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This severely cramps (no pun intended) the effectiveness of a party it seems.
Card draw being of utmost importance (along with presumably an effective/thin deck) means adding cards/characters to your party actually adversely affects your main deck building/trimming objectives.
It feels like this mechanic would need insanely good combo cards or some other massive character synergies to offset the horrendous trade off - else - why would you ever add more characters?
By adding characters to your party, it only seems like you are ensuring you will not have enough quality cards per character per round as you will frequently run into situations where one party member may only draw 1 or 2 cards , effectively rendering them useless while simultaneously gimping out their other party member by effectively "stealing" 1-2 cards from what they may have needed for a quality turn.
I'm only assuming I don't yet see the true value and I'm missing something here.
The points you raised are very valid and have been part of our own design discussions at several stages throughout development. The "how and why" we landed on the design that we did is a mixture of some legacy philosophies, inspired from Fights In Tight Spaces, and our desire to do things a little differently and to set new challenge types for players.
That is not to say that we think our current design is perfect and should not be altered. We are in a position to make changes that we feel make the game a better game in the long run. We just have to be careful about balance and challenge curves.
I'll take your points forward for discussion in our quality review meetings once we manage the initial wave of technical issues games usually face around launch.
Thanks again for your time and your support, it means a lot to us.
PW