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For me, after I called in sick to work because I stayed up all night playing, I figured the devs had done a good enough job to warrant me tossing $5 their way.
Wait, this game is based on an SC2 Mod? I learned something today!
Everyone who has ever owned SC2...still owns SC2. And many people STILL PLAY SC2.
+ A lot more accessible, shorter loading screens, much faster to get in game
+ Bigger playerbase
+- Same amount of ♥♥♥♥♥♥♥ as SC2
- A distinct lack of cultists and masons
- A lack of some other interesting roles (Beguiler, Crier&Marshall&Judge)
+- A lack of roles nobody cared about anyway (Triad, Coroner)
+ Plans of adding more roles, I was hoping vampire and vampire hunter would be cultist/masons but then I saw it was a neutral killing role...
- mm->ww
Hopefully they add Cultists.
I also don't fully agree with them leaving out Citizens, it's such a simple role, might as well throw it in right?
Vampire = Cultist for the most part, Vampire Hunter is pretty much a Mason, just they shifted it Neutral.
Nothing past Forger/Vamp/Vamphunter is planned.
Have you played the game ?
It's not about having this version being a replica of the SC2 version (Which, by the way, wouldn't be bad), it's about balance.
If the vampire hunter is neutral, I don't see what else he could do other than kill vampires. If he wins with town and has no enemies in the town why not just have him tagged as townie? Maybe they are doing so Masons is instead of 2-4 players just one vampire hunter, and therefore making him a neutral role that cannot be killed by cult but also wins with mafia if all vampires are dead? Seems like a really underpowered role in that case, since you have to kill a rapidly multiplying cult and also survive.
Witch Doctor, while being from SC2 mafia, is also a nice addition to the cultist pool, and I really liked when it was added, since it made cultist centric setups more exciting.
Either way I feel cultist is one of the more essential roles because a lot of setups rely on the cult.