mhsmith0's Mini Normal Review


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Post Post #2 (isolation #0) » Thu Feb 02, 2017 9:26 pm

Post by mastina »

We'll need the setup's roles, exact interactions (though JK/RB isn't too hard to guess, we need explicit word from you, especially on the more hazy BP/JK interaction), and opening post before passing it, but yeah I'm pretty sure this is a game that needs no revision role/power wise. It seems balanced as-is, and all the roles are normal.
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Post Post #19 (isolation #1) » Sat Feb 04, 2017 4:56 pm

Post by mastina »

I think rolecop is too strong.
Neapolitan would be better.

I mean, I suppose to some extent it gives scum a safeclaim (rolecop is more of a scumclaim whereas neapolitan is not), but it's not as definitive in telling the scum what roles are what.
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Post Post #23 (isolation #2) » Sat Feb 04, 2017 6:24 pm

Post by mastina »

If scum can kill and action, the power of the fruit vendor for town goes down the drain.
Given that, I wouldn't recommend a scum role at all if you allow both a kill and action.
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Post Post #30 (isolation #3) » Tue Feb 14, 2017 10:45 am

Post by mastina »

And I think that concern is largely mitigated by the town's roles being MASSIVELY contradictory: they are redundant, they have zero synchronization, if a kill fails literally every single one of them is going to claim and think they're responsible, if one claims the others are going to CC, and there's a 90% chance the town mislynches one, two, or even all three of their PRs, and even if they figure out that the JK/RB/BP are all town, they're going to see the Fruit Vendor stick out and think that scum being able to kill/block makes it be a scum ability.
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Post Post #32 (isolation #4) » Tue Feb 14, 2017 11:13 am

Post by mastina »

Like.
People think that a traitor is a net-negative for the scum.
But it's really a net-positive. The traitor knows the scum, but the scum don't know the traitor--meaning, interactions are going to be much harder to pick up on.
The town, assuming three groupscum, are going to be making faulty calls as to the nature of the scumteam, because smaller scumteams with traitors play differently than larger scumteams without traitors.

I just think that the setup is moving further and further AWAY from being balanced, rather than closer. The original setup looked balanced to me. Every change that has been made since then has just been bumping up the power of the scum, when they didn't need the boost in the first place.
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Post Post #38 (isolation #5) » Tue Feb 14, 2017 12:03 pm

Post by mastina »

In the setup for , I'd probably call that balanced, though I'm on the fence on whether it'd be public scum could kill and action or whether scum cannot kill and action, as which would make the difference in the power of the fruit vendor for town. (It'd be a close call either way. Act, slightly weaker town; can't act, slightly stronger town.)

I mean, given the setup my prediction would be a scum win, but that'd be thanks to the natural incompetency of towns, and not something we'd be balancing for. It's balanced, given natural plays. (Given stupid plays, my prediction, of course it's gonna end up with a scum win, but eh, not much you can really do there to stop towns from being stupid.)
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Post Post #47 (isolation #6) » Sun Feb 19, 2017 7:23 pm

Post by mastina »

None from me.
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Post Post #55 (isolation #7) » Sun Feb 19, 2017 7:42 pm

Post by mastina »

It's good on my end.
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Post Post #58 (isolation #8) » Thu Feb 23, 2017 12:23 pm

Post by mastina »

Looks good to me, balance-wise.
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Post Post #70 (isolation #9) » Tue Feb 28, 2017 10:15 am

Post by mastina »

I am.
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