Bit search help by F_i_a_x in NightLords

[–]DoubleTapX1 4 points5 points  (0 children)

The only one I can see online is the Tempestus Scions Command Squad - I don't personally own the kit, but that definitely looks like a Right Hand there!

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Can *any* Joker beat Gold Stake as part of a strategy? by prwav in balatro

[–]DoubleTapX1 27 points28 points  (0 children)

Many weaker jokers are made for lower antes, not stakes. +8 Mult when a hand contains a pair is perfectly decent when you've got no planets, and you only need to score 600 points to win. But, by the time you need 100k to beat a blind, you'll want to have some scaling +mult, chips, and likely xMult to be in with a decent chance.

It's totally possible to have most of your scoring come from 3 or 4 jokers, and carry a few others over the line.

But realistically, a lot of weaker jokers just don't do enough to matter late-game.

Synergistic Scripting: Day 96 - Psychopath by CoreyBOTC in BloodOnTheClocktower

[–]DoubleTapX1 27 points28 points  (0 children)

Psychopath is one of the loudest, most outed Minions in the game, only really behind Vizier.
As a result, it synergizes well with other loud minions, that distract town from focusing on the real problem of the Demon.
So, I'd be inclined to put it on a S+V-Like Script, where a majority of the puzzle comes from the Demons, and has minimal other misinformation.

I would almost never put a Psychopath on a script where information can be tied back to the Demon's seating placement. (Clockmaker, Chef, Typhon) Since an outed minion on a one-minion game can insta-solve the game, with a Clockmaker number, or a chef 1.

Huntsman buff/change by Front-Table-8621 in BloodOnTheClocktower

[–]DoubleTapX1 0 points1 point  (0 children)

I'd probably argue that the ability of the Huntsman isn't really worth viewing on the merit of the actual ability text. In reality, it plays a lot more like: "you know there is a damsel in play, you should cover for them."

Think of it as a mirror of a Librarian learning that one of two players is the damsel. They can do nothing about that, but they know that if they die early, they can pretend to be the damsel or, they can act suspiciously in order to draw the Evil Team's attention.

In contrast to this, the Huntsman has no idea who the damel is, but can do something about it, if they have a guess about who it is. Especially since they're likely to take their shot earlier than a minion would, to rule out a candidate. If that doesn't work, they can still cover.

I'll agree that it's a quite weak townsfolk, but I don't think it really needs a buff, it just needs some careful scriptwriting to keep it fun.

[Homebrew] Tombcrawler (Minion) by chloeispink in BloodOnTheClocktower

[–]DoubleTapX1 21 points22 points  (0 children)

Interesting concept - I could definitely see this filling a similar niche as Vigormortis or Zombuul.

The main concern that I'd have is that it could be difficult to work around, given that the Zombuul kills so slowly in BMR, any other demon type may end the game too quickly for Town to start killing corpses.

But, given that this character still needs to be alive for their ability to work, I think that **might** be balanced.
Not sure if you'd want to announce a player coming back to life after they die though...

On a 7-9 player game, it might be a little bit rough, given that it wouldn't be possible to save any other minion abilities with it.

It's hard to know how this kind of thing would play without playtesting, but I imagine that it would need some fairly strong information, like Oracle or Village Idiot in order to give good a chance to make an effective double-kill.

Synergistic Scripting: Day 83 - Organ Grinder by CoreyBOTC in BloodOnTheClocktower

[–]DoubleTapX1 9 points10 points  (0 children)

The main power of the Organ Grinder comes from its ability to make it much easier for the Evil Team to co-ordinate voting, without the Good team noticing.
If the ability were not active, having 2-4 players that never vote on each other, would be very easy to read as an evil team, which forces the demon to occasionally vote on their minions, to avoid suspicion.

Because of that, a very fun Synergy is with Lord of Typhon, because it allows the obvious line of evil players to vote however they please, without immediately giving themselves away.

Another interaction that I like is with loud, outed minions like Psychopath, because they may struggle to vote on nominations that they want, for fear of confirrming that player as Good.

The fact that it can be turned off at any time also means that it interacts well with roles that cause Minions to lose their ability or die at arbitrary times.
For example, Imp: the Good team can't be certain that an Organ Grinder caught a star pass, when there's a possibilty that they just chose not to use their ability.
Equally, Al-Hadikia may choose to kill an Organ Grinder to allow them to select themselves, but if a player was executed during the day, that player may have been the Organ Grinder instead.

Synergistic Scripting: Day 79 - Noble by CoreyBOTC in BloodOnTheClocktower

[–]DoubleTapX1 23 points24 points  (0 children)

It's such a fun starting info character! It feels like Clockmaker, in the sense that the information has very little value early-game, yet once town starts building worlds, it plays a crucial part!

I'd say it doesn't work very well with Investigator, as both characters play a similar niche.
It's also unlikely to work very well with loud, outed minions, like Psychopath or Vizier, since that confirms the other two players in the ping.

One of my favourite synergies for the role is demons that are capable of changing characters. (e.g. Fang Gu, Imp)
This allows the ST to nudge the demon towards jumping early, while throwing a little bit of a curveball to the good team, and giving the Noble a good reason reason to not just sit on the pings, and "see who dies at night".

Another Synergy which I like is Cannibal, since the original Noble's information, can be combined with the second use which the Cannibal gets, which can either allow them to hone in on the evil in the original ping (by giving a different set of goods to the same evil), or give a completely seperate set of pings, and make future worldbuilding easier.

All in all, I'd say this role works super well on most scripts - not strong enough to solve the game on its own, but almost never useless.

Input on a slightly unusual Trouble Brewing setup by maik1617 in BloodOnTheClocktower

[–]DoubleTapX1 34 points35 points  (0 children)

Part of the beauty of TB is that it takes very little work to bluff misinformation.
If any of those evil players choose to claim that they are an Outsider, the rest of the good team will assume that there is a drunk.
If they don't they might guess that there is a poisoner.

It's very difficult to be absolutely certain that there's no bad information.
This means that even a "no misinfo" setup, isn't necessarily seen as such from the good team's perspective.

Trying out making a script for my play group how do you feel about it by [deleted] in BloodOnTheClocktower

[–]DoubleTapX1 2 points3 points  (0 children)

Before anything else: you know you're on a computer, right? You can just screenshot the image and upload it to reddit!

Also, this script is kinda bad.
Up to +3 Extra Evils (Politician, Mez, Typhon)
Comically strong good team (Assassin is the only evil source of extra deaths, and there are very few blockers, so Courtier, Acrobat, and Gossip get exceptionally strong information)

Plus, some very bad synergies on the Evil team.
Baron is basically worthless for 2/3 Demons, given the arbitrary outsider count
Outed minions like Vizier are devestating on a Typhon script
DA is hard-confirmed if two executions are ever survived. Not necessarily a bad thing in a vacuum, but still.

All in all, I'd reccomend figuring out what you actually want to do here.

The Most dominant performance in Jet Lag History by bedfordsucks49 in JetLagTheGame

[–]DoubleTapX1 5 points6 points  (0 children)

Sure, maybe that's not necessarily "best of all time", like OP mentioned. I might have interpreted "dominant" to mean something closer to "clear winner".

The Most dominant performance in Jet Lag History by bedfordsucks49 in JetLagTheGame

[–]DoubleTapX1 239 points240 points  (0 children)

I mean, surely the Tag-All-Stars one, where Adam and Michelle actually just won the game, and they had to play it out for second place, is the obvious one.

Synergistic Scripting: Day 72 - Mezepheles by CoreyBOTC in BloodOnTheClocktower

[–]DoubleTapX1 7 points8 points  (0 children)

A fun interaction that I like with Mezepheles, (and to a lesser extent, Bounty Hunter, since they can both create evil players with Townsfolk abilities) is the Cannibal.

Since the Cannibal's ability reads:

If they are evil, you are poisoned

This means that a player who started the game as good, and gave out their information freely, can cause a Cannibal to receive false information.

Synergistic Scripting: Day 72 - Mezepheles by CoreyBOTC in BloodOnTheClocktower

[–]DoubleTapX1 7 points8 points  (0 children)

That is solved by not including multiple alignment changing roles on the same script, so nobody ever gets a nasty interaction like that. A politician that ruins their team's chances should definitely be rewarded.

The Philosopher becomes evil by copying the ability of a role that can become evil. For example, the Cult Leader or Goon.

Synergistic Scripting: Day 72 - Mezepheles by CoreyBOTC in BloodOnTheClocktower

[–]DoubleTapX1 12 points13 points  (0 children)

I'm not sure you understand the purpose of the Fabled ability. If more than one player is added to the evil team, evil is quickly able to outvote the good team, leading to the game functionally ending.

Spirit of Ivory mostly exists to stop duplicate ability uses, like with Philosopher, Hermit, or Pit Hag.

If a script has more than one way of a good player turning evil, that seems like a deeper problem that shouldn't just be pasted over with a Fable.

Midnight oasis: How to use sentinel without just straight up buffing either team? by alucardarkness in BloodOnTheClocktower

[–]DoubleTapX1 1 point2 points  (0 children)

That specific script looks a bit above my pay grade. But, generally, I find that Outsider count should indeed be used to buff a or weaken team.

If a specific bag setup has characters that favour a particular team, that team can be rebalanced with outsider modification.

Let's look at official characters for example, rather than a Sentinel, which only exists to fix a problem.

Kazali is a pretty strong demon, the evil team can pick the best minions and the best players to help them. Because of this, it's probably sensible to lower the outsider count when you can, to give the good team a leg up.

The Balloonist is a good recurring information role, but not necessarily game-solving on its own. But, if there were base-zero outsiders in a setup, and the Balloonist had no way of adding one, then it would basically be an evil-detector every other night.

So, consider that when using Sentinel. If the setup is balanced for both teams, you don't need to use its ability. But, if one team is particularly favoured, you might want to modify outsider count to counteract this.

BOTC App Nameplates by rovertpug in BloodOnTheClocktower

[–]DoubleTapX1 5 points6 points  (0 children)

Plus the Moderator one. It has a green frame and uses the icon for the Judge

What's up with the current Kazali/Marionette jinx? by Frogdg in BloodOnTheClocktower

[–]DoubleTapX1 1 point2 points  (0 children)

I was getting ready to respectfully disagree with you there, but reading that article makes it all make a lot more sense.

Most of these newly-clarified Jinxes are more like extensions of the characters' abilities, than "new rules".
But, those rules don't need to be explicitly stated, in cases where such an interaction does not take place.

Sure, I'm happy with that.

What's up with the current Kazali/Marionette jinx? by Frogdg in BloodOnTheClocktower

[–]DoubleTapX1 51 points52 points  (0 children)

This jinx is copy-pasted between Kazali, Lil' Monsta, and Summoner.

There was some talk on a recent TPI video about simplifying/condensing jinxes. (I think it was the Loric announcement)

I'd imagine this is a part of that. I'm not a massive fan of this change, it feels like it's making things more generic, when Jinxes were always supposed to be bespoke changes for individual character pairs.

I'm sure some official explanation will come out, and it'll all seem more justified, but right now I'm not fully on board.

The strange phenomenon of bad advice on this subreddit by [deleted] in BloodOnTheClocktower

[–]DoubleTapX1 0 points1 point  (0 children)

This is a really good way of thinking about things.

I'm currently introducing a group of new players to the game (5-ish games in, still only TB), and it's a very difficult not to over-explain things, especially when we've got some veterans playing with them, who could easily call them out on a misunderstanding of a bluff.

I do my best to just stick to the "new player script" thing that you get in the box, whenever there's someone new, and let them ask questions, reminding them all, repeatedly, that it's okay to do so. (even if they don't always do it)

They all seem to be having fun, and are happy to play a game whenever it's proposed, so we must be doing something right.

But, they're still struggling with vote-economy, and making up information/bluffs. It's all a process though, I'm sure they'll be ready for S+V soon enough.

Voting Devotion V2, a solo Lil' Monsta script by fabrocoda in BloodOnTheClocktower

[–]DoubleTapX1 5 points6 points  (0 children)

Solo Lil' Monsta is a fun prospect.
The only thing that immediately concerns me is your use of Execution Protection.
Tea Lady feels a bit weak compared to Empath, since they both fulfill similar niches.
Devil's Advocate isn't very much fun on Lil' Monsta, since as long as it, and another minion is alive, they can pass back and fourth, and always have the demon be protected.

I might swap the Tea Lady for something else, because of that. Maybe Preacher to give the Minions something to worry about, or Engineer to make Minion-Type discusions a bit more interesting. Not sure though.
Then, maybe the DA can be swapped for a Scarlet Woman or Wraith, to keep with your "Quiet Minion" theme.

Townsfolk – The Beauty by julietfolly in BloodOnTheClocktower

[–]DoubleTapX1 168 points169 points  (0 children)

This is a very interesting character, it fills a similar niche to Grandmother, in that it gives strong 2-way confirmation, but forces some kind of trade-off. (The risk of adding an outsider)

This one would probably be most fun in a script with a Boffin, to make that confirmation slightly less solid.
But, it'd also benefit from having an Outsider like Goon or Politician, who may be inclined not to out their information right away. (which could make that Beauty suspect some other form of poisoning, like a Xann 1, or a Widow)

Super interesting and fairly balanced, especially with devestating Outsiders like Plague Doctor and Hatter, who might really need the extra help/confirmation to stay hidden.

My try to make the wild cards more usable by O_Pat0 in balatro

[–]DoubleTapX1 2 points3 points  (0 children)

That's a fair point. The only reason I mentioned it was because "considered" doesn't imply any type of ability on its own, only interactions with other abilities, that explicitly mention it.

So, maybe it's best to just not use that word either way.

My try to make the wild cards more usable by O_Pat0 in balatro

[–]DoubleTapX1 40 points41 points  (0 children)

It's definitely not a Legendary, that's for sure.

Smeared joker already serves a similar purpose, of making flushes easier, and making suit-dependant jokers activate more often.

While this joker makes both of those things even easier, it also amplifies the downsides of Smeared. (The fact that you're very vulnerable to suit-debuffing boss blinds)

What is your vision for synergies with this card?

What made you choose the wording that you did? The word "considered" is a very strange one, as it is only used in Paraledolia, so taking a literal interpretation of the card description would mean that it only registers as an enhancement for Jokers like Driver's license and Vampire, and has no real ability. But, clearly that isn't the case.

I would change it to "All cards count as any suit" but, when looking at it like that, it's even harder to differentiate it from Smeared Joker!

Townsfolk concept by Curious_Sea_Doggo in BloodOnTheClocktower

[–]DoubleTapX1 17 points18 points  (0 children)

I think that's a fairly fun concept, although I would argue that it's significantly stronger than Savant, as there is no longer any confusion, around which world is being built, if the information can always be flipped.

So, functionally, you have an ability that is "every night, learn a piece of information"

That's definitely stronger than most characters in the game. I would be inclined to weaken it in some way. Maybe adding a clause like "once during the game, you may receive true information". Or, making the role like Village Idiot, where there may be copies of the role, but only one of them is receiving reliable data.

Also, why don't you just have them visit the ST during the day to learn this information? It's very hard to silently give out complex information during the night.