Love this game to death, already in my list of favorites of all time and I’ve had it for two days. I thought though since I have the opportunity here to give my thoughts on the things that rub me the wrong way, or make me a little less excited to be playing the game.
The first thing that comes to mind is Myk. Myk is a beautiful little boy with a very special ability. His specialty is he gets to start with the SMG every round. This gun, is weak at a distance, and strong up close. It's mid range is slightly worse than of the default pistol. When he is able to get into close range, I would posit that he is much stronger than most other characters on the cast. This is not inherently a problem though, since this game is all about a variety of playstyles. If you have a playstyle you like, you should be able to make a deck around getting it to work. The problem for me lies within how easy it is for this playstyle to be enabled. If an effective playstyle is easy to enable consistently, it is going to be strong.
With this established, let us examine Myk. For Myk to be enabled, he needs to be close range. To start, on 2/4 maps this is already complete. Theatre and Trucks are small enough that this is already done for him if he wants it to be done. On Subway, there is enough cover and varying ways to access and drop from high ground to vary your positioning that allow you to be able to secure close combat without taking to much poke if you plan your approach with intent. Rooftops is the only map I would say you need a card synergy to be able to clear the mid-section in order to truly enable him without half healthing yourself. So, we have 3/4 maps that this strategy is easily enabled without any card synergies. To me this feels slightly problematic, for if at a baseline at the beginning of a map, if a single character is already far better off than the others based on the map, this is an asymmetry that bothers me. (To be continued)