Hoopla wrote:GreyICE wrote:Hoopla wrote:GreyICE wrote:Nah. I could have been pissy scum. Hiraki was so obvtown it hurt me.
That lynch was painful. Town deserved loss after that.
Though setup meant town loss was inevitable. Run this 100 times, town might win 15
I think your idea of balance is really, really off.
It's not. 8:3:1 always means if you lynch scum day 1 and 2 you can still be 4:1:1 day 3. Masons are weaker than 9:3 because preventing mislynches is much less important due to two kills. Sk was weakened to give town a chance. So he was like 2x normal sk screw.
This was bad hoops
I don't really understand this post. Are you talking about 3:1:8's or 3:1:9's? One of the reasons why we upgraded to 13 players over 12 was to better balance two core set-ups; 3:9 --> 3:10 and 3:1:8 --> 3:1:9. As I said just before, it's quite easy to have things not go your way at night, but additional town power wouldn't have solved that - infact, that would have probably painted more of a target on that player, minimising the chance of crosskills, which are a huge help for towns in 3:1:9's.
The SK is a particularly awkward role to balance in Minis, without making the game swingy. Because by nature, the very inclusion of two killing forces at night is going to produce a swingy game, where crosskills are crucial.
Sorry, 3:1:9 versus 3:10s. I guess the point differs (used to MTGS a bit much) but 3:1:9s still are nearly certainly losses with two mislynches and minimal crosskills.
Town power can definitely be added to counteract that. Examples:
PGO
Bulletproof (or 1-shot BP)
Doctor
Jailkeeper (bites both ways into NKs)
All can cut down on NKs, or swing it back towards town. The first three LET townies paint giant targets on their head. Go doctor hunting, and you might hit the SK or scum with their heads down just blending in. Throw in a Nurse, and the town isn't even that bad off.
Were I to do a 3:1:9, I might do:
1 Doctor
1 Nurse
1 1-shot BP
1 JoAT (Track, Watch, Vig)
As the town power.