This is pretty obvious to anyone that plays the game, but there are some balance issues. Biggest balance issue is that healers are completely unrestricted right now. They’ve fallen into one of the classic “healer” traps, in that if they are left unchecked they end up nigh-immortal. In my opinion a few more characters really need some way to inflict the “Wounded” condition, either that or Miko should have a “bar” of healing energy that slowly regenerates and Alani’s wellspring healing shouldn’t be as strong, or should have diminishing returns when used on the same target. This would still make it difficult to burst Alani or Miko down instantly, but would make it possible for longer engagements to get them down a bit easier.
There are a number of heroes that need a little something, whether it’s quality of life or actual balance changes. One of the biggest things I’ve noticed that I consider part of the balance is that larger characters need to be a bit more durable. This of course, is because they are larger characters. Attikus has almost no way to sustain himself despite how large a target he is. Obviously there are exceptions to this suggestion, just as there are prime examples. ISIC for instance is fine in my opinion.
These larger characters are also a pain in the ass to navigate with in many cases, they get stuck on walls or minions, or in storymode get stuck on enemies. This can be increasingly bad for their health, as immobility in this game is often a death sentence. Perhaps cutting down on the model these characters use for environmental collision would help, and making it so that larger characters can push small minions around so as not to get stuck behind their own friendly minions and such.
I realize there is a system behind this but our current matchmaking could use a LOT of love. Doing a couple of good matches should not end up placing you on a team with people who just got the game an hour ago in your next match. You should be matched with people of a similar skill level to you to encourage matches that aren’t one sided. That’s how a game is fun. Not curbstomping 3 matches in a row and then getting annihilated for 3 matches.
As far as story matchmaking goes, please give us the option to public queue for the maps and difficulty in the same way you make a private match. No voting and having people leave because you ended up on a match they didn’t like, or because you didn’t go to the match they wanted to.
Bosses should always drop rare or better gear in normal, and epic or better gear in advanced. I also feel like the MASSIVELY BUFFED BULLET SPONGES in Heliophage should have drops as well. I understand that they’re part of a boss rush and that’s probably why they don’t have drops, but considering the challenge of the mission I feel there should be more reward.
Faction loot packages have been increasingly depressing and at the risk of sounding salty, it’s because there’s an increasing chance to get “coins” as the “Guaranteed skin drop” from the commander packs, even if you haven’t gotten all the skins that pack can offer. I’ve counted at least 6 times when I’ve gotten 500 coins instead of said guaranteed skin. This should not be able to happen, not in commander packs and not in normal faction packs. If you get a skin or taunt drop you should get a skin or taunt until you run out of skin or taunts to get.