not having the Seer's Evil Twin as a support or early role reveals by the town gave no noteworthy reasons for me to alter night actions at the cost of revealing the presence of a hypnotist (or even my actual role! given that I was investigated very early in the game). Please don't take this the wrong way, but after playing the hypnotist, I feel it's highly reliant on early role reveals and/or collaboration with unsuspecting town, and as the game progresses and roles are deduced it gets less and less powerful until you're inevitably lynched; ie. just seems too niche as compared to the other support roles. I think the swapper is a good way to remedy this as their impact on the game is very similar. (sorry for the long read)
I completely agree, and is the reason why I thought the swapper would've been a good idea, but it also makes it seem like it makes the hypnotist an ever weaker role to get. Also, nothing to take wrong here, you played the role, so you know its flaws better and I want to improve this game.
I agree with SlowandSteady though; the necromancer relies a lot on luck; not as many roles are that useful for the werewolves to reuse as they are for the town (possibly advantageous:vigilante/nitwit/guard/psychic/seer, not really as advantageous:tracker/lookout/best friend/medic/tourist), and in our case were kinda banking on hitting the vigilante early to get two kills in one night. Never really got to use the roles available in that case. Basically the necromancer relies on hitting the possibly advantageous roles early, which is usually guesswork, while also having the right amount of information circling to not arouse suspicion yet reuse the roles effectively.
Also agree with the necromancer, I knew it had its weaknesses, and I kept with it because "They can't get caught if they do go, so it balances out" but as you said, the number of roles that are actually useful for the necromancer is very limited, and I've brainstormed on how to make it better, but still only have come up blank, any ideas would be great
. This is the one role that I really want to improve, but can't figure out a way for it. (Because same with the hypnotist, if the lookout watches the house a dead person visits, they instantly know it was a necromancer). This is one of the reasons why I decided the seer will see 2 evil roles now, so the werewolves weren't completely outed by their role just because everyone knew there had to be a hypnotist for example.
but a possible buff I see going forward is possibly not allowing the hypnotist's victim's action to be blocked (because they presumably do some hocus pocus on the blocker!). Just seems like a bit of a win more role as opposed to an impact/game-winning/turning role. That being said, it was very fun to make those decisions every night
Care to elaborate on this? I don't quite understand what you mean, and I'm genuinely interested to know