Post by ForgotToFlush on Apr 22, 2023 20:29:17 GMT
FTF's Greater Idea Role Tierlist
Written by ForgotToFlush
Greater Idea has long been one of the most popular themes on PS! Mafia. Since I do not respect my own free time, I decided to go through each role individually and rate them in terms of strength and how often you should pick it. The roles within tiers aren't ordered, and I'm using the Mafiascum wiki listing (X) for all my role information and referencing. One last thing: this is all my opinion. I expect that no one will universally agree with me, and that's okay. I'm not a true objective evaluator by any means, and a lot of these assessments are going to be made off of my own personal experiences.
So without further adieu, let's get into it!
S: Better than the best, Never Discard
Bloodhound: The strongest inspect role in the game; Discarding is always a bad look, and there are very rare cases where this role doesn't provide utility for town.
Alien Psychotrooper: The natural counter to the strongest inspect role in the game; Takes either multiple inspect roles outing themselves, or one over the course of several nights for it to be discovered. Introduces a lot of paranoia into town and does damage just by existing.
Cult One-shot Goomaker: This placement might seem wacky but the opportunism that this role lends itself to is perfect for sneaky 3p players. The strongest part of this role is the potential of your target to survive multiple nights, increasing the chances of recruiting more members.
A+: Best roles pick every time
Doctor: Protective roles are generally a safe bet. While not as universally beneficial as the Bloodhound, the Doctor is usually good at providing utility for town, and is especially desirable in the late-game.
Mason Doctor: Has all the benefits of the traditional doctor, but the added strength of a potential Masonry makes it as good of, if not a better pick, than the Doctor.
Mafia One-shot Dayvig: Extra killing power for the Mafia makes this role highly desirable. The WIFOM aspect of this role lends to its strength. with a cunning player being able to gain brownie points with town by using it openly. Alternatively, it can be saved until a pinch situation to help Mafia crawl back into an otherwise lost game. Additionally, the ability to secure a mechanical win during day phase should not be overlooked.
Mafia Strongman: Un-interactive in a good way. While this does centralize the Mafia's actions, the ability to ensure a night kill is incredibly valuable.
Werewolf Mason: The ability to integrate oneself into a Masonry as a scum player is incredibly powerful. Masons are very often game influencing so being able to get ahead of the curve should allow you to have a high impact.
Alien Mass Redirector: Another strong Alien role, this one packs a giant "nuh-uh" button. This one is a bit more timing dependent, but is still a highly impactful role.
A: Great roles, pick most of the time
Watcher: Definitely a useful and versatile inspect role, but not as strong as the Bloodhound. Generally beneficial and hard to counter.
Tracker: Like the Watcher, difficult to counter and useful for town. Might have a slight edge on the Watcher due to receiving direct information about the person being targeted.
Cop: Mafia is the most represented scum faction on the role-list, making this a no-brainer pick as one of the stronger inspect roles.
Roleblocker: A bit of a double-edged sword, but the potential is there for this to be a role that heavily impacts any game it's in.
Jailkeeper: For me, Jailkeeper has a slight edge on Roleblocker for being a generally "safer" role. While it suffers from similar problems as the Roleblocker, it's still able to create value through its versatility.
Vigilante: A highly skill-testing role with obvious and immediate impacts on the game. The downsides are obvious but I think being able to remove POE townies is still valuable.
Mafia Roleblocker: Highly impactful and interactive role that can shore up any Mafia faction's win-chances.
Werewolf Roleblocker: Similar to the Mafia Roleblocker. Roleblocking in general is a strong ability for any scum faction to have.
Ninja Werewolf: One of the few roles able to hard-counter the Watcher and Tracker, providing above-average situational usefulness. A highly centralizing role, but very useful when needed.
Alien Vanilla-iser: Better than a roleblock, and exceptionally useful for either combatting town or hamstringing the chances of other scum factions.
Alien Silencer: Another powerful role, but it and the Vanilla-iser suffer the same drawback of immediately making their presence known to the entire playerlist.
Alien Bloodsucker: Much needed killing power for Aliens. The ability to have this alongside other traditionally strong Alien roles makes it a strong choice.
Serial Killer (Two-shot Bulletproof): The strongest of the Serial Killer roles, and one of the strongest third party roles, but definitely one of the more difficult ones to play.
A-: Good-ish roles, worth picking often enough
Seer: In a similar vein of reasoning, Werewolves are the second most represented scum faction. Definitely not as strong as Cop, but the utility shouldn't be overlooked.
One-shot Vigilante: While much weaker than the standard Vigilante, the usefulness is still apparent. This role rewards the patient and measured player.
One-shot Day-vig: Similarly to the OS-Vig, patience is key to maximizing this role's benefits.
Jack-of-all-trades: While it's constituted of three individually strong roles, the nature of the JOAT makes this role very timing dependent.
Mafia Godfather: An apparently strong modifier for the Mafia faction, but I think this role lacks the agency required to be placed higher.
Mafia Tracker: Strong level of fakeclaim-ability while also being an independently strong role for the faction.
Alpha Werewolf: Similar reasoning to the Mafia Godfather. Independently strong, but does not do much for the faction as a whole.
Werewolf One-shot Bulletproof: As with the above, the modifier is nice but doesn't provide enough direct impacts on the game to be higher tiered.
Werewolf Watcher: Similar to the Mafia Tracker. Might be slightly edged out because of the aforementioned Watcher vs Tracker distinction.
Werewolf One-shot PGO: Situationally useful, with the ability to take out pesky investigative or manipulative roles. The lack of control over the kill prevents it from being ranked higher.
Alien Prober: Functionally a role-blocker with upside. Placement is lowered due to lack of strength relative to other Alien roles.
B: Good-Okay roles, worth picking and playing on average
Cop Lover: A clear step down from Cop, but the overall benefits are still good enough to warrant the placement.
Mason: I might be overvaluing Masons more than the average player but I think the ability to have a trusted communication circle is strong. Only one role in the list actually negates the value provided. Placement isn't higher because the strength is dependent on how many others pick Mason roles.
Mason Lover: Nearly mechanically identical to the Mason. I don't think Lover is enough of a demerit to bump it down a tier.
Hider: There are a lot of failure cases for this role, but otherwise it's a strong tool for town. Placement isn't higher due to the need for strong dayplay in order to smooth out those failure cases.
Weak Jailkeeper: Similarly to the Hider, its usefulness is situationally dependent. Another low floor, high ceiling role.
Vanilla Cop: Situationally dependent, but has a decent chance of providing game-advancing information.
Cop-of-all-Trades: Similar reasoning to the JOAT. This one ranks lower due to being less powerful overall.
Mafia Doctor: Situationally useful. More of an insurance policy if anything else. No real method of advancing the game for its faction.
Mafia Seer: Can potentially sniff out multiball threats, but otherwise situationally useful. Decent fakeclaim if anything else.
Mafia Cupid: Strong on paper but I lowered its placement due to the setup required to fully capitalize on what it can do. Not to mention the potential of just flat out whiffing.
Werewolf Cop: Similar to the Mafia Seer. Can situationally provide beneficial information but otherwise it exists to be a decent fakeclaim.
Serial Killer (Immune to Mafia kills): Immunity from the dominant scum faction is a great boon for an otherwise difficult role.
Serial Killer (Immune to Werewolf kills): Similarly to the Mafia-Immune version, being able to have some form of protection with a highly skill testing role is a decent safety net.
B-: Okay-ish Roles, minimal benefits
FBI Agent: Minimal upside, but better than nothing.
Bodyguard: There's definitely potential in being able to save a universal townread/power role/town leader. This is just significantly weaker than other roles in its category.
Bulletproof Townie: Has the chance to induce town paranoia, but otherwise nice to have in case it comes up.
Vengeful Townie: You can have games where it never even comes up, but it's a potentially useful tool in the hands of non-jaded vote victims.
Retired Werewolf Hunter: Another role with minimal upside, and low agency, but still technically better than having nothing at all.
Retired Marine: Potentially very funny if it ever comes up, but chances are low.
Private Investigator: It's great to have when actual cult roles are present, but the lack of that guarantee prevents higher placement.
Innocent Child: In an ideal world, your town players should be able to clear themselves just by posting. However, given that this theme is often multiball, and at worst, this is a named townie, makes this role above average.
Nurse: Not as good as an actual protective role, but situationally useful, especially late game.
One-shot Commuter: Fine enough, but minimal utility to meaningfully advance the game.
Parrot Role: Low control, potentially impactful. Very dependent on the situation.
Mafia One-shot Governor: Useful in pinch situations, but otherwise doesn't add too much value overall.
Mafia Fruit Vendor: Alright fakeclaim. No real methods of game advancement.
Werewolf Supersaint: In an ideal world you wouldn't need the Supersaint bit at all, but it's an okay-if-it-comes-up insurance policy.
Wereparrot: A lack of control prevents this from being placed higher, but otherwise allows for situational usefulness.
Bulletproof Alien Lover: Bulletproof is nice for the faction but the Lover modifier tanks this one's placement.
Condemner: Strong on paper, but the failure case for this role means joining a town faction after you've already damaged your town stock by chasing your win condition. As far as third parties go, it's on the weaker side.
One-shot Cult Recruiter: The highs of being able to convert a town leader makes up for the otherwise difficult role. Handpicking your own scum-partner is a viable path and an underrated tool.
C: Average roles, no real benefit
Vanilla Townie: The absolute bread and butter role of Mafia. The quintessential meat and potatoes role.
Town Godfather: A named townie that isn't provable. Great!
One-shot Kingmaker: Good for giving the power to cleared townies, but otherwise pretty situational with minimal utility.
Psychiatrist: So many of these roles send you on missions to find needles in haystacks.
Reloader: Similar to the Psychiatrist. Incredibly situational and difficult to create value with.
Fruit Vendor: Confirms itself and not much else.
One-shot Townie: Functionally a Survivor.
Mafia Goon: Another baseline role, for when you want to pick a team and nothing else.
Alpha Goon: All animals are equal, but some animals are more equal than others.
Mafia Compulsive Hider: Potentially problematic in multiball scenarios but otherwise it's fine enough for avoiding night actions.
Werewolf: For your local Twilight fan.
Werewolf FBI Agent: Provides you with an okay at best fakeclaim.
Werewolf Godfather: For those with main character syndrome.
Alien Sympathiser: Great if you really, really, really, wanted to play Aliens. For whatever reason.
Survivor: Sometimes you just want to be included.
Survivor Mason: The Survivor but with more friends.
Serial Killer (Immune to Alien & Replicant kills): I mean if you pick it and it ever comes up, however astronomically low that chance is, then power to you.
D: Bad roles, not helpful at all
Supersaint: Having zero control over this, if it ever comes up, justifies the low placement.
One-shot Paranoid Gun Owner: Another town KP role that you have zero control over.
Ascetic Townie: While it isn't impossible to prove this claim, I don't think the hassle is worth it.
One-shot Governor: I don't see much value in stopping an elimination as town.
One-shot Diplomat: I'm lumping all the unvotable roles in to one tier because they all pigeonhole you upon activation and they don't actually advance the game meaningfully.
Conspiracy Theorist: One nifty aspect of this role is that it investigates as Alien to other CT's. Why?
Hero: Absolute best case scenario is a kingmade scum targeting you. Otherwise, absolutely useless.
One-shot Gladiator: Decent at self-confirming but hard to actually achieve anything
Judas: See OS Diplo. Maybe it's good if you don't like the town.
Saulus: See OS Diplo. Starting out as Traitor seems even worse than some of the others.
Mafia Reflexive Doctor: If you can ever figure out how to make this beneficial for Mafia, then props to you.
Alien One-shot Diplomat: See OS Diplo. Probably the worst of the bunch. Everyone will just want to get rid of you on principle.
F: Terrible roles, not worth picking ever
Compulsive Childkiller: You can confirm yourself....by killing another confirmed townie.
Lover: Diet Mason, with more potential scum counterparts.
Miller: So just to get it all out of the way at once, the common defence for picking these neg-util roles is that someone can confirm you as town with them. 1) That's situational. 2) That's distracting to town. 3) It isn't even a true confirm. 4) Just confirm yourself by posting good posts.
Hirsute Townie: See Miller.
Evangelistic Townie: See Hirsute Townie.
Tentacled Townie: See Evangelistic Townie.
Watchlisted Townie: See Tentacled Townie.
Wrong Place at the Wrong Time Townie: See Watchlisted Townie.
Black Goo: Town winchances drop as soon as you pick this. Just don't. There's no good way to spin this one.
Gravedigger: It's so funny how the entire objective of this role is to make you look bad.
Lovebird: Maybe okay if you have a really good scumread, but even then this is such a poor way of going about that.
Enabler: Just makes an existing role worse.
Treestump: Going with the version that has to kill itself to use the ability. Great for trolls, miscreants and other forms of ne'er-do-wells.
Tourist: "Are you a PGO?" the role.
Persona-Non-Grata: Maybe if you just want to be really nice to your local condemner.
Mafia Lover: Actively tying your survival chances to the factions you need to eliminate sounds like a bad time.
Hirsute Goon: Makes you vulnerable to two of the better inspect roles at once.
Werewolf Miller: Similar to Hirsute Goon, just a bad time all around.
Werewolf Gravedigger: This role sounds way too cool for how bad it is.
Compulsive Bodyguard Survivor: S tier on a comedic level at least.
null
Underdog
Wild Card
Takeaways
Well, that was exhausting. Do you agree with my takes? Vehemently disagree? Did your favourite role end up in F-Tier? Feel free to sound off below.
The biggest takeaway I have from doing this is that so many roles seem good on paper, but are very situational in practice. A lot of the boring choices are good on a technical level, which makes me think people gravitate more towards the less good, more exciting ones. GI, after all, promises variety, and it definitely delivers on that front.
Written by ForgotToFlush
Greater Idea has long been one of the most popular themes on PS! Mafia. Since I do not respect my own free time, I decided to go through each role individually and rate them in terms of strength and how often you should pick it. The roles within tiers aren't ordered, and I'm using the Mafiascum wiki listing (X) for all my role information and referencing. One last thing: this is all my opinion. I expect that no one will universally agree with me, and that's okay. I'm not a true objective evaluator by any means, and a lot of these assessments are going to be made off of my own personal experiences.
So without further adieu, let's get into it!
S: Better than the best, Never Discard
Bloodhound: The strongest inspect role in the game; Discarding is always a bad look, and there are very rare cases where this role doesn't provide utility for town.
Alien Psychotrooper: The natural counter to the strongest inspect role in the game; Takes either multiple inspect roles outing themselves, or one over the course of several nights for it to be discovered. Introduces a lot of paranoia into town and does damage just by existing.
Cult One-shot Goomaker: This placement might seem wacky but the opportunism that this role lends itself to is perfect for sneaky 3p players. The strongest part of this role is the potential of your target to survive multiple nights, increasing the chances of recruiting more members.
A+: Best roles pick every time
Doctor: Protective roles are generally a safe bet. While not as universally beneficial as the Bloodhound, the Doctor is usually good at providing utility for town, and is especially desirable in the late-game.
Mason Doctor: Has all the benefits of the traditional doctor, but the added strength of a potential Masonry makes it as good of, if not a better pick, than the Doctor.
Mafia One-shot Dayvig: Extra killing power for the Mafia makes this role highly desirable. The WIFOM aspect of this role lends to its strength. with a cunning player being able to gain brownie points with town by using it openly. Alternatively, it can be saved until a pinch situation to help Mafia crawl back into an otherwise lost game. Additionally, the ability to secure a mechanical win during day phase should not be overlooked.
Mafia Strongman: Un-interactive in a good way. While this does centralize the Mafia's actions, the ability to ensure a night kill is incredibly valuable.
Werewolf Mason: The ability to integrate oneself into a Masonry as a scum player is incredibly powerful. Masons are very often game influencing so being able to get ahead of the curve should allow you to have a high impact.
Alien Mass Redirector: Another strong Alien role, this one packs a giant "nuh-uh" button. This one is a bit more timing dependent, but is still a highly impactful role.
A: Great roles, pick most of the time
Watcher: Definitely a useful and versatile inspect role, but not as strong as the Bloodhound. Generally beneficial and hard to counter.
Tracker: Like the Watcher, difficult to counter and useful for town. Might have a slight edge on the Watcher due to receiving direct information about the person being targeted.
Cop: Mafia is the most represented scum faction on the role-list, making this a no-brainer pick as one of the stronger inspect roles.
Roleblocker: A bit of a double-edged sword, but the potential is there for this to be a role that heavily impacts any game it's in.
Jailkeeper: For me, Jailkeeper has a slight edge on Roleblocker for being a generally "safer" role. While it suffers from similar problems as the Roleblocker, it's still able to create value through its versatility.
Vigilante: A highly skill-testing role with obvious and immediate impacts on the game. The downsides are obvious but I think being able to remove POE townies is still valuable.
Mafia Roleblocker: Highly impactful and interactive role that can shore up any Mafia faction's win-chances.
Werewolf Roleblocker: Similar to the Mafia Roleblocker. Roleblocking in general is a strong ability for any scum faction to have.
Ninja Werewolf: One of the few roles able to hard-counter the Watcher and Tracker, providing above-average situational usefulness. A highly centralizing role, but very useful when needed.
Alien Vanilla-iser: Better than a roleblock, and exceptionally useful for either combatting town or hamstringing the chances of other scum factions.
Alien Silencer: Another powerful role, but it and the Vanilla-iser suffer the same drawback of immediately making their presence known to the entire playerlist.
Alien Bloodsucker: Much needed killing power for Aliens. The ability to have this alongside other traditionally strong Alien roles makes it a strong choice.
Serial Killer (Two-shot Bulletproof): The strongest of the Serial Killer roles, and one of the strongest third party roles, but definitely one of the more difficult ones to play.
A-: Good-ish roles, worth picking often enough
Seer: In a similar vein of reasoning, Werewolves are the second most represented scum faction. Definitely not as strong as Cop, but the utility shouldn't be overlooked.
One-shot Vigilante: While much weaker than the standard Vigilante, the usefulness is still apparent. This role rewards the patient and measured player.
One-shot Day-vig: Similarly to the OS-Vig, patience is key to maximizing this role's benefits.
Jack-of-all-trades: While it's constituted of three individually strong roles, the nature of the JOAT makes this role very timing dependent.
Mafia Godfather: An apparently strong modifier for the Mafia faction, but I think this role lacks the agency required to be placed higher.
Mafia Tracker: Strong level of fakeclaim-ability while also being an independently strong role for the faction.
Alpha Werewolf: Similar reasoning to the Mafia Godfather. Independently strong, but does not do much for the faction as a whole.
Werewolf One-shot Bulletproof: As with the above, the modifier is nice but doesn't provide enough direct impacts on the game to be higher tiered.
Werewolf Watcher: Similar to the Mafia Tracker. Might be slightly edged out because of the aforementioned Watcher vs Tracker distinction.
Werewolf One-shot PGO: Situationally useful, with the ability to take out pesky investigative or manipulative roles. The lack of control over the kill prevents it from being ranked higher.
Alien Prober: Functionally a role-blocker with upside. Placement is lowered due to lack of strength relative to other Alien roles.
B: Good-Okay roles, worth picking and playing on average
Cop Lover: A clear step down from Cop, but the overall benefits are still good enough to warrant the placement.
Mason: I might be overvaluing Masons more than the average player but I think the ability to have a trusted communication circle is strong. Only one role in the list actually negates the value provided. Placement isn't higher because the strength is dependent on how many others pick Mason roles.
Mason Lover: Nearly mechanically identical to the Mason. I don't think Lover is enough of a demerit to bump it down a tier.
Hider: There are a lot of failure cases for this role, but otherwise it's a strong tool for town. Placement isn't higher due to the need for strong dayplay in order to smooth out those failure cases.
Weak Jailkeeper: Similarly to the Hider, its usefulness is situationally dependent. Another low floor, high ceiling role.
Vanilla Cop: Situationally dependent, but has a decent chance of providing game-advancing information.
Cop-of-all-Trades: Similar reasoning to the JOAT. This one ranks lower due to being less powerful overall.
Mafia Doctor: Situationally useful. More of an insurance policy if anything else. No real method of advancing the game for its faction.
Mafia Seer: Can potentially sniff out multiball threats, but otherwise situationally useful. Decent fakeclaim if anything else.
Mafia Cupid: Strong on paper but I lowered its placement due to the setup required to fully capitalize on what it can do. Not to mention the potential of just flat out whiffing.
Werewolf Cop: Similar to the Mafia Seer. Can situationally provide beneficial information but otherwise it exists to be a decent fakeclaim.
Serial Killer (Immune to Mafia kills): Immunity from the dominant scum faction is a great boon for an otherwise difficult role.
Serial Killer (Immune to Werewolf kills): Similarly to the Mafia-Immune version, being able to have some form of protection with a highly skill testing role is a decent safety net.
B-: Okay-ish Roles, minimal benefits
FBI Agent: Minimal upside, but better than nothing.
Bodyguard: There's definitely potential in being able to save a universal townread/power role/town leader. This is just significantly weaker than other roles in its category.
Bulletproof Townie: Has the chance to induce town paranoia, but otherwise nice to have in case it comes up.
Vengeful Townie: You can have games where it never even comes up, but it's a potentially useful tool in the hands of non-jaded vote victims.
Retired Werewolf Hunter: Another role with minimal upside, and low agency, but still technically better than having nothing at all.
Retired Marine: Potentially very funny if it ever comes up, but chances are low.
Private Investigator: It's great to have when actual cult roles are present, but the lack of that guarantee prevents higher placement.
Innocent Child: In an ideal world, your town players should be able to clear themselves just by posting. However, given that this theme is often multiball, and at worst, this is a named townie, makes this role above average.
Nurse: Not as good as an actual protective role, but situationally useful, especially late game.
One-shot Commuter: Fine enough, but minimal utility to meaningfully advance the game.
Parrot Role: Low control, potentially impactful. Very dependent on the situation.
Mafia One-shot Governor: Useful in pinch situations, but otherwise doesn't add too much value overall.
Mafia Fruit Vendor: Alright fakeclaim. No real methods of game advancement.
Werewolf Supersaint: In an ideal world you wouldn't need the Supersaint bit at all, but it's an okay-if-it-comes-up insurance policy.
Wereparrot: A lack of control prevents this from being placed higher, but otherwise allows for situational usefulness.
Bulletproof Alien Lover: Bulletproof is nice for the faction but the Lover modifier tanks this one's placement.
Condemner: Strong on paper, but the failure case for this role means joining a town faction after you've already damaged your town stock by chasing your win condition. As far as third parties go, it's on the weaker side.
One-shot Cult Recruiter: The highs of being able to convert a town leader makes up for the otherwise difficult role. Handpicking your own scum-partner is a viable path and an underrated tool.
C: Average roles, no real benefit
Vanilla Townie: The absolute bread and butter role of Mafia. The quintessential meat and potatoes role.
Town Godfather: A named townie that isn't provable. Great!
One-shot Kingmaker: Good for giving the power to cleared townies, but otherwise pretty situational with minimal utility.
Psychiatrist: So many of these roles send you on missions to find needles in haystacks.
Reloader: Similar to the Psychiatrist. Incredibly situational and difficult to create value with.
Fruit Vendor: Confirms itself and not much else.
One-shot Townie: Functionally a Survivor.
Mafia Goon: Another baseline role, for when you want to pick a team and nothing else.
Alpha Goon: All animals are equal, but some animals are more equal than others.
Mafia Compulsive Hider: Potentially problematic in multiball scenarios but otherwise it's fine enough for avoiding night actions.
Werewolf: For your local Twilight fan.
Werewolf FBI Agent: Provides you with an okay at best fakeclaim.
Werewolf Godfather: For those with main character syndrome.
Alien Sympathiser: Great if you really, really, really, wanted to play Aliens. For whatever reason.
Survivor: Sometimes you just want to be included.
Survivor Mason: The Survivor but with more friends.
Serial Killer (Immune to Alien & Replicant kills): I mean if you pick it and it ever comes up, however astronomically low that chance is, then power to you.
D: Bad roles, not helpful at all
Supersaint: Having zero control over this, if it ever comes up, justifies the low placement.
One-shot Paranoid Gun Owner: Another town KP role that you have zero control over.
Ascetic Townie: While it isn't impossible to prove this claim, I don't think the hassle is worth it.
One-shot Governor: I don't see much value in stopping an elimination as town.
One-shot Diplomat: I'm lumping all the unvotable roles in to one tier because they all pigeonhole you upon activation and they don't actually advance the game meaningfully.
Conspiracy Theorist: One nifty aspect of this role is that it investigates as Alien to other CT's. Why?
Hero: Absolute best case scenario is a kingmade scum targeting you. Otherwise, absolutely useless.
One-shot Gladiator: Decent at self-confirming but hard to actually achieve anything
Judas: See OS Diplo. Maybe it's good if you don't like the town.
Saulus: See OS Diplo. Starting out as Traitor seems even worse than some of the others.
Mafia Reflexive Doctor: If you can ever figure out how to make this beneficial for Mafia, then props to you.
Alien One-shot Diplomat: See OS Diplo. Probably the worst of the bunch. Everyone will just want to get rid of you on principle.
F: Terrible roles, not worth picking ever
Compulsive Childkiller: You can confirm yourself....by killing another confirmed townie.
Lover: Diet Mason, with more potential scum counterparts.
Miller: So just to get it all out of the way at once, the common defence for picking these neg-util roles is that someone can confirm you as town with them. 1) That's situational. 2) That's distracting to town. 3) It isn't even a true confirm. 4) Just confirm yourself by posting good posts.
Hirsute Townie: See Miller.
Evangelistic Townie: See Hirsute Townie.
Tentacled Townie: See Evangelistic Townie.
Watchlisted Townie: See Tentacled Townie.
Wrong Place at the Wrong Time Townie: See Watchlisted Townie.
Black Goo: Town winchances drop as soon as you pick this. Just don't. There's no good way to spin this one.
Gravedigger: It's so funny how the entire objective of this role is to make you look bad.
Lovebird: Maybe okay if you have a really good scumread, but even then this is such a poor way of going about that.
Enabler: Just makes an existing role worse.
Treestump: Going with the version that has to kill itself to use the ability. Great for trolls, miscreants and other forms of ne'er-do-wells.
Tourist: "Are you a PGO?" the role.
Persona-Non-Grata: Maybe if you just want to be really nice to your local condemner.
Mafia Lover: Actively tying your survival chances to the factions you need to eliminate sounds like a bad time.
Hirsute Goon: Makes you vulnerable to two of the better inspect roles at once.
Werewolf Miller: Similar to Hirsute Goon, just a bad time all around.
Werewolf Gravedigger: This role sounds way too cool for how bad it is.
Compulsive Bodyguard Survivor: S tier on a comedic level at least.
null
Underdog
Wild Card
Takeaways
Well, that was exhausting. Do you agree with my takes? Vehemently disagree? Did your favourite role end up in F-Tier? Feel free to sound off below.
The biggest takeaway I have from doing this is that so many roles seem good on paper, but are very situational in practice. A lot of the boring choices are good on a technical level, which makes me think people gravitate more towards the less good, more exciting ones. GI, after all, promises variety, and it definitely delivers on that front.