So the thing about the word ābalanceā is that itās actually concealing two very different concepts in one word. The first one is making the overall town and wolf win chances close to 50/50, which is what most people think of. But this isnāt actually whatās most important to a good game. Standard mountainous setups are wolfsided from a mathematical perspective.
A wolf role which has the compulsive ability āon D1 flip a coin, if heads, kill everyone but you, if tails, die and announce the entire wolfteam in threadā doesnāt push the setupās win chances away from 50/50, but it does centralize the gameās mechanics around that one role and means the game is less competitive as a contest of skill. Thatās an extreme example obviously to illustrate the concept but a lot of roles can end up warping the game away from skill expression and toward luck of the draw.
And to a degree inconsistent role power increases skill expression by enabling new types of gameplay, like identifying and pushing for specific win conditions enabled by roles and hunting the opposing sideās most important PRs while keeping your own alive, but thatās a whole different topic I could write an essay about. Whatās relevant right now is that itās important to avoid roles that can singlehandedly make or break the entire game without input from other players, because that leads to very high-variance situations where skill expression isnāt promoted.
Another important thing is to manage playersā expectations around the game. Players will have certain ideas about what mechanics are considered off limits and a role that violates these expectations can often lead to a team losing because they were wrong. To a degree this is their fault, but it still creates an unpleasant gameplay experience and cheapens the feeling of both win and loss. It sacrifices player enjoyment for the hostās own, which is never a good thing. This sort of feeling is also caused by roles (like N5 5-Douse Arsonist) which obscure the gamestate, leading to a situation where a team (usually town) loses suddenly without warning. Both kinds of roles have a high likelihood of making players salty in postgame. That doesnāt mean theyāre never okay to use, but itās usually good to carefully evaluate what kind of impact theyāll have on the game.
So from that perspective, even though it could be said to be balanced in the sense that the same advantage is being afforded to both teams, I donāt think itās really a good idea to run your āall Lying Darkness gameā. Obviously, the player expectation stuff depends on site standards to a degree but itās still really overly centralizing in a way I donāt think is really good for the game.