I've had bad Ling rounds. I've had a round recently where adrenaline sack was improperly used- as in it was broken in code perhaps. What resulted was a ling with a traffic cone on their head running at max speed, 4x the speed of running characters, way way faster than any response could muster. This thing was running faster than my character who drank an entire flask of espresso to try and keep up. It was just not working out. They came in, completely robust, push abused, punching their way out, and then ran as soon as enough response was coming together. Absolute chaos for half the round with SEC trying to keep up. That is just one Ling round out of a few I can remember in my history playing here since 2015.
I've had bad Merc rounds.
I've had bad Wizard rounds- I've had some technomancer rounds that were worse.
I've had horrible burglar rounds, I've had bad peace-antag rounds, I've had bad vampire rounds, bad Cult rounds, and bad rev rounds.
What I'm trying to say is, you get bad rounds. There are some antagonist options that tend to trend on the worse side of things. Cult, Vamp, Techno/Wiz, Ling, are those rounds, in increasing trending. What is the problem of Ling, and to an extent, some of these other off the rails antag types? They tend to fall into easy gimmicks of body horror or other cliché. We've seen them done a hundred times.
Did changing Wizard to Technomancer really improve its roleplay experience? Slightly, yes, but the problem still persists.
There are roleplayers making bad decisions with gimmicks, target choices, stories, etc. Sometimes these are pigeonholed, sometimes these aren't. The problem is in many round types. If we simply remove all of these round types from voted secret we will continue to dull down our RP experiences overall. I love Chair/barRP, I do- but if we don't have something every few rounds I feel like I and a lot of players won't get a good headrush needed from a strategical HRP environment.