QUOTE (Wakshaani @ Jul 26 2013, 09:00 PM)
Interesting tidbit: At one point, playtesting feedback was that Technomancers were so insanely good that no one would ever play a Decker.
This is why there's lots and lots of playtesting.
so....
the ability to progress meaningfully with both karma and nuyen, the ability to purchase augmentations that will make them massively superior in the meat world and help greatly with survivability and offense against things that are immune or highly resistant to hacking, and starting off with incredible flexibility in deck attributes and programs while the technomancer would have to initiate dozens of times to compare... none of these things struck your playtesters as having any value at all?
to the point where the only good technomancer abilities cause enough fading to make them something you should avoid using unless you are absolutely left with no other options?
...
i'm just going to have to hope that someone in charge looked at the initial round of feedback, made adjustments, and then decided that they didn't need to send the modified results back to be playtested for some reason. and that said person will never ever again be in charge of making any important decisions at CGL.
don't get me wrong, 4th edition technomancers were crazy strong in the matrix, and i get that there was a lot of effort put towards making that count for something in 5th edition. i even agree that technomancers need to be dialed back from what they were in 4th edition. but this 5th edition version... it's just... awful. i dunno, i'm left to hope there is some sort of ridiculously amazing thing they can do that i'm just not seeing yet, because right now i just look at them and i think the exact opposite of what all the playtesters said... from the perspective of being effective, i don't see any compelling reason to be a technomancer right now. unless of course you're assuming 500 karma worth of advancement or something like that.