As has been said, it's normal either way. Cults are terribly hard to balance because they can win so quickly. Without day actions and this number of players, the Cult has the fastest possible win, needing the leader to survive two nights and convert two players. Even a perfect Town play can't win fast enough, unless the Cult leader is among the first two lynches. As such Cults are very swingy. They either win easily or lose hard. There is rarely an inbetween, and as such cults aren't a popular mechanic. Include the dynamic that players don't like having their alignments switched, cults will always leave someone unhappy.
If I'm not mistaken, the only thing preventing Jeod from converting was Retaliation jailing him or his target, or Jeod trying to convert Mafia. On N1 Jeod had a 25% chance of targeting Mafia, mixed with a 25% chance that either Jeod or Jeod's target would be jailed. Meaning overall, something like 18% chance of death, and something like a total chance of 42% that he dies or fails to convert. (I'm not totally sure I'm doing the math on this right, I feel like something is off. Mixing percentages is weird.)
The chances of both would be higher on N2, provided that Retaliation and neither scum were killed or lynched. If either Retaliation or scum are killed, then both of those chances go way down and Jeod's path becomes very easy. Just needs two nights.
Edit I'm also leaving out the chance that the converted target gets NKed or lynched, but that's just too much to factor in over this.