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.