I feel like the killing roles are a bit unbalanced since everyone else has two ways of getting points but killers (vig/cm etc,) only have one way of getting them and they have to compete with everyone for that since everyone benefits from getting kills.
Also since you can also hurt and heal every 3 hours it's usually better for them to not be as active as other players since being active leaves a big window for other to take the kill so ???
Cupid was a mistake, not only tracking points is a nightmare but it became pretty obvious that your points in one part of the game should not completely rely on someone else's actions or activity. Won't recommend using it at all!
In addition to nerfing kills and assists i also put a large number of roles that rely on kills to win points (3 clockmakers, 3 vigilantes) so that kills would be much more contested for those who do not benefit from them rolewise. Hilariously enough, neither clockmakers nor vigilantes scored any kills in the game! And kills ended up being shared within a small number of people - though deservedly, as they were also the most active players.
This looks nice. Can I ask some questions around the rule?
1. Each person can only hurt + heal once every 3 hours. After 3 hours, a person with lowest health will die, right? And they will also die if they get 0 health?
Santas received 2 points per their correct placements coolkidrox123 7 accurate - 14 points Alyssa 6 accurate - 12 points jingahegami 4 accurate - 8 points baabaa 3 accurate - 6 points
Vigilantes got 2*(number of kills their kill has) bonus points for every kill they had YellowPear 0 kills - 0 points Herredy 0 kills - 0 points k9trip 0 kills - 0 points
Clockmakers got bonus points that increased by 2 everytime they got a kill in order(2, 4, 6, 8...) Succ 0 kills - 0 points luis4rod 0 kills - 0 points Stove 0 kills - 0 points
Cupids got 2 points everytime their targets healed each other and lost 1 point everytime they hurt each other
Part 2, kills and assists. I nerfed both kills ane assists by 1 point because of how much more impactful than other parts they were last time - so a kill is worth 4 points and an assist is worth 2. I think that was a correct decision and if kills impact the results too much that will be due to someone getting ridiculous amount of kills rather than kills giving too much points.