Basic communication turns hitman and poisoner into effectively double maf night meetings. My solution would be: if hitman/poisoner chooses to kill/poison during the night, any visitors will learn their role (like interceptor).
Gramps/granny should also automatically die of old age if not visited by a healing role every 3 nights.
Oh I forgot the borg them negatice charges
Zombie, Cult, and Cyborg are getting their own thread in the future, don’t worry.
Chef: unable to selfchef is ok I guess
Monkey: Nah it isnt dat overpowered. Keep the roleblocking
Bride: hide the bride's name when confess. Make her silenced when her husband dies in the rest of the game
Demolitionist: either create some fabbed bomb roles or make the receiver doesnt know they r wrapped up
Cyclist: remove this role. Too mafia to be town.
Those mastermind roles: Should be able to know each other identity at the beginning of the game, or else town is fuucked up against those 3+2 mafs. Or using some codes to limit 1 mastermind per game
Zombie
Reason: well even now when it is hard to win with since game has less days in total, it is still strong and therefore isnt included in most setups
Solution:
-Make it visit
-Make it action converting
-Make all the healers kill zombie, not just doc
-Limit words zombie can speak at day
Cult
Reason: not really strong now, but a vegged CL is an invincible cult army. A vested cult member acts the same
Solution: Make CL vegging has similar effect with CL dying. Make surviving cult member take a shot at the end of each day/night when their CL dies
Yak:
Reason: Fuucking vested yak
Solution: Make yak can only use his ability once per game
Resurrectionist/Necromancer: make their dead summon also dies when they die
Phantom: since having a 3rd that always wins is boring. Make it be sent into the underworld after one day it is in graveyard
Turkey: Just nerf it idk how. May be make it only causes famine after few people die?
Diabolist, whistleblower, guiser, rainmaker ...: strong but ok I guess