First off, I would like to say thank you to Frinkles for his work in updating this game, overall they have added some spice to the game and I have some suggestions to make it more balanced and some glaring flaws in the current design of the roles and balance of the game.
In my opinion, the electro should be able to either have an option to take one hit like the poisoner, or have an option to make it detection immune. The role just needs something right now. Its very hard to win when one of 3 mafia can just shoot you at any point they choose and you have no teammates. Being able to take a hit as the poisoner is nice, but comparing it to roles like an arson which is now actually nearly on par with mafia if it has strongest settings or the sk, it becomes obvious the electro definitely needs a buff and poisoner probably needs at least a slight one still. The goal of the game is to win so roles should have at least somewhat similar win rates, especially if it is for the same role type. Teams with more players should have a higher winrate in my opinion, but the disparity should not be as big as it is. For example the mafia should not be winning 3 times as much as the neutral killing, but if it is an electro the disparity is probably even bigger than that.
The neutral roles win rates really just feel out of whack. For example the lover just feels bad, like really bad compared to amne or survivor. I could be a lover which has to survive itself as well as its true love, or I could just be survivor who only has to survive itself and even gets vests. Or instead of being lover I could be amne and just become confirmed town after announcing my role before the game reveals it (or just become a role that is easily verifiable if this setting is off) alternatively I could just join the mafia. Now, I don't immediately lose if one of two people die in the game. In fact, I would now be on a team and could win even if I die. My chances of winning are very high if I just join whatever team was in the lead thereby increasing that team's advantage even further by being another confirmed (if town) member of that team. The lover is easily the worst neutral benign role in the entire game, the tooltip is very misleading as well. It says on "any night you choose" when in reality, you must choose somebody to love by night 3 or you automatically lose the game (unless you get culted or audited and win that way I suppose). The role definitely needs something to force you to choose by night 3 if the tooltip is going to straight up lie about what you can do. It should also force you to love your jailor/kidnapper if they jail you night 3 as that could also be an instant loss if you save your ability for night 3. As far as buffs go the lover should be able to heal its love every night in the game. Tbh it probably needs more to make it on par with survivor/amne but at least this would help.
Another glaring issue is how bad the winrates are for the neutral evils. The witch and auditor are the biggest victims. They are an evil role with no teammates meaning if they die or get voted off they lose, they also have virtually no survivability with the auditor having literally no survivability, at least the witch can control killings/heals to help themselves if they figure roles out. They are also completely dependent on the killing roles and have no means of doing so themselves. The evil roles actually all have fairly strong powers, but since they are so vulnerable and are dependent on other evils to do anything they are very weak roles. The cult and maybe the witchdoctor are the only evils that feels balanced in terms of its own winrate as it can make teammates so it won't auto lose if it dies. The judge feels almost up to par just because of its very strong power but like the auditor you are completely at the mercy and goodwill of the evil roles and will lose if anything at all kills you/betrays you.
Like seriously the witch and especially auditor are just so laughably bad winrate wise I'm surprised they haven't been given huge buffs. Let's look at all the auditor must accomplish almost all of which is out of their hands in order to win: they must avoid detection from the town lest they be lynched, easier said than done considering they can be caught by any town investigative role since they have corruption and people know they are audited except for the sheriff and to some degree the coroner, they must survive which is very hard as they have no survivability whatsoever and do not have any easy role fake claims that look suspicious unlike some evils such as kidnapper or consort so are likely to be lynched or killed by town killing roles, they must hope the other evil roles do well otherwise winning becomes almost impossible as they are unable to kill at night, finally (and tbh there is probably some bs against them I'm forgetting) they must hope the evils actually decide to let them win with them. It is shocking how over a third of the evils I play with decide to just kill me as (or even other auditors) the auditor after I did everything in my power to hand them the game on a silver platter and despite their mediocre gameplay and getting carried they just kill me and say lol at the end.
I would recommend at least one if not two of these buffs to the witch and auditor as the judge is probably fine (at least for now). Buff option one-give the auditor and witch a single attack block similar to the poisoner's. This would greatly help their survivability which is one of their biggest problems. Buff option two-let the auditor and witch become the deceased neutral killing's role if no evil killing roles are left in the game as well as no cult, also if they win it should still show as the witch/auditor wins so those achievements/win screens do not become impossible, alternatively you could just let them kill one person a night in place of their power but remain witch/auditor should there be no evil killing roles left. This would reduce their complete dependency on the killing evil roles in the game and would really help balance the roles. Buff option three-the witch and auditor can win with the neutral killing roles from beyond the grave and vice versa, the stipulation being that the auditor or witch must get their win screen shown for the neutral killing role to win from beyond the grave with the witch. This also should only go in effect if only one neutral killing role is in the game. This would help fix the problem with the discrepancies with the neutral evil and killing role's win rates being so low compared to other roles. There would be more to figure out with these new settings should they be implemented that I am not thinking of for example: what if an amne becomes the neutral killing, should the witch/auditor still be able to kill roles at night even though there is a killing role now?
Anyhow thanks for reading this long winded post and if you don't like these ideas that is perfectly ok. I know you already tried the witch night immunity thing and it didn't work but an attack block would be more in line with the role.