17 hours ago, gokubb said:When you look at the speed of the game and the types of decks that are top tier, it's apparent that the designers didn't really understand what exactly was powerful in this first block of sets.
Take a look at the 2-cost upgrades. These, theoretically, can be played the turn they are drawn, before opponent can remove resources and they get activated with a character. Now, compare that with a support card. Those cost usually twice the upgrade and require an action themselves to activate, which slows down your turn and provides opponent more opportunity for control. Yet, the die for a 4 cost support is usually just marginally better than that of a two-cost upgrade. It should be more than twice as effective as the upgrade. The power curve of resource plus opportunity cost just wasn't thought out well in this game.
Characters are another example. You start with them and get their die/ability from the get-go. There's no way the character die should be consistently more powerful than an upgrade or support that has to be drawn into, played with resources, and then rolled out.
I like the game system, but there are fundamental design flaws in the power/cost curve. I think power creep is inevitable, because, as I see it, the card designers don't have an accurate pulse on what makes one card better than another.
I think you're off the mark here.
Utility should be reflected in the cost of a card to some extent, but there isn't a direct correlation. I would wager that costs are based partially on utility and partially on when the designers believed they would have the most impact on the game. I wouldn't expect the IQA rifle to be three times better than a Scout just because it costs 3X more. Same with upgrade dice compared to character abilities. They should be symbiotic, the notion that upgrade dice should just straight up be better because you have to pay for them is a strange one.
With that said, I do think it's fair to say that some cards, like the AT-ST, probably ended up being used more during playtesting than they are in the current meta, which is not at all.