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Conegamer said:
So WoW, do you have any analysis?


Playwise

- The Protoss team, once uncovered, were anti-Ghost masons in a way.  AstroGamer, Sparks, and spurgeonryan should have come clean at L-2 or L-1 when it was clear they were going to be killed.  Killing the Ghost to live to see Day 5 was a necessity for their win condition too.  Letting the town lynch them was doubly bad for their win condition because it removed members but also removed lynches to catch the Ghost.

- People in this game cracked with 2 or 3 votes on them.  I feel like it would be really easy to emotionally batter other players by just wagoning.  If you had 4 players with that in mind you could probably get a full mass claim on Day 1.  Would be doubly fun as scum because so many people seem to vote themselves ( which you should never, ever do ) when the going gets rough

- Wright received a warning from me because he was claiming I told him things via PM.  Don't do that.  I don't like talk of pretend communication that never happened.  Communication with me is outside the game and shouldn't normally be mentioned.

 

Setupwise

- I liked this setup.  Giving the Serial Killer a Day 5 win condition feels good to me.  It's normally the hardest role to win with because reaching the two player point in a game is terribly difficult.  That deadline gives the role a fair shake as long as it's balanced by the other factions knowing it's out there.

- HP/Atk/Def was fun.  Protoss and Ghost did 50 damage straight up and were unretaliatable so most protection roles were only useful against Zerg attacks.  Kerrigan could send 100 Zerglings at a Shield Marine and never kill it.  Likewise, as we saw, Kerrigan could send an Ultralisk after Nova and never kill her due to Cloaking Device blocking the attack.

- I was hoping for some fun things like Jim Raynor slapping a Protoss that was on its way to kill someone and then getting killed by retaliatory fire.  That would have been amazing.