In post 1254, Draco Lucky wrote: In post 1150, Ankamius wrote:That essentially is it
I can see if someone can kill
I can see if someone can stop night actions and strongwilled neighborize them
first was on Gemini
Second was on Jungle
Both were negative results and Jungle joined my neighborhood
At first I thought this was a likely town role because of the strangeness of the double investigative, but it always had to be scum.
Think about the possible setups
Jailkeeper
Watcher
traffic guru with venge kill
neighborizer + kill check (supposedly)
Bus driver
Scum has two prs and one of them bus, driver, is strong, but countered by confirmed!town traffic guru and jailkeeper. The neighborizor ction is confirmable and nothing about the role makes it red checkable by any of the other roles, so there is a good balance. One role can be countered pretty heavily but is strong. The other can't be countered, but is weaker. The utility is entirely based in the ability of the scum to use the neighborize to their benefit.
Consider if ank is town
Jailkeeper + traffic guru with venge + neighborizer that can check for the ability to roleblock + a check on the ability to kill vs watcher and bus driver
How does this make sense? The bus driver would not only be countered by the traffic guru and jailkeeper but also by both investigative actions from ank's slot, and the scum!watcher would be checkable by ank's slot, and the jail keeper's slot. The watcher ability, if it got a result, would have a 1/3 chance of pushing scum to lynch the venge slot (bad for scum), while a false positive from town!ank would also result in the free venge for town. It's simply too much town power + the ability for prs to confirm one another
This game is clearly more balanced with town watcher rather than town whatever ank is claiming.
incorrect.
1. Town only has two mislynches by default and if the vengeful is killed, most of the time it will EAT one of them. This can easily put town into MyLo on DAY TWO, which is absolutely insane for most setups. Town needs a backup plan for this to not singlehandedly break the game in favor for scum,
ESPECIALLY WITH SCUM BEING ABLE TO BUS DRIVE THEIR NIGHT ACTION TARGET TO AVOID DOCTORS AND WATCHERS
, which ensures that the scumteam can kill the strongest town N1.
2. The amount of power has with my role being town and yours being scum makes a lot of sense.
2a. scum can busdrive the jailkeep away from their NK target (which I would expect 99% of the time most scumteams would be using with a bus drive on N1). This puts doubt on the JK claim and/or the Doctor claim.
2b. the vengeful's night action is not likely to have any impact on the game since just knowing that somebody had a redirect used on them is not exactly very useful to the game unless another PR (namely only Gemini since I would know I was redirected) also targeted the same target. This is... not exactly very likely!
2c. my role has two parts, one of which is gated by a false guilty target (the vengeful), and the other of which can ONLY get a guilty on town (gemini). the neighborizer being strong-willed means that my claims of being redirected are inherently suspicious, especially if my result was redirected off the target I neighborized.
2d. Effectively,
the game is based around town's power roles being able to paint a pretty good picture of what's going on with enough context, but the individual parts are not confirmable.
Town having a Jailkeeper+OneShotDoctor and a double investigative is really strong for a 9p game,
that's why town was also given an anti-town role in the vengeful and scum were given the watcher in order to have very good odds of detecting at least one PR on night one.
The town was ALSO purposely designed in a way that a massclaim wouldn't singlehandedly break the game since the bus driver screws with results, the watcher helps scum build a narrative to help counter it, the vengeful redirection detector is also sketchy enough to be mislynchable in that scenario, and town is
specifically
designed in a way that makes it very hard to consolidate information accurately since none of it is technically confirmable as town.
So yes, town makes a lot more sense with my role as town over yours.
It fits the design of the game.
It's
REQUIRED
to counter the massive amounts of swing that the vengeful adds to the game if it's lynched D1 and vengekills town.
It's built into the setup that even if something goes wrong, my role is just as likely to even the odds with a really unlucky check as it is to end the game with a lucky check.
Watcher does
NOT
have these same interactions.
Watcher being town here means that the scumteam have the ability to detect two of the three PRs, AND can kill whoever the fuck they want via the bus driver, AND an extra possibility of getting full role info that town would not have via the neighborhood. And town in return gets the JK+Doc, the anti-town vengeful role, and... the ability to catch the bus driver! And every other PR in the game! The ability to be able to out PRs to the town or to the scum neighborizer!
That's absolutely ridiculous and not at all congruent with the rest of the town PRs like my role is.