Alright now that I had my cup of coffee (even tho i prefer tea). It's time to point out something that really bugged me in this game.
When you balance a game or make a mafia game in general this should be your philosophy. Townies should not outperform mafia in killings. That is mafia play ground. Mafia are the ones who are supposed to excel at killing and not town. Why? Townies have the number advantage mixed with their utility power advantage they have. It should be more than enough with a simple 1 shot night kill.
However, the moment you give townies killing abilities that exceeds mafia then we have a problem and the game becomes a clown fiesta. In this case Townies excelled more in killing than mafia ever did in the first 3 DP's and that is NOT okay. Whoever thought giving town an ability that can guarantee 100% kill any player during the day or night in an instance is balanced should go back to the drawing table.
Why do I say this? people look at mafia roles and think they are strong but trust me mafia was very under powered. UnderTaker abilities outside of his night kill was just not meant for mafia. I would never waste a NP to block all actions because it will stop me from murdering someone during the NP. 6th Ability was not what it seemed like also, the ability stated that he can recruit anyone with 50% chance success but that 50% chance turned out to be the host asking players if they wanna join mafia and the obvious response a regular player would answer is "no thank you. I am comfortable being townie." After 2 attempts we gave up completely on it and did not bother with it again. Ansa modified it later on for 100% chance success but out of nowhere he brought back the player he mod killed with a substitute player and that ability was taken away from us and never used.
Also, I will admit that when I got super killed out of nowhere it did get under my skin because I honestly thought it was complete BS. Let me explain. When the game started and I took a look at Kane role. He had 1 super kill ability. But he could of only used it AFTER the 5th DP. So from my own perspective I assumed that super kills are really strong in this game and cannot be used immediately. But guess what? little did my poor innocent soul knew but townies had an ability that far exceeded Kane and could perform their super kill whenever they wanted. This took me out of surprise cause I did not expect townies would be more dominant at killing people than mafia. Mafia should be lynched in these games not straight up murdered in their own game. That makes townies extremely overpowered along with all their utility powers. Hence why I am saying that this game was robbed from mafia. Winning this game was taken from me stolen because an inactive player who did not get mod killed decided to use his ability before he goes completely inactive and yolo it. I am pretty sure he used his ability because he got pressured and he knew that he won't be around for much longer so might as well use what he has before going completely inactive and pick a player of his choice to kill 100% and he hit the jackpot with it. That super kill right there changed the course of the game crippled mafia completely and whatever chances mafia had in winning went down by half.
People super kills is not something a townie should ever have. Super kills are meant to be extremely rare and only given to mafia or serial killer and in low quantity. If you give such abilities to townie then you are making them play in an even field in mafia territory in terms of killing people. If you do that then you better gut all other townies abilities for giving them such op one. But point is never let townie be at any point in the game excel at killing players more than mafia. Townies are supposed to LYNCH mafia. Work together and use the tools/utility they have to pin mafia down. Not go around murdering mafia at their own game while maintaining their op utility powers and their numbers.
Now that I got that out of the way. Some pointer for ansa to improve his hosting :
@Ansatsuken
1- Rule of thumb buddy if a player goes inactive for a day maximum 2 days you mod kill him no excuses. Keeping inactive players ruin the game and can take out the fun. You mod kill them and let the players in the game focus on active people instead of wasting our times figuring out if an inactive is townie or mafia. Also, you report them, ban them, and let them learn their lesson. Unless ofcourse there was a legit reason behind it. Because you as a player if you agree to join a game and go inactive then not only are you disrespecting the host and the player. You are ruining the game and I as an individual will never take you seriously ever again and will not be welcomed in any of my future games.
2- When you mod kill someone you don't bring them back alive. Example of this is pathetic. He got modkilled but he got substituted later on in the game which I found to be very odd. I understand you wanted to give mafia some winning chance but you have to be consistent with your choices.
3- less interaction with the players. Unless they specifically ask you a question try to avoid interactions with them. You can keep the funny gif posts tho ;D as a host I understand that sometimes we wanna have some fun too xD
4- Don't change the roles too much and modify them DURING the game. Once you finish your setup stick to it to the end. Unless something extreme happened and you needed to handle it yourself.
5- More work into mafia faction to make them actually compete with townies. I feel the undertaker role was a lost potential to be honest. You could of done soo much more with the undertaker role tbh.
Other than these few pointers you did a really good job in hosting the game buddy. Hats off to you mate. Looking forward for your digimon theme game (yes I am a digimon fan too myself. Digimon > pokemon come at me pokemon fanboys)
Now that I am done with this post let me go back and reply to the wonderful people ^^