Quote Originally Posted by Quarian Rex View Post
Perhaps it might be an idea to take a breath and step back for a min. No one is trying to heap abuse on you or anyone else. The post you replied to was trying to get a point across, and seemed to do it pretty well. You apparently see that point of view as being in opposition to your own but it is not an attack and it was not abusive. Legitimate concerns about the implementation of drawbacks in SoM have been brought up, both in relation to SoP and when looked at in a vacuum, and those concerns don't seem to have been addressed.

At best, those concerns have been met with the equivalent of, "it's for the best, we know what we're doing", but that kind of response doesn't provide any real answer. Please don't say that the decision was made for balance and to address potential problems without actually stating what those balances and problems actually are. Remember, we don't hear any of your internal discussions, we are only looking at the end result. The end result is that talent stacking using drawbacks as was seen in SoP is impossible in SoM. You can only (functionally) get a single drawback in any given Sphere (otherwise you would exclude almost all of the content of said Sphere, the only exception being the Trap Sphere, where you could functionally get two and still be viable). The abuses that your team seem so wary of don't exist. See my previous two posts on this page for why most of the current limitations don't work. Hearing that the teams response to criticism of the current limitations on SoM drawbacks is going to be adding even more limitations (instead of explaining/addressing the current issues) comes off as tone-deaf and... troubling.

Again, this isn't to say that specific limitations can't work, some of the current ones do, but most don't. The reason why is something that needs to be discussed more openly than has been done so far.
Something I'd like to say here is that the team this time wasn't in love with every precedent that SoP sent. Yes, it did a lot of things right, but we had our own ideas for how to make things more internally consistent, which involved standardizing drawbacks in this way. Drawbacks are a VERY powerful option, and as we've seen, people are capable of utilizing them in ways we couldn't have expected before. Unlike what I assumed SoP had in mind when making them, the SoM team was well aware that we'd have expansions, and because of that, hard locking drawbacks the way that we have secures us from not needing to worry about new talents that possibly break with these drawbacks. The team knows that we won't be working on every future supplement, so while we can ensure that the base drawbacks are fair for core SoM, we can't plan for every possible future book, and because of that, talent locking drawbacks felt like a way to make sure these drawbacks don't eventually become the backbone of breaking the system we've poured ourselves into. This opens the door for future books to include their own specific drawbacks which can be looked over in seclusion because we don't have to compare all the new options and everything else each time, which makes life easier for both our newer developers and the older staff in that we are capable of avoiding chimeric builds being overpowered (as well as we can at least) as well as allow for new specific drawbacks in newer books for new talents, which allows us to make sure our content is more balanced on your end as well as ours.

Is it limiting? Yeah, and we're not 100% happy about that, but as we've learned through this project, we sometimes need certain things in place when creating something like SoM to make sure the entire book doesn't become "Oh, with this one combo, you can do a million damage, book's broken!", as that's something that we've seen far too often to other projects which were otherwise fine. So this is me as a developer telling all of you that these decisions were made both for the health of the base product as well as possible expansions since we need to look at the long game for things like this. Developing for this new system has been a joy, and we do thank every one of you for the feedback, and we'd like to ask that you trust us when we make decisions like this, as we're doing it to make sure we can put out the best product possible. We'll always try to be around when we can to answer questions, and we do accept that not everyone will enjoy this option, but this is the reason we've chosen to structure things like this.