What are some overpowered roles that need to be nerfed? Surely there’s a few from both older updates and the newest updates that can see some tweaks. Post suggestions for nerfing here.
I think Monkey shouldn’t roleblock their target, and Chef shouldn’t be able to chef themselves.
I'd prefer points of view in both closed and open role contexts, but the fact is that Main Lobby probably won't pick up on my thread at all. There's also enough players in Sandbox who are familiar with Main so that I'll be able to get a better idea of what people think here, since the opposite (Main players familiar with Sandbox) isn't as common.
Also, officially Sandbox was founded for setup testing and experimentation, so I like to poll here to keep it all official-like.
I think *more* maf should be able to kill mafia, imo. I think it's hilarious when terrorist gets a gun, shoots a partner, and bombs his other partner all for shiggles.
Disguiser doesn’t need to be nerfed. I’ve got enough weaknesses. All reports on my targets reveal my true identity, as well as snowballs and gunshots. Also, I have depression and a fear of commitment. Let me have my wills.
bleeder is the most op role and i stand by this statement
ghoul invincibility at night? will die if killed twice, and this is only at night tree invincibility? nah, can be countered by arsonist, werewolf, strongman, etc. gramps/granny at night? can die from things like lover. oh and theres the unfortunate circumstance when cult leader visits granny angel save? kills the angel werewolf invincibility? can be night-killed, also may be vulnerable too voodoo/diab but havent tested monk save? this will save against almost anything, i believe. maybe short of voodoo/diab but havent tested
bleeder is safe from all of these and any other form that you can possibly think of killing someone with
Well since this topic was supposed to be posted in main forum with open role setups so I guess I wont waste my time suggesting anymore. If u post there most people will like to keep roles unchanged since if something is unbalanced its the setup not the role
Granny and gramp aint OP at all. Granny can kill town and gramp usefulness is meh. Yeah gramp doesnt die at night but they can still be lynched. They can make people visit them for some reports but its a passive way. And gramp doesnt increase maf killing potential
Someone else suggested that Granny should die in for visited by a healing role for 3 days. This seems needlessly complicated imo, the role is fine as-is.
Esp bc this is Sandbox. Very few roles are on their own overpowered. It depends on what gets rolled.
Can you make the argument that Granny is a bit overpowered? Sure. Is that kind of the POINT to the role? Certainly.
This thread doesn't just apply to Sandbox, I only made it here because the Main Lobby forums are all too often more interested in discussing anything but the games and my threads there get less responses. I'll start polling both, though.
Reason: well even now when it is hard to win with since game has less days in total, it is still strong and therefore isnt included in most setups
Solution:
-Make it visit -Make it action converting -Make all the healers kill zombie, not just doc -Limit words zombie can speak at day
I can get behind the first and third nerfs, but I'm iffy on the second. Part of what makes Zombie unique is its unique method of conversion. The fourth idea I can go either way on.
Lucid and I discussed a full on Zombie rewrite at one point, so maybe it'll go in that direction.
Cult
Reason: not really strong now, but a vegged CL is an invincible cult army. A vested cult member acts the same
Solution: Make CL vegging has similar effect with CL dying. Make surviving cult member take a shot at the end of each day/night when their CL dies
This is a bug, not a feature.
Yak:
Reason: Fuucking vested yak Solution: Make yak can only use his ability once per game
This is a feature, not a bug. See: yak on virgin night.
Resurrectionist/Necromancer: make their dead summon also dies when they die
This is fine I guess but I don't see how these roles are OP.
Phantom: since having a 3rd that always wins is boring. Make it be sent into the underworld after one day it is in graveyard
This is the problem with playing Sandbox with roles that are very clearly not meant to be in Sandbox. Phantom was invented with intention to be in a resurrection-heavy setup.
Turkey: Just nerf it idk how. May be make it only causes famine after few people die?
What should actually go on is that famine should be announced at the beginning of the game whenever there's a famine role, so then people are incentivized to hunt turkeys and gingerbread men.
Yeah Cyborg is the main role that comes to mind with that though. Tbh at least in Sandbox we use basically the rest of them (save for a couple, usua,lly graveyard roles, though some use graveyard roles as well)
Supervillian: make the anonymous meeting with all other 3rds not just 1of them. Only wins if no other 3rd wins
Seer: Maf can guess seer once a game, but at any time of the day, not just on the last lynch. Become naked if fail
Poisoner hitman clown: well add the interceptor nerf mentioned
Diabolist: should also die when get minimum vote
Guiser: all guised kill should leave no will. This forge is getting stronger those days
Justice: double visit cop is unfair. Make him only be able to get report if no one visits him
Santa: one of the strongest town role atm, good game solver, can clear himself. A nerf may be too much but u can put a limit to his item list, like can only give one item once each game
Rainmaker: Skipping day vote wow. Should also not be able to visit the night he uses his ability
Whistleblower: make it only target nonmaf
Blizzard: Its fine dont nerf it
Fab: well this guy can have the santa item limit nerf too
On the other hand bleeder is a passive role and unlike bomb, u cant lure maf to kill u. Its a good plan B role for town that have more use when there are less people left, keep it unchanged