Fro99er/Alisae's Large Normal
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Okay so without talking about balance for the start the setup feels really horrible.
If a traitor scums it the fuck up on day 1 and gets double investigated and cleared they can then basically walk to lylo
I'm not a huge fan of all the potential for false negatives, not a fan of the fact that from mafia's pov the proper move is to hardbus the traitor enabler so they get all their scum as full scum even though it hurts them bad
I'm not sure I'd ever pass this2019 stats: Town WR 76.7%, overall WR 81.667%, 1 scum defeat involving a major mod error in lylo vs 8 scum wins.- RadiantCowbells
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Like I'm okay on principle with the idea of double traitor and I like that but I do not the current mechanic around recruitment and I feel like it's way outside the bounds of what is expected in a normal game.2019 stats: Town WR 76.7%, overall WR 81.667%, 1 scum defeat involving a major mod error in lylo vs 8 scum wins.- RadiantCowbells
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A Traitor is considered Normal on mafiascum.net, as long as it:
is Mafia-aligned
knows the identities of all of the Mafia team
identity is not known by the Mafia team, although they should know a Traitor exists
cannot be recruited to join the rest of the Mafia team, and (unless Bulletproof) is killed if shot
EVen if technically as an enabler that would be 'normal' it's not normal. I will not pass this as is.2019 stats: Town WR 76.7%, overall WR 81.667%, 1 scum defeat involving a major mod error in lylo vs 8 scum wins.- RadiantCowbells
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In fact it's not technically normal.
This should take precedence. Most players' idea of what normal is would have this take precedence.cannot be recruited to join the rest of the Mafia team2019 stats: Town WR 76.7%, overall WR 81.667%, 1 scum defeat involving a major mod error in lylo vs 8 scum wins.- RadiantCowbells
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RadiantCowbells Smooth Criminal
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It's true that most of the real abuse cases only occur after a traitor enabler flip: aka town already knows that bullshit happened
but in general it's really questionable to have a slot give a false inno and then be required to be lynched for endgame wincon. it makes all your innos worthless.
traitor being inno is fine because you can win without lynching the slot, but it eventually being added to the must-be-lynched-for-win group is bad.2019 stats: Town WR 76.7%, overall WR 81.667%, 1 scum defeat involving a major mod error in lylo vs 8 scum wins.- RadiantCowbells
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The answer is that I don't think that traitor should be enabled just like I don't think innocent child or mason should be enabled. It's a fundamental property of a role with different informational requirements that you can't just change midgame. If it weren't for the interplay between the investigative roles and the traitors it wouldn't be such a big deal but I don't think this setup is at all fair for town simply because of how far from normal the traitors currently function, unless you just throw a shitton of power onto town to make up for it in which case it's hardly a normal game at all.2019 stats: Town WR 76.7%, overall WR 81.667%, 1 scum defeat involving a major mod error in lylo vs 8 scum wins.- RadiantCowbells
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I will never change my mind on this. If Nexus says that it's okay I'll step down from reviewing this and bring this up in the NRG because I don't like this mechanic in a normal game whatsoever.2019 stats: Town WR 76.7%, overall WR 81.667%, 1 scum defeat involving a major mod error in lylo vs 8 scum wins.- RadiantCowbells
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Err. I'm not arguing what a 'traitor enabler' would be if we accept that it's a thing. I'm arguing that traitor is not a role that should be treated as if it can be 'enabled' in that sense.2019 stats: Town WR 76.7%, overall WR 81.667%, 1 scum defeat involving a major mod error in lylo vs 8 scum wins.- RadiantCowbells
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