Closed CrowdfordBot closed 2 weeks ago
e_thsn: Like the title says the devil role feels kind of weak, unless town and wolves are severely underpowered then it feels like no one will sell their soul to hell team, which they need to win, there must be some way to make the offers more enticing to sell your soul for them
shapechange: this is at least partially a problem with teams being irrationally scared of selling their souls
shapechange: but it is also partially a problem with info being more valuable early game, especially for town
shapechange: so people are more likely to choose the invest option, which doesn't cost a soul
shapechange: tbh i think an easy solution is just to make it cost your soul
e_thsn: Yep
mctsts: but thats a bad deal
shapechange: probably
captainluffy: devil still has like the highest winrate of solos
captainluffy: so surely not that weak
shapechange: i was gonna suggest that you sell half of your soul but idk how that would work
shapechange:
devil still has like the highest winrate of solos
it hasn't been doing as well recently
mctsts: in this game we had an example of one team winning overwhelmingly
mctsts: devil relies on the teams being sort of balanced
shapechange: i do agree
mctsts: if devil gets a check N1 this can still be useful for its later wager targets
mctsts: cause devil needs to know people from both wolves and town, optimally
shapechange: i think i brought up the issue a couple times, actually - one time where wolves were winning overwhelmingly and town were doing badly, once when we were chatting about cerb
e_thsn:
devil still has like the highest winrate of solos
that's cause it's also the most used
captainluffy: like we could add more powers to devil to make it stronger but it already has like 3 info boxes worth of powers
e_thsn: it's got a lower winrate than most
shapechange:
this is at least partially a problem with teams being irrationally scared of selling their souls
like i said i think this is part of the problem - this might be a better area to tackle, but it's harder too
captainluffy: i mean why sell soul for protection when u will probably be daykilled immediately after being protectd
mctsts: it has a 14% win rate
mctsts: which seems about right
e_thsn: Graveyard has 25% :)
mctsts: thats bad
captainluffy: recruitment roles always have high winrates
mctsts: the goal win rate is 11%
e_thsn: 1/4 times it won
shapechange:
i mean why sell soul for protection when u will probably be daykilled immediately after being protectd
i still think this is a weird conclusion tbh
shapechange: like, it happened once
e_thsn: but underworld is high
e_thsn: in all seriousness
mctsts: basically if we assume the "default" distribution of 0.5, 0.3, 0.1, 0.1 we have 0.9 aligned players so 0.1/0.9=0.111 so we want an 11% win rate
captainluffy: well its just the smart thing to do
shapechange: how?
shapechange: devil gains basically nothing from it
mctsts: we can slightly buff wager protection: once protected you cannot ever be killed by hell
mctsts: this really doesnt do much but does sound useful
e_thsn: "why sell your soul for protection of mayor when devil can soul snipe the reporter candidate the next day" would be a better conclusion
shapechange:
e_thsn:
we can slightly buff wager protection: once protected you cannot ever be killed by hell
hell can't kill soulless players
e_thsn: then people might sell soul to avoid being soul killed
shapechange: an interesting variant
mctsts: also like that
shapechange: i do like that
mctsts: I think thats actually a pretty good idea
mctsts: it also really makes sense
mctsts: hell wants everyone dead or soulless
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