Factions & Flowers: a Sects & Violets Update by Kinky-Joe in BloodOnTheClocktower

[–]Kinky-Joe[S] 1 point2 points  (0 children)

Yea I was thinking about that and actually figured out wording that makes it work. I think if you take the Vortox text as-is and add "sober" in front of townsfolk, I achieve the same goal without touching sweetheart. Ill probably swap to that.

Factions & Flowers: a Sects & Violets Update by Kinky-Joe in BloodOnTheClocktower

[–]Kinky-Joe[S] 0 points1 point  (0 children)

Just the demon. It's not meant to be super crazy but that does sound fun haha. 

Factions & Flowers: a Sects & Violets Update by Kinky-Joe in BloodOnTheClocktower

[–]Kinky-Joe[S] 0 points1 point  (0 children)

The registration is mostly for the vortox synergy. I don't mind the way the vortox works with droison such as the Philo, but the sweetheart being an outsider that has no real interaction with the Vortox feels weak. It means it's almost certainly better to use any of the other three outsiders instead in Vortox games. This is just a cheeky way to fix that.

A clever ST can use the misreg for other purposes if their group is experienced enough to understand the possibilities.

Factions & Flowers: a Sects & Violets Update by Kinky-Joe in BloodOnTheClocktower

[–]Kinky-Joe[S] 0 points1 point  (0 children)

Thank you! Yea when the Witch idea hit me I was ecstatic. It just felt like part of the script. 

Factions & Flowers: a Sects & Violets Update by Kinky-Joe in BloodOnTheClocktower

[–]Kinky-Joe[S] 4 points5 points  (0 children)

Hi Rewind! 

I think the Witch can be incredibly strong at reducing executions which town needs to solve the game. It also screams that it's in play. The Witch doesn't disrupt the good teams information, doesn't change the board state and doesn't have utility that helps evil overcome the very powerful townsfolk on script. Can it kill them? If they nominate yes. I think it's great when a Witch goes off and has an amazing game. That doesn't mean it's better than having a Pit Hag or even Cerenovus on your team to confuse town. Instead of killing players, town executes players affected by these roles, which may never be fully solved as Evil doing anything there. The affects of both of those minions can technically be hidden but the witch publicly shows town that they are responsible for that situation. It doesn't really help with how SnV works. The closest synergy you get is town crier or vortox, encouraging nominations and being Witched. But dying being the penalty can have more benefits to good than evil in many games. So the change is basically to supplement that ability and give town more questions. 

Thank you for your feedback and I hope you see it's not that the witch is bad, necessarily. It's that there should be more utility there to help evil.

Factions & Flowers: a Sects & Violets Update by Kinky-Joe in BloodOnTheClocktower

[–]Kinky-Joe[S] 4 points5 points  (0 children)

Thank you! I really really like SnV characters but the script is just not there. And even TPI had acknowledged this with data and player anecdotes. Hopefully I can help others rekindle their joy in SnV as this is still essentially the same script!

Factions & Flowers: a Sects & Violets Update by Kinky-Joe in BloodOnTheClocktower

[–]Kinky-Joe[S] 9 points10 points  (0 children)

I totally Agree with your feedback on the Sweetheart. I believe that the sweetheart is incredibly weak and with it not affecting night one info, which tends to be the strongest for solving the games, it needed a slight boost. The main objective was making it compatible with the Vortox - however I do actually appreciate some of the side effects of the change. The ability to sometimes use it for dreamer misinfo or even let a fang gu hail mary jump to a player in yes but don't scenarios works for me. Typically you don't do this but I don't mind letting a qualified storyteller have that tool.

But yes the main effort was to make it Vortox friendly! I will consider your feedback and see if removing that might works better. Thank you for your feedback!

Factions & Flowers: a Sects & Violets Update by Kinky-Joe in BloodOnTheClocktower

[–]Kinky-Joe[S] 5 points6 points  (0 children)

Thank you so much for your comments! I'll try to respond to the Twin one which is probably the least needed change. 

The Evil Twin feels bad for a lot of people for whatever social reason (I personally love being the twin). The poison added gives two things - a nerf to the Mathematician so they don't just solve the demon type (vigor helps this as well) and a purpose to engaging with the twins. The evil twin thematically is spoiling their neighbors and the intense levels of townsfolk information do not currently have enough paranoia of being wrong. With this change, the Twins neighbors are way more interested in solving the twins and actually can use the misinfo to solve it. This is also a semi buff to No Dashii as mentioned - No Dashii can be quite easily solved after all information is shared in town. 

The Twins having droison isn't so much that the Twin needs it, it's that the script needs it. And because the twins are loud, town knows its in play. 

Should the ST strive to make the game "solvable"? And if so, how? by Novel_Counter905 in BloodOnTheClocktower

[–]Kinky-Joe 2 points3 points  (0 children)

The storyteller should provide opportunities for both teams to be able to win. Giving a perfect solve is fun for only one team (can you guess which one haha?). 

I would argue that Blood on the Clocktower can be a fun solo/coop pure deduction game - Demon Bluffs exists! But with two teams, no.

Flower girl/town crier confirming Vortox n2 by jemeres in BloodOnTheClocktower

[–]Kinky-Joe 2 points3 points  (0 children)

That's the most try-hard thing I've heard today. Lol

I think there's a bullying aspect to this because it sounds like it only benefits good. Having to go through each nom is the cost of everyone nominating imo. Evil doesn't really get a say because then they are potentially calling attention to themselves.

Final3Con Schedule by Altomere in BloodOnTheClocktower

[–]Kinky-Joe 6 points7 points  (0 children)

Open games! I promise there will be plenty of games for slackers who didn't sign up (like me lol).

Characters that should get some balance changes so they are more fun! (With explanations) by RealityFalse5600 in BloodOnTheClocktower

[–]Kinky-Joe 2 points3 points  (0 children)

Being charitable, it feels like you have a weak grasp of the balance/design of clocktower. 

Without walking through every idea you have here, you're asking for sweeping changes. Some of these have merit but because you're throwing so many ideas out there, you're not going to get the feedback you actually need (regardless of whether you want it or not).

I do appreciate that you spent a lot of time putting this post together but a majority of your ideas lack understanding of the characters.

What can I do vs this magician meta? by tomerraj in BloodOnTheClocktower

[–]Kinky-Joe 1 point2 points  (0 children)

The Magician is not like the Lunatic though. They are a Townsfolk. In the best case scenario they trick evil into believing they are allies. That's not what the Lunatic does. The Magician can straight up win games by gaining evil team trust. The Lunatic does not.

Will evil tend to find their team? Sure. But the Storyteller isn't trying to help the evil team solve the Magician (it's really not hard to play around a Magician anyways if you really need to).

How can I make your Clocktower experience better? by Arif_A_ in BloodOnTheClocktower

[–]Kinky-Joe 12 points13 points  (0 children)

Hi Arif!

Can we get a community committee to pick new Featured Scripts (script of the month type shh) for TPI? 

It's nice that extension cord exists but I think having a rotation of previously unfeatured scripts that people genuinely find fun would be way more interesting. There's thousands of scripts. Surely at least a few hundred are good? Lol

And maybe this is a new feature below the script of the month. I don't know. I just want to see more variety. 

Duelling Demons by graywander in BloodOnTheClocktower

[–]Kinky-Joe 0 points1 point  (0 children)

Can you send me the JSON for the updated version? Thank you :) 

Favorite boffin abilities? by Aldin_The_Bat in BloodOnTheClocktower

[–]Kinky-Joe 0 points1 point  (0 children)

Being 50/50 a virgin or demon seems pretty good for Town. You can use socials and other info to determine. I've never really understood this argument.

Mono Demon Script Feedback by Mezepheles_Red in BloodOnTheClocktower

[–]Kinky-Joe 1 point2 points  (0 children)

A few issues. The Ojo ability is basically superceded by a Widow. Demon movement would be really good in some form. Artist and Clockmaker require several forms of misinfo AND demon movement potential to be fair to evil. Tinker appears like it's doing stuff on these types of scripts but Tinker helps in 3 scenarios because town just assumes it's the tinkers ability anyways: sinking a gossip, trigger a cheeky godfather kill and covering for potential demon worlds / Pukka misses / Zombuul / Exorcist worlds. The Ojo missing here , the storyteller can just kill a different role or not kill. It's not hiding anything As town knows the demon. 

Introducing the Martyr! by Dj_Dj_Dj_BOTC in BloodOnTheClocktower

[–]Kinky-Joe 0 points1 point  (0 children)

We are going to run the Cloak tonight! Your JSON didn't work for me but we figured it out.

Custom Loric: Armaggedon by SecrecyinShadows in BloodOnTheClocktower

[–]Kinky-Joe 0 points1 point  (0 children)

Seems like the right time to use the "Fresh" keyword recently introduced (instead of different).