I believe your conception of normal balance is off.In post 3802, MathBlade wrote:Nah I just poisoned the well.
The setup has way too much TPR.
A newbie game gives scum a roleblocker against cop doc. This has two cops and a half doc.
So yeah definitely needed something to help there.
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2019 stats: Town WR 76.7%, overall WR 81.667%, 1 scum defeat involving a major mod error in lylo vs 8 scum wins.-
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I think you drastically underrate several things
1) The scum can convince town that a mafia doctor exists and render all their clears useless. Because of this no slots will actually end up cleared if scum approach it properly.
2) Gunsmith guilty is 50% likely to be town. Role cop automatically claims out of it, experienced scum can dodge it.
3) Tracker in 13p is an extremely low power role and the lazy affix takes away it's best use condition.
I don't think that my sim is flawed. The closest thing to evidence i have for that is that I expected 55% winrate for the newbie setup and hit that within 2%.
I believe that people have a very poor sense of how power roles actually impact the game: for example I'm sure a Cop Jailkeeper setup vs goons would have raised no questions but this version of the game is better for scum in basically every way2019 stats: Town WR 76.7%, overall WR 81.667%, 1 scum defeat involving a major mod error in lylo vs 8 scum wins.-
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I think that you have an issue where you overrated the harm done to scum teams by a member being guiltied. Typically a guiltied scum team member is one that was already in the line of fire anyway and often would have been limmed before endgame anyway. If that's the case all the guilty does is tells scum who to shoot.2019 stats: Town WR 76.7%, overall WR 81.667%, 1 scum defeat involving a major mod error in lylo vs 8 scum wins.-
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This game gives scum an incredible amount of outplay potential inherent to gunsmith setups. Frankly i would not have passed this because i think it's too easy for scum. If the knowledge is publicly available that scum win 60% of normal games and people still want to complain about setups like this I'm not quite sure what solution you want exactly. Barring making any claim about objectivity of balance, what winrate do you want to see for scum empirically, 70%?2019 stats: Town WR 76.7%, overall WR 81.667%, 1 scum defeat involving a major mod error in lylo vs 8 scum wins.-
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I think scum that have no coherence of strategy, don't attempt to play to outs, lie down and die because GS guilty instead of claiming, don't have any initiative to push things themselves should lose. I think that town who don't do this kind of stuff lose. I don't think the execution requirements as scum should be lower than as town. Balancing around scum who flail and lurk and town who actively attempt to solve and make good night actions is... not my vision of how games should be balanced.2019 stats: Town WR 76.7%, overall WR 81.667%, 1 scum defeat involving a major mod error in lylo vs 8 scum wins.-
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I don't think so because as I pointed out i believe that as odd night the game is already weighted for scum not town. Lazy tracker is going to do nothing relevant to town wincon most games. Jailkeeper being simple gives scum a lot of leeway in how to approach the game in general.
Wdym you have no outs. Claim a role with a gun. Setup spec. Push that scum has a doc. Do the things that increase your wr instead of being a passive participant in the setup.2019 stats: Town WR 76.7%, overall WR 81.667%, 1 scum defeat involving a major mod error in lylo vs 8 scum wins.-
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You have a billion ways to win this game lolIn post 3847, MathBlade wrote:There is absolutely no fake claim for the goon that works on a GS guilty.
Rolecop claiming only buys you a day or two at most.
I really think how the NRG balances things is flawed fundamentally
If you can’t answer how scum win a setup it’s not balanced.
Even if you don't convince town that scum has a doc and don't manage to postpone or dodhe getting guilty limmed from GS there's just not so much power that the game is impossible and Mr. Backup Vigilante is super mislimmable2019 stats: Town WR 76.7%, overall WR 81.667%, 1 scum defeat involving a major mod error in lylo vs 8 scum wins.-
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Backup gunsmith
Literally any role with cop in the name if the rolecop hasn't flipped
Vig claim can buy time if late enough
Hell if you get counter claimed by the JK now the two actual town power roles are both out of the game and your winrate is extremely high so2019 stats: Town WR 76.7%, overall WR 81.667%, 1 scum defeat involving a major mod error in lylo vs 8 scum wins.-
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What part of this stops a scum player from saying "Hi me is novice Vigilante what's up my boyz"In post 3850, MathBlade wrote:
It’s not because normal rules.In post 3848, RadiantCowbells wrote:
You have a billion ways to win this game lolIn post 3847, MathBlade wrote:There is absolutely no fake claim for the goon that works on a GS guilty.
Rolecop claiming only buys you a day or two at most.
I really think how the NRG balances things is flawed fundamentally
If you can’t answer how scum win a setup it’s not balanced.
Even if you don't convince town that scum has a doc and don't manage to postpone or dodhe getting guilty limmed from GS there's just not so much power that the game is impossible and Mr. Backup Vigilante is super mislimmable
Vig can’t be attached to scum. Period.2019 stats: Town WR 76.7%, overall WR 81.667%, 1 scum defeat involving a major mod error in lylo vs 8 scum wins.-
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Be creative. That's why I suggested novice vig, it works for D2. Then you can claim roleblocked. Just do something, yeah? And simple Jailkeeper is probably inclined to buy a Roleblocker existing with simple being there to prevent conflicts!In post 3856, MathBlade wrote:
No two kills on a given night.In post 3854, RadiantCowbells wrote:
What part of this stops a scum player from saying "Hi me is novice Vigilante what's up my boyz"In post 3850, MathBlade wrote:
It’s not because normal rules.In post 3848, RadiantCowbells wrote:
You have a billion ways to win this game lolIn post 3847, MathBlade wrote:There is absolutely no fake claim for the goon that works on a GS guilty.
Rolecop claiming only buys you a day or two at most.
I really think how the NRG balances things is flawed fundamentally
If you can’t answer how scum win a setup it’s not balanced.
Even if you don't convince town that scum has a doc and don't manage to postpone or dodhe getting guilty limmed from GS there's just not so much power that the game is impossible and Mr. Backup Vigilante is super mislimmable
Vig can’t be attached to scum. Period.2019 stats: Town WR 76.7%, overall WR 81.667%, 1 scum defeat involving a major mod error in lylo vs 8 scum wins.-
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I agree that that specific setup was townsided but i don't think it's a fundamental problem with the two roles coexisting. I'd be fine with cop GS VT*8 goon goon scumdoc probably or a range of other combos2019 stats: Town WR 76.7%, overall WR 81.667%, 1 scum defeat involving a major mod error in lylo vs 8 scum wins.-
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The claim that engagement has to do with how much is required doesn't seem to work given that both times in the recent newbie queue history where the setup was perceived as bafflingly one sided the morale for the other teams absolutely implode and they barely efforted.In post 3870, MathBlade wrote:
It’s not really that extraordinary though.In post 3864, RadiantCowbells wrote:I think your claim that nerfing town power would make town play better is one that could use extraordinary evidence given that it is an extraordinary claim
The more people are forced to engage with a problem the more they have to get better.
Mountainous will have a lower win rate until people adjust.
Similarly too much TPR leaves people disengaged and a few key players “decide” and others are sidelined then when key players die it’s a vaccuum.2019 stats: Town WR 76.7%, overall WR 81.667%, 1 scum defeat involving a major mod error in lylo vs 8 scum wins.-
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I'm sure with you personally part of the issue is you directly comparing power in MU setups vs MS setups but quite frankly MU is very late in an extremely toxic meta shift whereby 2+ people are confirmed town on D1 just for showing up to the game and scum are demoralized from the get go and they can afford to play scumsided setups because of a myriad factors causing scum to underperform there.2019 stats: Town WR 76.7%, overall WR 81.667%, 1 scum defeat involving a major mod error in lylo vs 8 scum wins.-
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There's a very strong tendency for random people to have a skewed sense of balance where 65-35 scumsided games are the 'balanced' and to cite things like not wanting town to win because of night actions but because of day play and etc. Unfortunately fact is that the nightkill is broken overpowered and town need powerful tools of their own to counteract it.2019 stats: Town WR 76.7%, overall WR 81.667%, 1 scum defeat involving a major mod error in lylo vs 8 scum wins.-
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