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Thats my idea to it, other than that its a very fun role
"-Cannot resurrect Unique roles."
The only possible limitation on this is the "one use per dead player". You need to keep in mind that there are many things involving dead players that can screw over a Necromancer.
Some further suggestions:
# "Cleaned" players cannot be necro'd.
# Necromancers and Retributionists will be informed that they sense each other on N1 due to them being polar opposites (but obviously not told the identity of the other player).
# Necromancers are a unique role.
# Necromancy cannot be used on Neutral roles.
# The town needs to be informed in some way that a dead person has been seen shuffling about at night.
1: I think the nercomancer can resurrect the cleaned people. Like amnesiac can target cleaned targets. You just don't know what you will do.
2: Yes, I agree with this suggestion that they can sense eachother.
3: They don't need to be unique. But it's for the best.
4: Why should they not be able to use their ability on the neutral roles though? I wanna know
5: The town SHOULDN'T know that the dead is walking. Instead, be hidden. Still, certain roles can find out that something isn't right. Like a lookout seeing a dead invest visit someone.
1. He can pick a role that he (and everyone else) knows, and use it as he sees fit against other players. That is a STUPIDLY powerful ability. Restricting it in as many ways as possible is a good idea, but the question of cleaned townies is just one angle of the problem. Personally I'd leave this one to the deves.
2. I did this because Retris are underpowered - they need something that makes them more relevant.
3: Exactly, multiple Necromancers would screw everything up. Witches are guessing when they control someone, hence why they're not unique. Necromancers aren't guessing.
4: Look at the neutral roster, and again at how code works. The only roles in the Neutral roster that would benefit a Necromancer 100% would be the Serial Killer. The only other Neutral role (discounting unique roles) that could deliver some "positive" result to a Necro would be the Arso, but only to douse targets and not ignite them (how are you gonna pull that off?). It's a far better idea to restrict the Necro's powers by leaving one "faction" out of the equation.
5: My suggestion wasn't to broadcast a message that the dead walk at night, but to give the town (and mafia) a clear and concise way to know that there's a Necro in the town, via roles and their functions, or messages at night stating something like "You were visited by a dead town member!"
With item #5 in mind, one problem arises: The Vampire. This is a role that's "in progress" to be added, and I think how that role works could have a large impact on whether a Necromancer should be added to ToS.
If an Arsonist managed to douse people but died before he could ignite, then the Necro can rez the Arsonist to finish the job. The only other Neutral role that would be of any use to the Necromancer is the Witch. I think the Necromancer should be able to use the Witch's abilities at the very least.