QUOTE (Jaid @ Jun 18 2014, 09:17 PM)

they should have been made reasonable. instead, they got nerfed hard. it looks basically like 2-3 different people all decided technomancers needed to be taken down a peg, each used a different way to nerf them, and nobody bothered to notice that it had happened.
Based on the layout, I suspect you're right. Things look like they were poorly put together, and I'm not sure the writers were communicating well with each other.
In SR4.5, I didn't have trouble with technomances on their own. Add sprites to the mix, and things got out of control very quickly. I recall a TM combining a force 10 Sprite, a force 10 Task spirit from the mage, Threading, and Edge, to roll over 40 dice for something. SR5 has even nerfed that, though; you burn through services was too fast.
QUOTE (MADness @ Jun 19 2014, 05:54 AM)

Any plans on working with Adepts more? Taking away their bonus skills seemed a tad nerdy at first, but you also seem to have reduced te cost of skills and skill groups a large amount
Yet, I feel like Adepts are the same kind of magic as Aspected Mages.
Adepts are decidely superior to cyber characters now. They didn't get that many upgrades in relation to sams, but SR5 cyber is way overpriced in both Essence and nuyen. There's very few areas where an Adept can't outshine a comparable mundane, and even then, I'm not sure how much the mundane will exceed the adept by. Adepts are also easier to build, easier to learn, and easier to play-- they have fewer fiddly bits, and fewer rules to learn. Honestly, I have yet to meet someone playing a home-build street sam in SR5. The only ones I've seen were newbies, running the pregen sam.