#Veteran Rework

8 messages · Page 1 of 1 (latest)

split forum
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Faction: Town
Sub-alignment: Town Killing
Goal: Win with the other Town Members

Abilities:
Alert (2 or 3 Charges):
Go on Alert at Night and gain Basic Defense and Unstoppable Attack.
If you Kill a Member of your own Faction, you will lose ALL Ability Charges.
You will REGAIN 1 Charge of Alert for EVERY Non-Own Faction aligned Player.
You CANNOT be Roleblocked.

Buffs:
Cannot be Roleblocked anymore
Regains Charges for Every Player Killed NOT on your own Faction.

Nerfs:
You now deal an UNSTOPPABLE Attack. This is a NERF since NO Role has Powerful Defense unless Protected (besides Neutral Pariahs). Town Protectives now cannot save someone who ran into a Veteran.
You lose ALL Charges if you kill a Town Member, Permanently.

Uncertainties:
2 or 3 Charges. You can gain Charges so 3 Charges may be too much, but 2 Charges only allows 2 Opportunities so may be too little.

Playstyle Changes: Alerting N1 is very Risky now.
Baiting Town Members into you, or to confirm you as Veteran is now Very RISKY.
Poisoners now cannot get away with trying to kill an Alerting Veteran.
Claiming Tpow or a heavily Claimed Role is now Risky since TI or TP can be on you now (or other TK).

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If I had to give a Reason why I want Veteran reworked, It would be that it gets away with killing 1 Town Member and suddenly no one wants to Visit the Veteran. On the other Side, Having 3 Alerts when most Games end around D4 - D6 is really Strong unless you have a Role Blocker like Poisoner or a Conjurer, or just Majority

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I had many Games where a Vet killed a few Evils and Townies and stayed alive till the End as a confirmed Role

shy igloo
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Yeah vet is in a bad state but this doesn't help at all

oak elm
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Vet doesn’t choose who they kill like vigi or Jailor so making them lose charges is very harsh

elder ibex
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The role of veteran is to discourage targeting TK claims

zenith lance