I've said before that the classes seem a little unfocused. When a game like this comes out I expect someone to sit down and decide how many different decks the players will be able to choose from. Then to decide which abilities he will introduce to the players and distribute them to the available decks, so the game can offer many, different, but also unique options.
For example, in SE we have 7 classes and 10 decks (Cleric, Rogue, Elemental, Wulven and Mage, Warrior, Hunter as both shadow and human). Then decide on the abilities-mechanics. For example: Ally buff, Ally debuff, Card discarding, Card drawing, Direct damage, Haste, Life Gain/Regeneration, Damage reduction. Then distribute the mechanics among the available clases.
(It took 5-10 minutes to do it, so don't take this too seriously. It's just to give an idea)
Ally buff: -> Warrior - Wulven - Cleric
Ally debuff: -> Cleric - Rogue
Card discarding: -> Rogue - Elemental
Card drawing: -> Mage - Hunter - Warrior
Direct damage: -> Mage - Rogue - Hunter
Haste: -> Wulven - Hunter
Life Gain/Regeneration: -> Cleric - Wulven - Elemental
Damage reduction/prevent attack: -> Mage - Elemental - Warrior
With the introduction of some unique abilities to humans or shadow, we would have 10 sets of mechanics. This is for the first release. The second release could introduce some new abilities and give more abilities/class specific allies who stay in the general spirit of the class.
So far in SE, all classes, with the exception of Hunters and possibly Elementals (Energy Discharge can't target a single target) have direct damage, card drawing (some classes only with the aid of weapons/armors, but still..), and can prevent allies from attacking (Crippling Blow - Freeze/Clinging Webs - Net Trap - Captured Prey) Some suggestions for rogue are abilities that prevent enemies from attacking, so if one of those ισ chosen, add Rogue in the "prevent attack" club.
I just hope Calmdown and the others who are responsible for selecting/designing the rest of the cards will try to make each class feel more unique. This is my personal opinion, and I could be wrong, but after playing years MtG, I like the fact that Trample is 95% available to green, life gain is available to green/white or regeneration is available to green/black. Of course I've been away from MtG for a couple of years and things could have changed.
EDIT: For the distribution of the abilities to the classes, I wanted each class to have access to three mechanics, and the way I did it doesn't ensure they will have access to abilities they have now. As I said, I was trying to give 3 to each class.
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