It would so much better if you copy/paste those comments here it would be so much better... Trying to find a specific reply in the KS comments is not that easy
Here you go!
"Regarding mutant play, it's great to see so much debate about it but it's not really possible to get a sense for how this plays out until you get a chance to try it in context with the mutant actions and cards.
I addressed the issue with the chase mechanic yesterday, namely that keeping the mutant on the journey track would mean players who fall back do not have the satisfaction of ditching their human selves and jumping right back into the action. Instead one compounds the problem by having the mutant player change but can still end up lagging behind the ones in the lead. This makes the game really boring for that player for the rest of the game.
Regarding camping only when they are close, it ends up reducing player interaction which is something I ve strived for months to increase and improve and is finally at a place which works.
The mutants are not just a different faction that plays the same. They have a whole different worldview and way of being and I want this to be reflected in the game. Aside from this remember that the the two factions aren't level teams you choose from but something you may or may not turn into. It's up to the individual to resist turning and playing mutant or embrace it.
I have wrestled with mutation for close to a year and have gone through three other systems, testing and honing along the way. The current one works really well. We ve tested the current mutant system extensively with various groups of experienced to non experienced gamers of mixed genders and it's worked really well and has generated a lot of excitement.
Until I see that the mutant system is broken from actual playtest sessions I am not sure I ll be changing it. Whilst I understand where you guys are coming from about this, please remember this is a game with strong emergent properties where every card and rule effects others considerably, as does the context within which that matrix of relations occurs (which part of the game, level 1,2 or 3 is it happening? How many mutant players are there? Distance between players on the journey track, character builds in play and so on). So it's close to impossible to predict how the system will work just from the rule book and the video playthrough.
Having said that I ll give more focus to the mutation part of the game in upcoming test sessions to make sure it's not just my wishful thinking