In post 2475, NorwegianboyEE wrote:How is a 3 town neighbor, tracker, neighbor neopolitan and backup neopolitan not overly townsided.
In post 2476, NorwegianboyEE wrote:Especially when scum only has 2 goons and a vanilla cop that can’t fake claim because the town neopolitan is a fucking neighbor.
Neighbors aren't really considered true power roles and so don't really factor in to setup balance except insofar as they interact with other roles (e.g. false positives for Traffic Analyst, Neapolitan). In this setup specifically they obvious play at least some role, but I wouldn't say that they're any super significant amount of power in town's favor. So is Neapolitan + Backup + Tracker an excessive amount of town power? I would argue that it isn't, especially versus a scum Vanilla Cop.
Interestingly, this setup is one that's unusually skewed less in town's favor for a Normal game – and here I use "skew" not as a synonym for balance, but as its own property, defined as the tendency for one faction to be able to make massive gains if they play well or get lucky. Theoretically, if scum made perfect Night actions this game they could achieve a near-complete shutout on TPRs, allowing only 1 neapolitan shot or 2 tracker shots off depending on whether they kill the neapolitans or the tracker first. That isn't typical for Normal games.
Tracker is a pretty high-skew role though, and it looks like a lucky tracker shot is exactly what happened this game. I think it would be results-oriented to take that happening and extrapolate it to the setup's overall balance.
I can say a bit more later, if you're still interested.