Or: How would you fill in the gaps in design space?
We're only 160 some-odd cards in and there are a handful of half-baked interactions, combos, and synergies that I expect we'll see fleshed out in the coming months or years. Some of these stand out in my mind better than others, so I thought I'd share some of the things I'd like to see addressed sooner rather than later. Bear in mind that this is not so much an attempt at custom card creation or design as it is mulling over the missing pieces for the combos that aren't quite there yet.
1) Melee hero characters outside of blue. Qui-Gon Jinn (henceforth referred to as QGJ) is one of the stronger melee characters that the heroes have on their side, but like many or most of the hero characters he suffers from difficulty in multi-colored pairings and disjointed point costs. The same can be said for Luke, who has an arguably weaker ability if not stronger dice. Card advantage is generally at a premium in card games, but in a game where you draw back up to your maximum hand size every turn Luke's ability is disproportionately weaker than the character he's intended to mirror, Darth Vader. In some cases (Mind Probe, mill) it can even be a hindrance. There are two particular combos that I'd like to see be made viable: QGJ and Resistance HQ, and Luke and Launch Bay. Both cases pose certain barriers in deck construction, not least among them is a lack of synergy between the characters and their damage types with the red characters we currently have available. That's why I'd really like to see a red melee character, somewhere in the neighborhood of the non-uniques or Bala-Tik with regard to power level and cost. What else can we do to shore up Luke's lackluster ability?
2) Better support for... supports. It speaks to the overall design of Destiny that some people can make semi-viable decks with the expensive supports and vehicles, but those decks tend to be bursty and unreliable at best. The meta, such as it is, seems to favor more consistent and aggressive deck archetypes, probably owing to the limitation of a guaranteed two resources per turn. Not only that, but the additional activation required for supports with dice further pushes them away from being viable in competitive play. I think FFG thought that the massive resource cost for their damage output would be a sufficient balancing factor, but they sorely estimated just how dominant aggressive decks would become. All that having been said, the best supports that we have right now tend to have two things in common: they're cheap ( <= 2 monies) and action efficient. Those are the two areas that we need to focus on in order to make the more expensive supports fully playable, but that's tricky to do without going into actual card design. I was thinking something along the lines of a zero cost event that lets you discard an attached upgrade to reduce the cost of a support, much like you can already do with other upgrades. Action economy can be solved by introducing a "pilot" keyword that lets you activate a friendly support when you activate the pilot character, something that would be easy to do with a non-unique Resistance Pilot (or something to that effect).
So what do you guys think? What are the cards, combos, and interactions that you want to play with but can't yet, because the pieces just aren't all there?
Edited by WonderWAAAGH