Neutral Killer Buffs, ver. Kape

The Reaper
Neutral Killer

Passive:
Consume Soul: Start with 2 souls. If you die at night, you will consume 1 soul to revive. You will keep this passive if your class changes.
Echoes of the Dead: You can use your day abilities multiple times.

Day:
Circle of Death (inf use): Consume 2 souls to empower your attack tonight so that it additionally kills everyone visiting your target if you successfully reap them. (Knight Defend will cancel this)
Icy Touch (inf use): Consume 2 souls to silence a player and block their voting for the day.

Night:
Reap (inf use): Reap the soul of target player, killing them and leaving an empty body for 1 day. You will gain one soul if successful. This attack is unhealable.
Gather Darkness (inf use): Consume 2 souls and reap the soul of target player bypassing any form of death immunity, killing them and leaving an empty body for 1 day. You will gain one soul if successful. This attack is unhealable.


The Possessor
Neutral Killer

Passive:
Blackened Shield: Immune to death at night. You will keep this passive if your class changes.

Day:
Facelift (inf use): Choose what class your body will leave behind when you use your Possess night ability. If you already possessed someone, you will appear to be their class by default.
Mind Control (2 use): Force a target to vote someone and prevent them from further voting.

Night:
Puppet Strings (inf use): Control target player and force them to attack your second target for you. You will see the whispers of the controlled player tomorrow.
Possess (2 use): Jump to target player’s body, acquiring their logs/deathnote and healing yourself. Your old body will reveal your old logs and selected Facelift class. This attack is unhealable. Will not consume uses if you are occupied or target imprison.


The Sorcerer
Neutral Killer

Passive:
Mage Armor: Immune to death at night and bleeding. You will not die to Walking Bomb. You will keep this passive if your class changes.
Magical Preparedness: You will place a Walking Bomb on yourself when a day starts. You will keep this passive if your class changes.

Day:
Walking Bomb (inf use): Move a Walking Bomb from target player to another. Can have multiple Walking Bombs active. Usable day 1. Can target self. Cannot move a bomb to the King.
Mage Dust (2 use): Silence target player for 20 seconds. They will be unable to speak, use abilities and vote for the duration.

Night:
Magic Missile (inf use): Attack someone. You will not attack targets that are death immune or guarded by the Knight.
Detonate (inf use): Kill all players with an active Walking Bomb. Bypasses death immunity.


The Psycho King
Neutral Killer

Passive:
Sovereign of Death: You can talk at all times during a trial. Your first accusation each day counts double. You are also bleed immune.

Day:
Bag of Matryoshka Bags* (X use): Gain an ability depending on your previous class.

Reaper - Icy Touch (inf use): Consume 2 souls to silence a player and block their voting for the day.
Possessor - Mind Control (shared with Poss): Force a target to vote someone and prevent them from further voting.
Sorcerer - Walking Bomb (inf use): Move a Walking Bomb from target player to another. Can have multiple Walking Bombs active. Usable day 1. Can target self.

Last Word (1 use): The accused player will be pardoned or executed depending on your vote. Can only be used if you didn’t accuse that player.

Night:
Memento Mori (inf use): Gain an attack depending on your previous class.

Reaper - Reap (inf use): Reap the soul of target player, killing them and leaving an empty body for 1 day. You will gain one soul if successful. This attack is unhealable.
Possessor - Puppet Strings (inf use): Control target player and force them to attack your second target for you. You will see the whispers of the controlled player tomorrow.
Sorcerer - Detonate (inf use): Kill all players with an active Walking Bomb. Bypasses death immunity.

Fatal Guards (inf use): Send a guard to attack target player. The guard will die in your place if the player is protected. You are occupation and redirection immune when using this ability. Doesn’t count as visiting.

*to be changed
This suggestion is made with the assumption that this rework also gets in: Starting King changes


Shoddy TL:DR
Reaper:
multi day ability bug made feature
gather and circle swapped places

Poss:
force vote reduced 1 use
possess consumes charge if you hit immune

Sorc:
walking bomb made into a passive
distract as a day ability

Psycho King:
you keep your defining abilities with Bag of Matryoshka Bags (asked for a name and we got this) and Memento Mori
removed occ/red immunity, but has it when using Fatal Guards
keeps souls if reaper, otherwise keeps death immunity

1 Like

Then why would you ever use Reap?

Gather Darkness does the same, except it’s more powerful.

Ah sorry, forgot about adding the 2 soul cost.

1 Like

Wait are we trying to buff NKs

I’m trying to make them equal to each other in terms of power.

But unless I’ve been mislead they already have really high winrates?

We haven’t had any winrates posted for quite a while.
The last one was in January.
Going by those NKs had 10-15% win rates.

The goal of this was to make all of the NKs equal to Poss, which is considered the strongest.
And to make going for PK a more valid strategy.

This should be ‘Cannot move a bomb to the King,’ in my opinion; if you really want to move a bomb away from the King (say, if they’re a neut king siding with you) that should be an option.

1 Like

NK winrates are currently around 10-15 percent, though those stats aren’t recent. It’s possible to improve on that significantly by employing strategies such as ‘actually trying to win,’ though.

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tbh I really like this buff
Currently circle is just bad

1 Like

Hold up.

You keep this passive.

But not this passive.

Meaning that as Psycho King you aren’t immune to Walking Bombs and detonating will Kill you.

Please fix.

3 Likes

Well, technically you can still move the bomb before detonating, but thanks, fixed now.

But you are king… :thinking:

Looking at the NK changes, I like them all a lot. Maybe poss losing jump on a DI is a bit much, but we’ll see. That’s something you can play around pretty easily if you’re careful, after all.

I still don’t think that as NK, stepping for PK should ever be optimal. We’ve had our small debates and we’ve agreed to disagree.

On the other hand, changes like this would really make BD careful about electing a PK, because a PK Reaper/Sorc/0jumpPoss is suddenly incredibly powerful. Which makes sense, NK stepping for king is inherently an incredible risk because you are the spotlight.

So thinking about it from a devils advocate standpoint, I can see why this belongs in the game. Even if my personal opinion may conflict with that.

If only we had a test server to see this kind of thing in action :stuck_out_tongue:

I edited the Sorc one but forgot about the PK one, gah.
Well, the PK change stemmed from my King change, so if that one gets vetoed then this one goes poof.

I’m mostly suggesting this for the NK changes, while having the PK buff be a bonus. Those can work very well standalone.
I think going for King should be a boon rather than a hindrance.
In most cases going for King is just plainly bad. As Reaper you lose Chill and Reap, as Sorc you lose Bombs, as Poss you lose Force Vote and Jumps.
So I’m making it be a good thing instead.

2 Likes

Death Immunity RIP.

Killing Jokes

That’s as high as I’d find acceptable for an average of everyone.

Bringing them down is better than raising them at this point.

1 Like

Update:
Removed passive PK occ/ red immunity.
Fatal Guards now grants occ/ red immunity on use for the night.
Reaper keeps his soul mechanic on step.
Poss and Sorc keep their immunity on step.

2/2/2 system is kinda limiting for a compilation class like this

how is the poss change a buff it’s just weaker with a less mindcontrol

The buff is him keeping his abilities upon becoming King.

that isn’t a buff matr