- Revise the action economy so each player has meaningful choices to make in what abilities to use, not just who to use them on. (Drain will no longer be a default 'vamps should use this' ability)
- Lower and standardize the cost of most abilities in the game to encourage most abilities to be used more frequently. (In line with above)
- Make lynch and NK more meaningful to the game as a whole.
- Encourage wolves to slowly strangle the village rather than relying on wombo combos to power through particular targets. (Yes, I'm still salty about that; no, this emphasis is not due to salt [see previous games].)
- Limit the use of roleblocks and percentage health damage (mostly by wrapping those mechanics up into the lynch and nightkill).
- Focus abilities so they have a more defined scope, and more defined ways to counter, predict or play around them.
- Overhaul peeking mechanics so there is less risk in using them without coordination, but more defined bounds for what information you can get.
- All shields will last for one round, and absorb damage (but not Life costs) up to their value.
- Normal shields have no special characteristics.
- Holy shields will heal for 50% of the unused amount when they expire.
- Cursed shields will grant health equal to the amount the shield absorbs (not counted as healing), and deal damage equal to the remaining. Until a Cursed Shield is completely broken, it refreshes each round.
[signups open]