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  1. ISO #1

  2. ISO #2

    Re: Jailor/Interrogator/Kidnapper Rework

    Quote Originally Posted by Takumi Fujiwara View Post
    Hi. Takumi Fujiwara here AKA The White Ghost of Akina.

    Discuss the following changes to Jailor, Interrogator & Kidnapper:

    Jailor:

    2 Jails. 2 Executes.

    Kidnapper/Interrogator:

    2 Jails. 1 Execute.

    These abilities can be used regardless of whether there was a lynch.
    fuck u!!!!!

    frickles

    SOUNDS GUD

    UwU!!!!!

  3. ISO #3

  4. ISO #4

    Re: Jailor/Interrogator/Kidnapper Rework

    I don't like it. It just forces Jailor to randomly execute more and will basically turn it into a Vigilante that goes through immunities because not executing all ur jails just wastes it. Not to mention Kidnapper/Interrogator who will just be able to execute any confirmed town role through protective roles without any counterplay really. In my opinion more roles should benefit from slower gameplay and not lynching instead of getting more and more ways to end the game by d3, current Jailor is completely fine and Kidnapper/Interro are already strong roles.

  5. ISO #5

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  10. ISO #10

    Re: Jailor/Interrogator/Kidnapper Rework

    Quote Originally Posted by theoneceko View Post
    i jus realized kidnap/interro shud get 1 jail/1exec at MOST.
    What's even the point of having interro over DF then? I don't understand why would you turn some of the most interesting roles in the game into bland killing roles with this change.
    Last edited by RufusPL; January 29th, 2022 at 08:20 PM.

  11. ISO #11

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  13. ISO #13

    Re: Jailor/Interrogator/Kidnapper Rework

    Quote Originally Posted by Renegade View Post
    This would turn kidnapper/interro into a confirmed town kill role. Gov reveals, jail and exe. Too powerful?
    Ren is right. The ability to secure a guaranteed town kill is OP.

    Originally, only the Judge had the ability to force Gov into hiding.
    With the addition of Double Flower, that increased to 2 roles.

    At this rate, Gov / confirmed Town can forget about revealing or they'll instantly be courted, shot or executed.


    Quote Originally Posted by RufusPL View Post
    I don't like it. It just forces Jailor to randomly execute more and will basically turn it into a Vigilante that goes through immunities because not executing all ur jails just wastes it. Not to mention Kidnapper/Interrogator who will just be able to execute any confirmed town role through protective roles without any counterplay really.
    Absolutely agreed. Encourages Jailor to use their executes. Bypasses immunity. No counterplay possible by either side.


    Quote Originally Posted by RufusPL View Post
    In my opinion more roles should benefit from slower gameplay and not lynching instead of getting more and more ways to end the game by d3, current Jailor is completely fine and Kidnapper/Interro are already strong roles.
    There's been a rising trend in OP suggestions recently. Those players need to read and understand this line.

    OP roles that can play God / kingmaker and carry the game by themselves are anti-fun. It's fun for whoever holds the role, and boring for everyone else.
    Might as well suggest a role that instantly lets you win as soon as you start the game.

    Please keep in mind:
    * Mafia is a game of deduction - Self-confirmable roles (e.g. Gov, Killing), confirmed feedback (e.g. Investigator exact role) go against this principle
    * Mafia is a game of deception - Any role that can bypass the need to talk, convince others, deceive others (e.g. Gov, Killing) go against this principle
    * Mafia is a team-based game - God characters that waive the need for teammates and can win the game on their own go against this principle


    Your friendly neighbourhood Asian.

  14. ISO #14

    Re: Jailor/Interrogator/Kidnapper Rework

    I understand that Jailor might be too hard countered by constant lynching sometimes so maybe giving him an ability to bypass the no jail after lynch rule once would be acceptable but it would be too strong of a setting for a Kidnapper/Interro imo and them not having it would make Jailors able to confirm themselfs a bit too easly while the counterparts would be easy to detect. Even still with current version if i'm playing a DH with rb immunity Jailor will always be my first priority target apart from Gov in most cases, if i can be rbed Escort would be the first target but Jailor would still be right after. The only killer Mafia/Triad has being rbed can turn a game from a town lose into town win easly. Vigilante can only trade kills really and that's assuming he didn't shoot someone NI while Jailor can kill the killer and prevent him from killing that night.

  15. ISO #15

    Re: Jailor/Interrogator/Kidnapper Rework

    Some ideas
    - Remove n1 execute (essential)
    - Make the execution RNG based (50%) if every night execute
    - Either limit the execute to 1 or make the Jailor a unique role


    Also, Vet is a dumb role preferred by braindead players
    Suggestion: Any players who visited the Vet will have their wills remove. That way, anyone can CC the Vet and makes the game more deducing and interactive

  16. ISO #16

    Re: Jailor/Interrogator/Kidnapper Rework

    Allowing jailor to jail/execute regardless of lynch is a substantial buff. There is lots of interesting potentials with the suggestion but I would poke at if buffing one of the most OP roles in the game is really what the community wants. Jailor can already self confirm (role), coordinate with a night chat, protect, semi-invest, roleblock and kill but that limitation of 'only on non-lynch days' is substantial.
    Last edited by Helz; January 30th, 2022 at 11:48 AM.

  17. ISO #17

    Re: Jailor/Interrogator/Kidnapper Rework

    When I suggested something in vain of this rework 2.5 years ago, I envisioned it only for the Jailor as a way for him to not rely too much on his N1 jail (hard-countered by constant lynching as RufusPL puts it) but I vaguely remember mentioning "just keep kidnapper/interro the same way"
    https://imgur.com/a/NqMwElZ fuck it heres all the sc2mafia pics i would have put in the sig

  18. ISO #18

    Re: Jailor/Interrogator/Kidnapper Rework

    Quote Originally Posted by Grakylan View Post
    When I suggested something in vain of this rework 2.5 years ago, I envisioned it only for the Jailor as a way for him to not rely too much on his N1 jail (hard-countered by constant lynching as RufusPL puts it) but I vaguely remember mentioning "just keep kidnapper/interro the same way"
    The problem with that is that a confirmed town role after a lynch can just request a Jailor claim to jail him after it to confirm the claim. And still Jailor doesn't need it, it's a town problem if they random lynch everyday, if town lynches triad/neutrals every day then u don't need a Jailor anyway because the game should be won regardless.

  19. ISO #19

    Re: Jailor/Interrogator/Kidnapper Rework

    Increase the amount of Jails for Jailor to 3 or 4, 2 jails is not enough. 2 Executes is balanced though. Remove Jailors abillity to execute on N1 as well, because executing on N1 the Jailors just going off chance and not skill.

    Interrogator chance sounds good, but should maybe be 3 Jails/1 Execute

 

 

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