler : FM Roles :
    FM I: FalseTruth the Half-Breed | FM II: FalseTruth the Plato's Bitch | FM III: Co-Host | FM IV: Gabriele the Dirty Nazi Hookah | FM V: Theodore the Ambitious | FM VI: FalseTruth the Bothersome Sloth | FM VII: Peter the Troll | FM VIII: Host | FM IX: Larisa the Cappertiller | FM X: FM Lysergic the Evil Genius | FM XI: Udyr the Lurking Oracle

  6. ISO #6

  7. ISO #7
    Bikethief
    Guest

    Re: Making Masons more viable in the metagame!

    Just played a game with Mason Leader last night. They get as many points as a "Power Role" like sheriff, doc etc. but the masons you convert get extra points for being masons. I don't really think the role is powerful enough to warrant not having those points.

  8. ISO #8

    Re: Making Masons more viable in the metagame!

    When I see a thread about masons I just have to post.

    Masons are one of the most powerful roles in the game. They are essentially a mafia group allied with the town. They can't be lynched at day, because they always have a person to vouch for them. In fact if 2 masons are alive when there are like 8-9 people left in the game, it should be an easy win for town. Groups of 3 or more masons or 2 masons with with Spy cannot be beaten, unless they can't play.

    Think about it - Mafia either kills the Masons, giving the sheriff, investigator, escort or whatever free nights to gather info. Or the Mafia kills the power roles to the point where masons just reveal themselves and ally with the confirmed townies(by day 4-5 there should be at least 2 confirmed townies) and lynch whoever is left. Having a Mason Leader with citizens which he may or may not recruit, instead of preset masons, is actually a huge nerf - that's how powerful they were. The idea of having a mason who also has another power is just pure lolz.

    Of course I'm giving best case scenario examples - if you get killed as a Mason the first night you are about as useful as a Sheriff who gets killed first night. That's just how the game works.

    The majority of players don't have a clue how strong Masons are, because they are simply not used in setups. The common understanding of the game is that unless you have a button to click at night, your role is boring/useless. The game is really suffering because of that newbie way of thinking and I feel like a sad panda every time someone shouts "noob host, no masons".

  9. ISO #9
    wightsnow
    Guest

    Re: Making Masons more viable in the metagame!

    Quote Originally Posted by Bikethief View Post
    Just played a game with Mason Leader last night. They get as many points as a "Power Role" like sheriff, doc etc. but the masons you convert get extra points for being masons. I don't really think the role is powerful enough to warrant not having those points.
    The people you convert were going to have extra points anyway because they were [[Citizen]]s.

  10. ISO #10

  11. ISO #11
    Krismighty
    Guest

    Re: Making Masons more viable in the metagame!

    I fully agree with Goon. I played a game with 5 masons. Not one mafia died, the town was slaughtered. Masons suck horribly. Soo... recruited masons should keep there main abilities and just be part of the mason group at night. This will balance the sucky masons role.

  12. ISO #12

    Re: Making Masons more viable in the metagame!

    You guys really don't understand what Dark is saying do you?

    This would be a detect that couldn't be incorrect. Sheriffs might see a framed person, Invests might see Doc OR SK.

    This would make Mason Leaders the single most powerful role in the game. Masons are already strong when/if mafia doesn't kill them. If they claim "hey we're the masons" They'll go "Oh let's just kill the other guys cause they are the power roles obviously" Then when it gets down to the bottom all the masons are alive and can vote the mafia up one day at a time. They allow role calls to be extremely powerful and if you buff them anymore then they become almost mandatory. Mason leader has it's purpose.

  13. ISO #13
    wightsnow
    Guest

    Re: Making Masons more viable in the metagame!

    Quote Originally Posted by Dark.Revenant View Post
    Nice wiki link there, wight.
    Shows you where my mind is.

  14. ISO #14
    Cheekything
    Guest

    Re: Making Masons more viable in the metagame!

    How about letting Mansions talk during the day to each other using /m or something.

    As at night it can be too short or development can occur in the day.

  15. ISO #15
    wightsnow
    Guest

    Re: Making Masons more viable in the metagame!

    Quote Originally Posted by Cheekything View Post
    How about letting Mansions talk during the day to each other using /m or something.

    As at night it can be too short or development can occur in the day.
    PMs enabled? It's usually not a problem.

  16. ISO #16
    Cheekything
    Guest

    Re: Making Masons more viable in the metagame!

    Well Pms are visible but this would be hidden.

  17. ISO #17
    CyanBlade
    Guest

    Re: Making Masons more viable in the metagame!

    Personnally, there is masons are really cool, but there is just plain no room for them in a normal game, i think a possible solution for a lot of roles would be to increase the player cap, you may before anyone says this is dumb, there would be moer of every role, and currently unsed roles would be useable because the absolutly neccicary roles would be had and there would still be slots left, adn there would be more mafia. if you think it might be too hard to make games, or it would be to complicated for newbies, mabey just make anouther map, same as this one, only a higher player cap and it is not opened to the public, you can only play it if you know it exists and search for in in create game. i think games with more players would be fun.

  18. ISO #18
    wightsnow
    Guest

    Re: Making Masons more viable in the metagame!

    Quote Originally Posted by CyanBlade View Post
    increase the player cap,
    Impossible. Blizzard doesn't allow more than 14 people on a map.

  19. ISO #19
    CyanBlade
    Guest

    Re: Making Masons more viable in the metagame!

    Quote Originally Posted by wightsnow View Post
    Quote Originally Posted by CyanBlade View Post
    increase the player cap,
    Impossible. Blizzard doesn't allow more than 14 people on a map.
    well then blizzard can go fuckthemselves lol

  20. ISO #20
    wightsnow
    Guest

    Re: Making Masons more viable in the metagame!

    Quote Originally Posted by CyanBlade View Post
    Quote Originally Posted by wightsnow View Post
    Quote Originally Posted by CyanBlade View Post
    increase the player cap,
    Impossible. Blizzard doesn't allow more than 14 people on a map.
    well then blizzard can go fuckthemselves lol
    That has been passed around with rather high regard.

  21. ISO #21

    Re: Making Masons more viable in the metagame!

    I have only seen one game with masons in it. They complained the whole game that they where just a citi with a new name. It made me want to shoot them, since I was the vig, but I didn't.
    FM0: Citizen FMI: Investigator FMII: Investigator FMIII: Gunsmith FMIV: Drug Dealer FMV: Armorsmith FMVI: Judas FMVII: Citizen FMVIII: Citizen FMIX Propagandist

  22. ISO #22
    wightsnow
    Guest

    Re: Making Masons more viable in the metagame!

    Quote Originally Posted by MrSmarter View Post
    I have only seen one game with masons in it. They complained the whole game that they where just a citi with a new name. It made me want to shoot them, since I was the vig, but I didn't.
    You won't see that in channel games.

 

 

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