I believe it's time to address the purple elephant in the room. As per usual, I'll preface by saying anything related to cult or masons will not be pushed in the first update. I've got enough polishing on my plate to do all that. Additionally, this is a discussion thread on everyone's favorite (take that how you will) faction -- please be courteous and keep your posts concise.
Cult has a bit of a reputation for either being extremely strong, or pretty damn weak. We can generally attribute that variance to how often they can convert and the presence of Masons. Honestly, I don't have many ideas or even much feedback to go off of in regards to how to fix this issue so I'd love some input and ideas. Anyway, this is what I got so far:
-Cult Leader (Neutral Evil) Can convert town members into Cultists each night: If the Cult Leader dies, all cultists (or half, rounded up) will suicide.
Why: This allows the cultists to be the same all-consuming entity that some people see as ideal while at the same time putting a check in place to stop it in it's tracks completely. If a Cult Leader chooses to convert you, you get a second chance at a victory on his/her terms.
-What that means for Witch Doctor: I'd recommend we actually think of comprehensive plan for a new faction and put the Witch Doctor there. Call it The Circle or The Tribe or whatever with it's own unique killers, deception and support roles similar to Mafia/Triad. Let Witch Doctor simply heal like a regular Doctor, but for a different team. Maybe they can have a variant of Electromaniac that places "hexes" on people to kill or something, I dunno.
Anyway, get creative and fire away.