#The Daily Rework Discussion Thread
4650 messages · Page 5 of 5 (latest)
yeah, but I don't want to make town be punished for it anyways even if someone else throws
so maybe keep the punishment?
I tjink removing dc messages during the day
Is a good idea
That’s what was suggested
It’s kind of silly anyway
you're kinda fucked
I suppose that’s fair
technically by your logic then DC'ing when death is out is optimal
trying not to be pedantic
i think exe should be expanded to being killed by town in general
but I don't see that too often
idk about that one
so hiding them until the player actually died
me when i lose my win condition by having jailor execution it
maybe jailor
but no indirect attacks imo
no random-ass vet alert wins
or crus kill wins
at least until they rework crus (fingers crossed)
sure
idk maybe hiding day dc's if they're targeted by exe?
and on stand?
it would give a fallback for targets but I think you could still push it
like they say "ok I'm dcing"
you could still push saying they're faking the dc
if it's hidden
plus then you've confirmed that they're leaving intentionally
which would make moderating it a LOT easier
since then they have to admit their rulebreaking to make it have an effect, you see what I mean?
and also maybe up punishment time for leaving if you were on stand?
even more than current?
I still think Exe should have a 1-2 barrier ability. Just because the Town could be a target for evils doesn't mean Exe should have no counterplay against evils attacking their target.
Barrier, if successful, should be silent for the target though, maybe even notifying the attacking evil that an executioner prevented the kill
A reroll mechanic just feels jank.
"An executioner prevented you from killing your target, as they wish for your target to die by their hand."
or smth like that
"An executioner has marked your target, preventing them from being killed for the night"
something to do with marking/stalking/smth ?
The Executioner's iron will prevented you from killing your target!!
that's some sick ass flavor text
meh, iron will is already used
and there's no reason for cov/neutrals to respect the exe's wishes
By what? 
lmao
(I'm still cursed scrolling exe gonna be honest)
exe's goofy
I didn't like tunneling a player and I still don't
Force it to choose Cov Subalignment and/or exact roles for Neutral + Apoc, AND/OR limit it to 1 evil per faction (all Neutrals count as 1) and 90% of the issue is gone
give me NA/NK (one each) and ill probably take it
and just make it unable to guess NE (real)
I don't count modded Apoc as Neutral
Make it a Witchcon
https://discord.com/channels/1197645970998054992/1313392322066776074
Don't kill Doomed Evils
I think that's really it
While Doomsayer can still Doom three Coven, it won't remove said Coven from the game, instead forcing Town to waste trials and abilities to deal with them.
Would work to prevent Coven from being at a majority to losing 75% of it's members in one day
I feel like that's really difficult
like for town, yeah full roles all the way
but cov?
you don't know whos the killer
you don't know whos the illu
if there even are illus
like it'd make it even more of rng guesses
even if you scumread evils right
is the sussy tracker claim actually the ww?
is it the person claiming to be the ww? (jester)
That's also why I said sub-alignments
turn it into NP lite
Turn what?

diet 
Yeah but-
Oh Neutral Evils
I mean yeah...
I'd like them to be actual Witchcons but whatever
id like NE to be witchcon / gameplay goal like executioner
^^
add December, new gamemode that spawns a random game mode, but all the modifiers are randomized.
:^)
wait like new NEs to be witchcon?
because I feel like none of the current NEs work with witchcon too well
(the Jester trying to get to the final 2 and figure out how to vote themself so they can haunt the last person)
ooh worse idea, all roles with random alignments (killing roles/tpow roles can also get NK alignments)
CS with no CS fr
town famine d3
now to convince town that you're actually on their side :P
i unironcally want this
what if we reworked teams to actually be good
Teams = 5 people will be a informed minority, 10 people will be the uninformed majority
I believe Executioner and Doomsayer do
Exe with Np win con is just an evil vote with that sometimes gives town a free 1f1
current neutral evil
i have already made my suggestion to make them a witchcon but im re-doing them to make them more punishing
Just make evils immune to Doom
You still see that they were Doomed, but they won't actually die.
While they still do get outed, Town still has to deal with them in some way
give all evils Invincible Defence 

doesnt solve doomsayer being a town role in most cases
Giving Evils more immunity to the effects of Doom would give Town more of an incentive not to side with the NE.
Plus, assuming the Doomsayer got their win condition, I've played more games where Doomsayer was a detriment to Town than an ally.
Evils acting as a Town vote is common with all Neutrals barring Arsonist, Jester, and Executioner
You can't say "Serial Killer is a Town role" because they full claim Serial Killer d1 and asks Town who they should kill
what
if you just spam guess 3 coven you are still just a town investigative in the neutral evil roleslot
wether they die or not is slightly different
Just spamming 3 Coven roles isn't a valid strategy to win if you're paying any attention, unless if Coven is at a massive advantage.
Doomsayer screws over Town due to Town's instant confirmability. If Coven is confirmed or suspected, they get voted up.
if doomsayer has reads on coven why are they telling town and not guessing them
have you played Doomsayer? You don't win by screwing Coven over like 90% of the time
classic argument “have you played the game”
yes, infact im toming doomsayer as of now
no I'm genuinely serious. It's very difficult to win as Doom by just spam guessing Coven
reading coven when you have unlimited guesses and no pressure
if you can use a confirmed townie, but still doesnt matter if its 1 coven 2 town since you still leave town
anything other than 3 town benefits town
You can definitely catch one Coven randomly after having two confirmed Townies to guess, but it ain't the same as actively screwing over Coven.
Additionally, with the "Coven is Doom immune" suggestion, if said Coven doesn't die, then Town still has to waste a night/ability killing them
town will have these resources unless they lost the game
It's a wasted night.
Assume 5 evils (4 Coven, 1 Doomsayer) and 10 Town with no killing abilities.
Coven kills n1,
no lynch d2
(9 town left) (5 evils left)
Coven kills n2, two Townies are doomed and 1 Coven is doomed.
assume no lynch d3
(8 town left, 2 town about to die to Doom) (4 evils left)
Coven kills n3. Now it's d4.
(5 town left) (4 evils left, 1 Coven outed)
It's now a 5v4. With a CK or a VMer, Coven can break even.
If the Coven isn't outed but instead killed n3 (like how it acts right now), it's a 5v3 instead.
If Coven manages to mislynch d3, Town has now lost in a 4v4.
Two Townies dying is a giant impact, bigger than a Coven getting outed
removing the death of evils gives evils much more leeway
it just reduces swing of dooming 3 evils before game ends
which is
a good thing
To compensate, have all Doomed players roleblocked (Bypass Hangover) the night after they were Doomed.
Especially useful on Neutrals, who can negotiate with Town (assuming Coven is a threat) instead of just straight up dying
damn
i must be cracked at this game then
If you random it yeah but I think if you're taking informed guesses as to who is most likely coven it's quite likely
But like spam guessing all 3 is unlikely yes
It's still generally easier and more effective to hit confirmed/semi-confirmed Town.
Obviously most Doomsayers win by using two 100% confirmed Townies and one suspected Coven, which I believe is a problem mediated by just not having Doom kill evils
I'm mostly arguing against the "spam guessing 3 Coven" argument
Oh yeah
I agree that ones unlikely
Second one is more like what I meant happens most of the time
Which is why I was genuinely confused as to whether Lagspikes ever played as a Doomsayer lol
But, for instance, in a mode like Jackals, if the RN Doomsayer managed to use a revealed Tpow and a confirmed non-TI as their first two guesses, and made an informed guess on a suspicious third player as Coven/Apoc, I do think that the evil in question shouldn't die to Doom.
make teams just Legion from BotC fr
sadly won't work
but that'd be funny af
why?
just make it so anyone upped via only legion votes doesn't get upped fr
like deadass not seeing the problem with this
hide the votes
force all legion when voting their team to either inno or abstain
probably abstain
it'd be terrible to play
but it could work about as well as I do (a steaming wreck)
I ddddunnooooo
Legion is like
Very very very unfriendly to new players
Also in the wrong group it can just become bullying and like this is tos so half the time it's the "wrong group" cos ur playing with randoms LUL
we did
jest, exe, doom, inq
p sure that's everything
should try NS next and try to handle Pirate✨
B)
-# Considering nuking it off the face of earth is not an option, that is
hi harry
No need to nuke it, we can just murder it
true
👋
the only reason we can't nuke Inq and bring in the new rework is because inq icon is peak
frfr
But seriously what good reworks for Pirate are there
-# ~~ everyone proceeds to reply with "There isn't one"~~
pirate nk thingy
idk
anti TPLO pirate NE
i made pirate NK for my town of us pirate idea
Pirate
Neutral Killing
Rob the crew blind!
Kill (Infinite uses): Pirate's basic kill ability.
Snare (5 uses): Place down a snare trap. If a player walks into the snare, they will have their speed lowered and be unable to use abilities for a set period of time. The Pirate will get an arrow pointing to the trap when it's activated, for a quick and easy kill.
Attributes:
- Snares stay there until triggered, but will reset if untriggered when a meeting is called.
Settings:
Pirate kill cooldown: 25s (default)
Max number of snares: 5 (default)
Snare cooldown: 25s (default)
Snare range: 0.35x (default)
Snare speed drop duration: 15s (default)
Snare speed drop: 0.5x (default)
Why?
Pirate is one of the most hated roles in ToS2. I wanted to fix it, and this seems like a good way of keeping it similar to its original incarnation while not making it confusing or overpowered. The snare emulates Pirate's roleblocking ability, while also giving the Pirate a way to get good kills if they're used carefully. However, the snares could also backfire if people are traveling in groups, meaning you'd need to be careful about your usage of them.
Turn him into a marketable death minigame
marketable Pirate plushie when?
actually
when do we get ALL the modded roles as plushies?
Starspawn plushie, Starfur will be happy
why did Bers get their defense removed?
factional apoc having defense is stupid
picture this
CL
Bers
PM
wow I sure do hope my Vigi game goes well
when all 3 of my targets can defend against me, and 2 of them do it automatically
n3: shoot 5 (defense)
n5: shoot 7 (defense)
you think town's gonna believe that shit?
clearly the solution is to shoot a townie to confirm yourself 
preferably a town power claim, so they know it's not forged 
Main reason Bers still had defense was bc if Berserker dies apoc is just shafted in apoc modes but
It kind of never comes into play except for all any where it's powerful against other factions so
& vanilla parity
Compliance should lose defence and check immunity tbh
a while ago
really i dont actually remember that
Wait, hol up
are we out of roles?
I mean we haven't really finished NS or TI but other than that
what have we not done yet
Have we done TS yet?
XD
Yeah I stopped updating links so navigation is hell rn
but I don't think we ever did Tav
or Retri
hmph
that's probs for the best
ye
-# ngl just remove UO and RB messages altogether and make em silent 
what about no disruption message unless your an investigative role
^
The main issue is TI
thats prob better
(lets non disruptive evils claim disruptive roles)
town gets wayyy too much info
Not really
beat it with a stick i think
yeah XD
If you make it default to a specific result tav would feel like a liability
not if you just say they couldnt perform their investigation
^
due to uo / witch / disruption
Hmm
“You were unable to perform your investigation last night.”
evils being blocked off from fake claiming many town roles or being limited to a few is not good
New exe play I rbd the seer they are fake
I was thinking of the seer not seeing "investigation failed"
Would it be fine for tav to be able to check if a TI is real by seeing if they get results after silently rbing them
i don’t think its that problematic to begin with
considering evils can claim tav and skillcheck town hard
by getting an easy mislynch
TI not getting any feedback
I mean how is that any different from showing them the "You were unable to perform your investigation last night."
:P
either way they know they were rbed
yeah so nothing changed
It'd be harder to confirm at least
let's be real, retri is kinda limited by what it has in the graveyard
so any changes to other roles are kinda echoed in power by how retri is affected
recent example is vigi changes were a pretty big nerf to ret
yeah exactly
the big one
ret itself I'd say is balanced similarly to apoc, if that makes sense?
vigi was by far the best dead player to use
I wish ret could use more
like what
anything else'd be broken
let ret using coro auto-autopsy the coven kill fr
set up a whole priority list
transformed apoc -> coven -> bers -> NKs -> town
all town roles apart from town power, though i think ret needs a soft rework
that is good yeah
I like ret the way it is
because it provides a bit of a possible cushion
to the same issue amne faces
i dont with the corpse stealing multi ret is dumb
"what if a strong role that town needs, dies n1?"
and its also too similar to amne most games its a better version of amne
well if it didn't it'd cause jank af
like 3 rets use the vigi
amne and ret on the same team is redundant
how many of yall wouldnt want a 16 player version of btos2/tos2
ye
in the case of vigilante yes but most roles it would be fine
amne is better for tpows dying, ret is better for anything else imo
Monarch.
any visiting role, actually
i said town power
if a sheriff dies n1 two rets using it wouldn't be op
unless specifically told not to
so why not
merge the two
reviving should be a day ability also were you become that role for the night so retri can be roleblocked and witched like normal
because people would revolt if either were removed fr
then what give to amne
we do NOT need town of us Imitator pls ;-;
? its the same thing
what if using current UI
no, because then it does just make amne obsolete
iirc rets not being able to use the same corpse is like
ret selected a dead player than can visit like that player manually
good
something to do with killing roles
kill amne
no
exactly, me when the rets chain using a single bg corpse
it makes ret bad by existing
I hate the arguement that it's busted for two rets to use a vigilante when you could also just have two vigilantes
unless you limit ret tk usage to one
tk limit should be limited
you could have one vigi and two rets
the whole point of ret is it functions as a wild card, no?
it can be anything other than a tpow
that still esentially means you have 2 vigis
BG and Vigi were about equal
or 3 rets
vigilante was a much bigger one
its just an unhealthy interaction
or three vigilantes
you're 3 roles in 1 with that
since you could just shoot them before they attacked
only way i see it being handled is giving ret a limit on tk corpses
make vigilante one shot 🔥
that would be good anyway
;-;

what
same for necro, too, yes?
but then isn't vigi just...
necro shouldn't be able to use nks
not here
it's it's one benefit over regular ret
evil roles should be slightly more powerful than their good counterparts
give NKs a limit too
necro should become day ability
for necro
so it can vessel shit like ritualist
i honestly have one possible idea for necro but i dont think people would like it
send it to me fr
or just post it here
either works
ill just say it here lmao
someone suggested it b4 in relation to temporarys illusionist rework
and it was to just let necro use any town corpse regardless of graveyard
excluding ts so it doesnt step over poisoner
im gonna post my necro in like 30 minutes (I havent drafted it yet so like)
idk it was just an idea i thought was interesting for the most part
and i dont really want to leave necro at like
evil retributionist
I don't like that because it opens too many options for necro
it can clone Cleric to heal
it can clone LO or Tracker to be discount Wildling
it can reliably fake ANY non-ts role then
it's interesting, but it'd be broken af
ret should also :)
no
ret should be allowed to use seer
jank
yes
better solution
its not jank
use current UI
no.
of picking a dead guy in shield ability
its jank to have necro be day but retri to be night only
just...
then being able to visit like the role they really were
both should funcition similar
so if i select the dead seer i can visit two players and get seer info
and how exactly would seeing their role work?
the only reason I'd see that being not busted
is if it was tos1 ret
and bodies could only be used once
only cares about their true role
coven should not have to deal
with killing the important TI
only for a million TS
to show up to the Seer convention cosplaying as them
me when the role specifically designed for picking up whatever died cant pick up whatever died
seer problem
whatever
who cares
amne.
is that.
not ret.
is ret not being able to visit a problem with ui
i dont CARE about amnesiac
no
i never really got that
amne trades off choosing their role for consistent usage
oh
amne is shit
it deserves to be deleted
i thought it was like that for some coding or ui reasoning
ret gets inconsistent usage but more options
yeah
ret digs up the corpses so he must visit the dead player
ret should visit like the rest of the damn town
is it 6 or 5 ts currently
i think its like 6 right
cooking up a whole new ts is going to be painful unless theyre willing to just exile amnesiac
which is why it should be coded as a day ability that bassically makes you that role for the night
ret should visit, be roleblocked if not using tav ect.
Very few roles should be rb immune
no
day ret is janky
no it isn't
current UI will let for you selecting a dead role and alive players to visit
three retris select a vigilante
and now cloned a bullet three times
the only example of it being kinda bad is vigi
Okay but body stealing is actively a worse solution
any town killing / monarch
trickster is tp
i dont see how you would fix it
dep cant be cloned in this situation
except you can have a loaded shot
even a more realistic two ret game you still duplicate it
fair
didn't awnser me though
do you think a loaded shot should be down to rng
is that more healthy?
not sure what you mean here
three vigilantes also can just exist
in your scenario
not like your advocating for vigi to be unique
also this is like saying what if theirs 3 amnesaics and a vigilante dies lol
The only place for Necro to go from here is UP now that the ghoul was removed.
Potentially I think the place to go is to give him an extra ability that is not broken. Preferably something to do with helping the graveyard duties be more consistent.
Right now, Necro can use TKs, Crusader, Tavern Keeper, and Monarch very well, which is good. But there could be something more.
The issue with Necromancer, really, is that it’s a CK in CU’s clothing.
There’s a lot of roles it can use
But most of them aren’t worth the effort
And yes, this was helped by allowing Necromancer to use Town corpses indefinitely.
Even with this change though, most of the time you aren’t seeing much value out of the ones that don’t, in some way, produce a kill
necro can use town corpses infinitely now?
In vanilla, yes
I thought it was still tied to body rot
This has been a thing since the S4 update
huh
well i havent made it past n2 as necromancer since update so that lines up
(And yes I am aware that some valuable corpses don’t kill. Monarch in particular comes to mind)
We are now knighting 2 coven
Cleric is the only useable TP that doesn’t kill
Yes, but that's still not a definitive niche.
IMO you get Crusader, Tav, Monarch, and TK. This much is still decent, but it would be great to have either an extra ability for days where you can't do anything at all, or something like infinite use of Common Coven.
And you still have to predict when a Coven member is attacked and who it will be
Otherwise you are wasting time
Setting up UO to block Seers all day makes Crusader a valuable option, but other than that, you can use BG or Cleric if you know exactly when the Vigilante is going to attack you
You could also use a Cleric to discountIllusionistmoment the book holder
When is that illu interaction getting nuked 💀
My 50th reminder that BToS2 Crusader exists.
oh god, half the lobby would be knighted
let's revive this to talk about Bodyguard
Has BG gotten a major rework/overhaul yet?
Does it have a proposed rework?
nope
not yet that is
I think one is tt BG?
and then people have a lot of complaints about other things but I don't recall it at the moment
Bg.
One of the reasons is probably that it's just not fun to die
Let bg transform to crus d4 or some shit
Reply to: @timber phoenix
One of the reasons is probably that it's just not fun to die
That is probably it-
yeah
I mean, there were a lot of reworks that people tried to make but not many of them got traction
which ones do we have...
honestly, I don't believe we should balance roles around "but what if they're evil"
I feel like maybe just preventing TT from being bg would have to work
and besides
for tt bg you did kill either a vigi (who could have killed 2 more coven) or an NK (who is also an issue for coven)
what are your thoughts on it tho?
Reply to: @south bolt
what are your thoughts on it tho?
Tbh BG as a role is built around them dying
and I don't think dying is fun at all :P
might also be a conflict of interest from me lol, I scroll bg so I'm probably a bit biased
I feel like BG is a true 1f1
which benefits town a LOT more than evils
Reply to: @south bolt
might also be a conflict of interest from me lol, I scroll bg so I'm probably a bit biased
it's playable, but not really fun at all
-#You can say the same for Pirate
I mean, to me it fits it's role as a tp in a unique way
all of the tps have a unique characteristic
with their own tradeoffs
trapper is bg that doesn't die, but they can only protect once every two nights
bg dies, but can protect infinitely
cleric doesn't die and can protect every night, but doesn't kill attackers
etc etc
it might not be fun, but it also feels like it keeps evils from yolo'ing the tplo claim
because why not, if bg doesn't exist?
none of you will die for doing so
all you lose is a night
imo evils need to have a direct threat to those kinds of 'yolo' plays to discourage them from doing so
dying, as we've seen with hangman, is a VERY direct threat
BG now eats the Necronomicon
new CL lore just dropped-
To me, a LOT of roles in this game balance the game's meta and playstyle just by their possibility
why did I get two ghost pings lol
like, rit/doom doesn't have to even have spawned to discourage vfr
The most common BG rework I remember seeing boils down to "the attacker can't attack the nect night", which kind of fills that same idea of preventing a yolo yeet ig
ench/illu don't need to have spawned to introduce doubt on TI pushes
wildling doesn't need to have spawned to discourage vfr in whispers
which is fine. That level of extra doubt is vital to an SDG
The wildling one is less of a factor really, no one really cares about whispers being read that much lol
yes, but it still doesn't affect players in a way that they recognize as directly 'bad', and discourages them to do so
also, then I worry cleric and oracle won't have their place in the game, if that makes sense?
not a huge worry but possible
whats the point of giving someone defense for a night when you could effectively give EVERYONE defense (from that person) for two?
and also, how would that work with Necro Passing?
It's not a good idea.
screws over Neutrals more than Coven due to passing and having evils lose the ability to kill for two nights from failing an attack once is overkill
Fair enough
maybe a controversial take, but I feel like not every role has to be the same level of 'fun'.
REALLY hard to do that
like direct killers will almost always be more fun than other roles
because people like being active
not a hot take at all, unless if you boil it down to "every role has to be equally fun, so every role sucks"
if people want to lead, they'll obviously like tpow more than other roles
but also, probably more of a controversial take, we can have a few roles that are not considered fun if they are needed to help make the game itself fun for other roles.
so Crus, Coro, Adm, etc.
Anyways,
BG ideas mostly boil down to
"Can still kill but can also survive if lucky" and
"Roleblocks both you and the attacker for one night after proc"
and they both suck IMO
since one of them doesn't reduce KP, while the other one is negligible against coven
I have this one idea:
https://discord.com/channels/1197645970998054992/1287640310003793992
I think this could be changed so that BG gets their information one night later AND can guard after getting their info
it'll be Doctor that can't consecutively proc BUT can learn their attacker's identity after a night
waitaminute....
wait a damn minute
dusts off the cover to reveal btos1 Handler icon AHA! I KNEW IT!
Handler is similar
yes
But Handler is just better Doctor
can't protect against indirect or multiple attacks, but it learns the attacker's identity after visiting them/protecting against them a second time
bodyguard sniffs the attacker and gets their scent
This passively learns their target's identity, and evils passively learn their identity after successful proc
bg = werewolf fan or whatever it is?
(yes ik thats an evil role)
Imagine if BG got a personal companion dog
I feel like this isn't remotely balanced but I don't know why I feel that way
I'll make a version 3 of a BG rework like this (v2 was negatively received)
I honestly think its not really that much different to cleric which is my main issue but current bg sucks to play so..
I don't see you getting to see the attacker often, unless you are going out your way to try and find them?
I'm kinda ok with this over current BG though.
Bodyguard (Town Protective)
Attack: None
Defense: None
Abilities:
- Guard a player's house at night, nullifying Attacks that go their way and learning the identity of the killer in the process.
- Equip a Self Vest, granting yourself Basic Defense.
Attributes:
- Upon Guarding a Shrouded player, you will learn the identity of the affected person.
Guard (♾️, 🌙)
- Guard a player at night, nullifying an attack aimed at them.
- After successfully Guarding, you are put into a Recovery phase for one night.
- During Recovery, you cannot Guard anyone and will learn your target's attacker at the end of the night.
- The attacker and their faction will learn your identity, and you will become Illuminated if you defended against a Coven attack.
- You do not nullify Astral or Indirect Attacks.
Self Vest (2️⃣, 🌙)
- Equip a Self Vest, granting yourself Basic Defense for the night.
- If you're in a Recovery phase, you will not learn the identity of the attacker at the end of the night.
Potential change: the attacked person doesn't know they were attacked.
ok
the idea is, since the information is now delayed, evils have counterplay against you instead of turning into a 1f1. additionally, if you choose to self vest, you lose the ability to gain any information for that attack
I feel like this relies on other tps to protect you for the night, is my issue
if you actually want value
and to not just be a worse cler
BG here TP on me
That is an issue, I do agree, but current BG is like that as well so...
me when I'm the only tp claim
Bugger
that's mostly a TP chain issue IMO
not imo
imo you already get value from current bg
because you DO kill an evil
this feels like it's just delayed
and wastes a town hang
true
still, though, the looming threat of BG not using self and revealing the attacker very much exists
which makes you effectively only able to protect twice
to not die anyways
just like old bg
But in the same time, it would prevent two kills
which cleric can do infinitely
Evil has a choice either to attack the BG but risk losing a kill due to self protect, or attack risking BG revealing the attacker
also I feel like this would just make BG even more unfun to play against
If you play it like Cleric (maximize protections), it'd be worse Cleric yes.
The main point of divergence is the information mechanism.
...which is already another entire alignment
I don't want another alignhybrid role, because those generally don't seem to fit too well
hmm
that's fair
Cleric and Oracle are the only fully TP roles IMO
Crus is TP/TS
BG is TP/TK
Trapper is TP/TK/TI
REALLY hard to fit a claimspace that's "pure TP"
only other TP potential is a sort of Town Arso mass TP thing
like this
Thematically, Fortify fits BG more, while this fits Crus more lol
(honestly crus is tk, but a literal town killing xd) /j
when's the next daily rework discussion 
Reply to: @mental vine
when's the next daily rework discussion
#1427747910787006474 exists now
but that isn't a daily rework discussion smh
I don't see the point in reviving old threads here
@glossy lark Hi
Can you come close and lock this
Thanks
so sad!