QUOTE (Smash @ Feb 12 2014, 05:45 PM)

This is another supposed 5th Ed issue I just don't get. Is the main issue with technomancers in most people's eyes that they don't make Deckers totally redundant anymore? If so I can't really share the sentiment.
If anything Living persona still makes them too powerful.
Uhh... wow, do we have completely different takes on Technomancers in 5th.
What made hackers totally redundant in 4th was Adepts, not technomancers. I felt each had their strong points, but absent an infinite karma setting, it was close enough to balanced that I could work with players wanting to play either or add a few house rules to make everyone happy. In 5th, the only advantages a technomancer has are that bio-nodes can't be hacked, having a sprite for however long until GOD is automatically called on the sprite simply for existing, and the few tricks that resonance actions give you. However, in specific to complex forms, not only is the drain out of whack but every complex form requires two tests: one to thread the form and the second, which is a resisted roll, to actually do anything. Also since the second roll is limited by the successes of the first roll, this functions as a form of rolling for failure. On top of that, there is a significant amount of complex forms that be accomplished in another way, without drain or significant expenditure of character creation resources.
For those privileges, the character is going to be almost completely incompetent outside of the matrix, unable to slave any other icons to provide overwatch, unable to use cyber or bioware without serious impingement on his/her ability as a technomancer, unable to use normal decking while using anything technomancer related, and being unable to rig anything without going through submersion, and even then they're going to suck at it compared to a normal rigger until the character submerges twice more. Meanwhile that's Karma you're
not spending on actually improving your role in the matrix, or on anything else, and to top it off, it's not like the character can spend Nuyen in any meaningful way to improve in his/her primary role. The only way to get programs is to submerge, which the character gets one program per submersion, which not only competes with other echos (see rigging), but is also a large karma sink. Oh, and guess what? The entire setting is prejudiced against technomancers and there is bounties on the character just for existing and some nations make it a crime to exist as a technomancer... which is punishable with death.
But what are Technomancers best at that are hard to replicate? Buffing/debuffing other matrix personas. Which turns out decently if you want to troll someone else, summoning a sprite to do everything for you, or working as sidekick to the team's decker. Trolling doesn't actually get anything done. Summoning sprites can either lead to narrative problems where the player tries to summon a sprite to do accomplish everything without any risk to the character, or it has tactical problems when it gives the player another set of actions per sprite per turn. Playing sidekick has spotlight issues in tabletop play, and unless the player specifically signed on for that, can cause OOC problems due to always being in the shadow of another player. Further, if the technomancer is using the debuffing to enable his decking, he's taking two actions (one to lower the resistance, one to do something) that generally takes a decker just one action.
I might be missing something... but for the life of me, I cannot think of a reason anyone would want to play a technomancer outside of infinite karma games, the general novelty and roleplaying experience of playing a technomancer, or if the team has already got a decker and the player specifically wants to play a supporting role. On top of that, it's also probably one of the most demanding roles on the player as far as rule mastery, so I can't even tell the new player to play the "bard" until they find a role they want to explore further.