Think that's where my balance issues/problems/etc etc lay after reading everyone's thoughts and giving it more time.
Sure the elimproof/kingmaker/loved are ones scum wouldn't have to bother killing or RBing but they still confirm/give evidence that can be verified. So even if scum ignores them and goes after the other, better roles you still have the in-thread threat of a confirmed townie being trusted. Which in the right hands is far more deadly than any role and scum now have to pick - do we kill the possible cop or the kingmaker top townie who is steamrolling? Which is a choice to make every single game and comes with the deicision making of the scum team but in this game there wasn't much of a way to stop the multiple avenues of it happening.
My issue here is that there were so many soft confirms or straight confirmed townies that scum wouldn't be able to keep up with it in terms of kills. The triple threat of protection Town has is one thing that would've made a stopped kill more likely and hurt just as much since it would've set us back. The one way to balance it is more strong shots but I think what would've helped here would've been a way for scum to double kill on some nights. Not all, but maybe once or twice to help keep pace with the way town can confirm themselves. Scum could still missplay it and kill the elimproof, the kingmaker, or something more minor with the double kill nights and still be messed up in the long run but there would've been a chance for it. Town still gets their multiple ways of confirming themselves and scum is now much more investigator than before and has to decide correctly to stop the unknown rolling tide that approaches.
The issue here is not that there were too many. The issue really comes from a collected town working together. That's what you can't bust through as scum. A highly coordinated scum team foments more doubt and discord; a disorganized town doesn't trust through those roles, even if one gets proven - we've
all seen that before, many times, town just mowing through roles that shouldn't even be doubted and they're killing them anyway.
The double kill you're asking for in most scenarios here is provided by your vigilante. Even with a higher scum percentage here, it's always more likely the vig kills townies. You don't add a double kill in a game with a vig also unless you're trying to rush the game. Kingmaker can also anoint scum. There's another potential extra kill.
The avenue is not just through powers. It's through shaping and controlling the narrative - something the mafia team never got close to doing in this game. And sometimes it just goes that way.
Could the roles have been tweaked in this game? Sure. Is it perfect? Nah. But I'd argue it's a hell of a lot more balanced than some games I've seen - and there's evidence right here in this discussion, in how easily concerns can be countered with other options. Even if that's not to everyone's satisfaction, for all of these potential issues, there
is an answer. It just didn't manifest in
this game. And that's just how it goes when you're playing games with lots of powers, every time. But I'd hold this game up against any recent game we played with few to no balance complaints. The problem here wasn't balance. It's actually just that town did what town should do, and that's incredibly hard in many games. I cannot see where that empowerment actually comes from roles here. It looks like the unlock there was actually the n1 deaths, which mechanically favored scum by a
huge margin - but it was town that benefited, not mafia, because town just simply played a good game working with the information they had that was unlocked by the additional shot. But if you want evidence that an extra kill could have helped you, there it is. N1 was optimal for scum, mechanically - but town read the clues accurately and rolled from there.
In this game, if Hedin doesn't die in the way he does d1, if Donnie shoots Sparks to confirm Zeke - which would have been a valid play based on their claim, to produce a town-cleared Zeke (and another confirm, if we're going for that, and many towns would) - any number of things just change. But instead town came together after d1 and has just made a series of very smart plays and used the tools they had. That was simple deduction. Scum got hosed in response, and I'll tell you this - it's why I keep beating the towncore drum - it is very difficult for anything but an on-the-ball scum team to get through that. You have to get into that core and you have to stay there. It's possible. It's hard. But no single member of the mafia team managed to embed themselves into the town core or even into a trustworthy position. Can't balance for that. So again: sometimes it just goes that way. It sucks. It's demoralizing. No one wants to play a game for many days that seems unwinnable. But the unwinnable condition didn't come from the mechanics of the game. It came from people playing well and using the information they had to identify other town.
TBH, this game was lost by scum from n1. And it's really just because a vig shot that might otherwise been unfortunate helped people read wagons and behavior. Can't balance against optimal play. It would be incredibly frustrating for everyone if town lost a strong game like this because of some mechanic fuckery, and we all know it.
And I'm sorry, Sneeks, I really am, but feeling dissatisfied with how the game went isn't about balance, and that's evidenced here by your focus on more strong shots rather than also adding a ninja shot or two. That would actually be more balanced, but it's not your concern because the tracker died early and thus did not impact the game. QED: it's not balance you want, but to vent. That's fine. But this is why balance talk should wait until feelings die down.
Gossip chat seems especially OP in this scenario.
Like as Macho Cop i kept flopping between scum play and town play to throw the scent off and keep me alive, explicitly because there wasn't gonna be any way to protect me.
But if i had made it into gossip chat i could have told the Town Core all about my results without sacrificing that third shot, and reveal the clue about Z-Beat's booster.
Of course a town gossip can be bad and invite scum, too, but having both cop and gossip has a good chance of a pretty hard swing in town's favor.
Gossip chat is decidedly not OP here any way you slice it. Gossip chat works only when and if it is used well and happens to involve people willing to work together; in plenty of games, gossip chat goes near unused, is a bastion of suspicion, or a gossip is ignored or killed because we've had scum gossips in the past. Again, both mechanics and community meta need to be considered, there is nothing to indicate a gossip chat is any more or less impactful than any other town-sided chat. Could the combination of gossip and investigative roles be powerful? Sure. But the odds of that happening - the gossip happens to invite the investigative role, they happen to trust each other, they actually listen to each other, they actually work together. It's rare.
Now if we're going to see these moves more consistently from the player base, over time games will naturally move around that and it will shape future designs. But what you're actually suggesting here is that we balance for the possibility of an outlier. I don't think anyone wants that if we follow it to a logical conclusion.
^^ with that said I did go into a role madness game expecting a lot of swings, so maybe what I'm not seeing is the hard swing potential in scum's favor.
ALSO,
I found that scum struggled with putting together not just believable role claims, but substantial night activity stuff to talk about. In a role madness game where everyone has something to do, I think scum gets very hard pressed to blend in with all the night activity claims.
Have you been reading more recent games? I do not think recent history would bear out your statement re: scum there.
Honestly, I just want to point folks at any year of champs - they actually serve as a great example here. They all play the same game setup and mostly mafia simply rolls on everyone because people who don't know each other can't manage to work together. And then in a few shining examples, town does work together and it almost always results in an absolutely brutal takedown of mafia.
Here's what I learned from that: the strongest tool in the town toolbox is the ability to put aside doubt and work together in collective good faith. There's no scum mechanic to balance against that.