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King Rework [orangeandblack5 Edition]


#172

You still can but now you still shouldn’t

So


#173

Nobody is preventing poss from jumping king.

Poss wins 1v3 in king’s body, otherwise it’s quite terrible


#174

he means that people would try to force and NKing to do it in order to prove that they can.


#175

Yeah but that requires they trust a neutral enough to elect them in the first place

All in all I don’t see it being an issue that often, as the only NKings I’ve ever seen have been expressly elected because they were confirmed Neutrals.


#176

It would be an issue for pretender


#177

Then change it for them I guess


#178

Orange should change his name to orangeandblack69


#179

If you are the starting Good King, this also protects your target against conversion.

no

I would like Royal Finger (“Head of State”) to be a passive and Gladiator (call it “Judicial Duel”) to be an active


#180

that already exists wut


#181

what already exists


#182

You didn’t even read the king card


#183

I mean I don’t want anything changed about king except those 2 things

also remove allies

I tried to unheart the OP but it won’t let, I didn’t know it had the conversion immunity thing


#184

Then just… take it without that?

Not a big deal to me tbh, but I definitely feel that GKing needs an enhanced ability of some sort and a guard is the most unconfirmable one


#185

Head of State (Passive) - Your vote counts as two until you use Decide Fate, and you can talk at all points in a trial. If you are the starting Good King and you are executed, members of the Blue Dragon with royal blood will no longer gain extra votes to be King.

Tenacity (Passive) - Immune to being occupied at night and immune to target changing. If you are the Psychopathic King, this ability also makes you immune to death at night.

Decide Fate (Day) - Decide the fate of a player on trial. This removes the extra vote from your Head of State passive permanently. (1 use)

Royal Finger (Day) - Resets all votes. Only you or your target may be voted for the rest of the day. (2 uses)

I support all of the above, I think they’re great ideas.

Hide (Day) - Neutral King exclusive. Nobody will be able to visit you tonight, regardless of immunities to occupation or preventions. (2 uses)

I think this is a bad idea because it allows for confirming they are Neutral.

Guards! (Night) - Have a guard protect you tonight. You will be immune to death tonight. (2 uses)

I would rather a Inquisitor-type death immunity so that he has room for another night ability.

Replaced by:
Order Execution (Night) - Psychopathic King exclusive. Send a guard to kill a player. (Infinite uses)

I support this, of course.

Starting King exclusive powers (these replace the standard Guards!):

Assist (Night) - Send guards to protect your target from attack, making them immune to death, occupation, and redirection tonight.
If you are the starting Good King, this also protects your target against conversion.

We’ve had this before and I, for one, hated it.

If you are the starting Evil/Cult King, you have an extra use, it makes your target appear as Blue Dragon to investigations, and you may target yourself. (3 uses)

I don’t like this simply because it doesn’t seem to fit the King class. There’s already Brotherhood, Dark Wisp, and Dark Dimension to hide the evils from investigatives.

Allies (Night) - Starting Evil/Cult King exclusive. Discover if a player is a member of your faction. (4 uses)

I absolutely hate King having investigative abilities. Even for evil king, it bypasses the social deduction aspect of the game and eliminates the chance for blue dragon to fake-claim evil (which was sometimes useful in that period of time where King had no investigative abilities).


#186

Unlike those, however, you must first find your allies. It pays off good play.

In general, abilities that play into each other are what I shoot for, and that’s what I have here.


#187

Inquisitor death immunity for king is bad because it basically requires zero skill and is painfully hard for evils to kill them


#188

Just wait long enough and Butler will kill him anyway


#189

Unlike those, however, you must first find your allies. It pays off good play.

In general, abilities that play into each other are what I shoot for, and that’s what I have here.

I like that it reduces the reliability of investigative abilities. I don’t dislike it that much. It just seems redundant, that’s all.


#190

I really don’t get what the issue with having GK protect from conversion is


#191

Like sure if it was unlimited use then it would be a problem. But it’s not, it’s only 3 uses.

And the entire idea behind it being able to do that is:

A: Encourages guarding non-princes
B: Puts it more in line with current Allies in terms of both power and rewardingness (giving occ immunity is on there for the same reason)