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@RexFavilla
I get that the setup itself seems to have been town-sided, but two NKs along with the anti-claim mechanic (which basically invalidated half of those roles entirely while two of the remainder were just killed off, leaving us with two roles that could do anything) meant we got precisely one NP to make them count, and if we didn't target perfectly with exactly the right role, there was almost nothing we could do going into DP2.
I'm not going to argue that town didn't make mistakes here. Having 4 claims DP1 in a game where it is very explicitly told to us that an anti-claim mechanic would make them problematic was a mistake. Unsaid may think otherwise, but his having used his role NP1 was a mistake. But even assuming this went near perfectly - e.g. roughly two claims meaning two roles get blocked by anti-claim, we lynch largely at random from the remaining players, and Unsaid waits until NP2 to use his role - that scenario still leaves us with 4 night actions at best (that's if I Doc the right target or Luna survives and uses his role on the right target leaving us at 6-2, and you guys have no other roles to impede night actions) in a game where there were multiple CCs. Most of the remaining players would have been RB'd as a result of claiming in DP2, so a lot of the value of those night actions goes down after that.
And remember, that's best case scenario. If I chose the wrong target with my Doc or used a different role and Luna fails to block a kill, we would have gone down to 5-2 with just 3 possible night actions, meaning the game could still end NP2 if Unsaid misfired.
I get that there were errors here, but the second NK really breaks this game. If we don't stop it or get a solid lead on a scum player NP1, the odds of town winning go down precipitously, essentially just turning this into a game of whether Unsaid shoots the right target. That's absurdly swingy.