Pending Traitorfier

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Do your T buddies keep dying early in the round? Tired of being lonely in end game clutch or kick scenarios?

The 'Traitorfier" let's you turn any silly old innocent or detective into a traitor, with the simple low price of harvesting traitor blood followed by a quick stab with an infused knife. If you can't find a Traitor's corpse to harvest blood from, you can also sacrifice 65 health to self infuse the knife, albeit on a longer cooldown until you can infect a victim.

While this tool has the face value application of increasing your team's size, there's a lot fun silly end game common sense scenarios you can disrupt/other chicanery to pull off with it. To balance such a tool (I think it'd be fun to play with for a seasonal update and rotate it out), it might be worth considering limiting purchases on a team basis to 2-3 a round at most. However, Demonic Possession wasn't capped and was a much more selfish thing, and yet didn't throw things too far out of balance of the standard flow.
 
I almost like it better as a Detective item.

Harvest the blood of another dead Detective or self infuse, and then convert an Innocent to a Detective.

In the event you try and convert a Traitor it won't work, and will instead initiate a poison effect that will kill the Traitor after some time.
 
I almost like it better as a Detective item.

Harvest the blood of another dead Detective or self infuse, and then convert an Innocent to a Detective.

In the event you try and convert a Traitor it won't work, and will instead initiate a poison effect that will kill the Traitor after some time.
this is hot too
 
Jabba’s version helps to not encourage game throwing, but a (technically) 1 hit kill when shot anywhere THAT ALSO ONLY HAPPENS TO TRAITORS is kinda crazy. Maybe make it 60-80 dmg? Also currently they will know as soon as it doesn’t convert them so maybe a timer for the conversion is necessary.
 
Jabba’s version helps to not encourage game throwing, but a (technically) 1 hit kill when shot anywhere THAT ALSO ONLY HAPPENS TO TRAITORS is kinda crazy. Maybe make it 60-80 dmg? Also currently they will know as soon as it doesn’t convert them so maybe a timer for the conversion is necessary.
Could just make it kill the detective if he chooses to trust the wrong man for more counter play
 
My reasoning for transitioning it to a Detective item is that the traitors already have so much at their disposal, and we plan on bringing the Defib into play soon. It'd be rough if the Traitors could revive themselves and convert people. I wanted to give the Detectives a bit more of an edge.

The timer could work, I know people hate the Golden Deagle, for good reason, which is why I didn't want it insta-killing the Traitor when hit with a Detective Hotshot. A non-lethal amount of damage could be considered, but then it just becomes meta to jab wounded people, so if they are evil they die anyway.
 
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My reasoning for transitioning it to a Detective item is that the traitors already have so much at their disposal, and we plan on bringing the Defib into play soon. It'd be rough if the Traitors could revive themselves and convert people. I wanted to give the Detectives a bit more of an edge.

The timer could work, I know people hate the Golden Deagle, for good reason, which is why I didn't want it insta-killing the Traitor when hit with a Detective Hotshot. A non-lethal amount of damage could be considered, but then it just becomes meta to jab wounded people, so if they are evil they die anyway.

I know there was a lot of outcry on suggestions about marking people 'proven' for free, which a detective item of this nature would do naturally by making the people blue for all to see and appreciate.

I think having to spend a credit + use your own blood/another detective's blood to empower another player with inherently proven status is enough investment. You could add a longer "infusion time" for the tool to do its job to give traitors a fighting chance against a one hit kill/some hit kill.
 
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