Why do hydras traditionally get out of thread discussion?

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Post Post #500 (ISO) » Mon Aug 20, 2012 5:24 pm

Post by Mastermind of Sin »

Hence my original post in this thread.
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Post Post #501 (ISO) » Mon Aug 20, 2012 5:32 pm

Post by Robocopter87 »

Well that about sums it up then.
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Post Post #502 (ISO) » Tue Aug 21, 2012 6:01 pm

Post by Amrun »

Calling a hydra a mason pair is just silly, imho. The strength of masons is that they are two player slots, two votes, and the scum have to kill them off with two separate night kills.
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Post Post #503 (ISO) » Wed Aug 22, 2012 3:15 am

Post by callforjudgement »

Actually, most of the strength of masons is that the flip of one confirms the other. So their mere existence directs the scum's nightkill, which is pretty valuable for town.
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· scam · seam · team · term · tern · torn ·
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Post Post #504 (ISO) » Wed Aug 22, 2012 3:46 am

Post by Amrun »

Well yeah that's what I was trying to say - the hydra doesn't at ALL perform that function.
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Post Post #505 (ISO) » Fri Aug 24, 2012 9:25 am

Post by Yosarian2 »

Right. The night communication is by far the less important part of the mason pair, as far as balance goes; the key is the fact that the town basically gets two confirmed townies for free. Giving the town a 2 mason group is quite similar in balance terms as giving the town two innocent children would be.
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Post Post #506 (ISO) » Fri Aug 24, 2012 9:45 am

Post by callforjudgement »

In post 505, Yosarian2 wrote:Right. The night communication is by far the less important part of the mason pair, as far as balance goes; the key is the fact that the town basically gets two confirmed townies for free. Giving the town a 2 mason group is quite similar in balance terms as giving the town two innocent children would be.

Agreed. (But it's also worth mentioning that the setup with two masons is much more fun for the masons, and not any less fun for everyone else. So it's superior to the two-innocent-child version.)
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