Open CrowdfordBot opened 3 months ago
shapechange: Unusable in its current form.
mctsts: Maybe invert it
mctsts: If it dies, cult can't attak next night
shapechange: maybe
relaxedmato: I guess? That kinda just weakens cult even more, you lost a possible CL nad you don't get to kill?
mctsts: I think it places CA at a similar power level as CM
mctsts: but CL becomes the role that can play like CM
relaxedmato: Yeah, it's a good change imo
relaxedmato: It weakens cult a bit more, but it's a good tradeoff?
e_thsn: it does then fufil the purpose of preventing cult being useless by random chance
captainluffy: I always knew it was overpowered from the start. That's why it took ages to be used for the first time
shapechange:
I always knew it was overpowered from the start. That's why it took ages to be used for the first time
is there a reason you didn't say anything about it being overpowered?
captainluffy: I think I did
captainluffy: It's been a while, the role is okd
shapechange: i can't find anything in either the original thread or the thread made after i suggested its deletion
captainluffy: I probably used different wording
shapechange: well, it must have been outside those threads
captainluffy: Probably
e_thsn: I did once or twice say it felt a bit strong but thought it would be ok this list, didn't expect all 3 major uai to side with town
mctsts: <@&1045732542399131769> Cult Acolyte - unusable in current form: ⛔ Delete it 1️⃣ Invert it - if it dies, cult can't attack next night (CL promotion power is kept) ❓ Improve it - in some other way not mentioned her ✅ Keep it - the role is good as is
captainluffy: first 2 options are fine with me
captainluffy: current version bad imo
mctsts: yea
mctsts: arguments against ⛔ :
mctsts: <:CultAcolyte:1050135360195276880>
captainluffy: arguement: the inversion seems like it might work
shapechange: counter-argument: bit of a swingy role, would only be usable in large games probably?
mctsts: okay I was trying to make a table of cases to determine how differently a CM/CL vs a CA/CL cult behaves
mctsts: but its a bit too complex for a table
mctsts: so ill analyze possible cases with a script
mctsts: i will look at all combinations of CL/CM and CL/CA dying in Night1-Night7 (or the day after that night)
mctsts: the fuck
mctsts: apparently a CLCM pack gets the exact same amount of kills as a CLCA pack
shapechange: interesting
mctsts: but CLCM has a higher standard deviation making it more volatile
shapechange: what if you trim it down to N4?
mctsts: I forgot to acount for N1 kill getting skip but it shouldnt matter
mctsts: the list of cases is 6 cases of CL dying N1, then 6 cases of CL dying N2, etc
mctsts: and for these 6 cases CM/CA goes from N1-6 death
mctsts: hence the first list of cases just being the same number 6 times in a row always cause CM doesnt do anything
shapechange: i expected them to have the same amount of kills but i didn't expect CLCM to be more swingy
shapechange: that seems unintuitive
mctsts: i expected CLCA to have slightly more kills and be slightly more swingy
mctsts: but a reasonable amount
mctsts: N1-N4
mctsts: ah I think I see a problem
mctsts: this assumes they must die
shapechange: i think my problem with CA is that it would basically incentivise CL to claim collect immediately if cult was sensible
mctsts: very good argument
mctsts: im convinced
WWR Sync: <@578133411110060033>