This is what I'd like to see changed in a future beta update:
1. Some way to restrict Heroes in their use of their abilities. Of all the suggestions, I personally prefer incorporating Ability Points.
2. Some better word choice in card mechanics. For example, why do we have both "ability" cards and card "abilities"? This is very confusing, and they should be given separate names. Also, perhaps "tapped" can still be called "exhausted," but "refreshed" might be a better choice than "readied" for "untapped". Also, can we indicate "ongoing" ability cards more explicitly from ability cards that have a one-time use? LHK has a good discussion of how that can be solved here: in his article on Card Taxonomy.
3. Can we get some more cards that cost 1-3 resources? The presently revealed set has too many higher cost cards, and I think we have only a single 1 resource cost card at this point (Fire Snake). I'd like to see some more cheaper cards.
4. Should we introduce blocking? So I have an ally with a powerful ability but with weak stats. How can I protect my weak ally from getting one-shotted by an enemy ally? Would be nice if one of my bigger allies could step in and protect a weaker ally.
5. As the game currently is, we cannot do anything on our opponent's turn. Counterspells don't exist in this game, and I have no way to respond to my opponent's moves. I can't buff my allies during the enemy attack. I sit with my hands crossed during the opponent's turn, and worse of all, how can I prevent cards like Tidal Wave and Supernova from clearing the battlefield? LHK has an excellent, extended discussion of this problem in his article, On Counterspells. I think one way to remedy this problem is to introduce cards that let you force your opponent to discard a particular card from his hand or to introduce cards that prevent your opponent from playing certain cards, solutions which I articulate further at the end of LHK's article.
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