DMG p.71 - tailor the adventure to your group. So if the group likes combat, you will have lots of it. This is not inconsistent with the game design. It's the -5/+10 stuffs things up. You use a kind of spotlight balance, which is fine for some tables, but not all. And for those where it is not fine, you need better balance in areas such as damage.Which is my point. It ain't the feats - it's the group's approach to the game that is at odds with the game's design in some fashion. Forty-five percent of respondents have no issue with the feat as of the time of this post. I imagine that's because they play the game in a particular way that is more compatible with the game's assumptions.
The game's core design (not using optional feats or MCing) actually has a very balanced damage ballpark for all PCs. It is the -5/+10 that throws it out of whack. 55% think there is an issue. I imagine of the 45% who are content/not too upset, most of them are probably playing low level games and havent seen the true horror of the -5/+10 yet.
Personally, I suspect the mechanic was included in a misguided effort to recreate the (dreadful imo) striker role of 4e. If you like that sort of thing they're fine. If not.... blurgh.
No, it's possible that game designers include mechanics that go against the base assumptions of the game. However, I do not find that to be the case with these feats. Reading the posts of those who find the feats flawed in some fashion, I get the impression that they are not playing the game with a balanced approach with regard to the three pillars and have players that have difficulty sharing the spotlight. Some also come from a 3e/4e background (games that I enjoyed) and have carried that mindset forward into D&D 5e when it's clearly a different game. It's not enough to make all the optimal choices. Those choices must also help the group achieve the goals of play in my view.
In any case, it's your game - change the feats if you have no other solution (or don't want to apply the solutions you do know of).
But if you have a game that has some measure of balance between the three pillars of the game, then characters that out-damage others simply aren't a problem. The guy or gal who didn't take that feat likely took some other feat and is now shining in social interaction or exploration. Spotlight time is thus shared equally. This is further bolstered by a the guy or gal or who has the feat sometimes not using it so others in the scene look more awesome.
Like I mentioned to DaveDash, show me your encounter and adventure design and we'll see what's what.
This is only true if your table wants spotlight balance of this kind. Which I have found many dont, and prefer to focus on combat.
Out of curiosity, of those of you who are having trouble with these feats, how many cleave closely to the encounter building guidelines in the DMG? Would you say you stick to them very closely, somewhat closely, or not at all? If you stick to them at least somewhat closely, what difficulty level (Easy, Medium, Hard, Deadly) are you including in your games?