When I first payed card hunter it was a few years ago and it was great but there was no co-op implemented at the time which is what I was looking for, but I played the story line quests and it was great. Took a break and came back a few months later and still no co-op but this time my progress was wiped and that put me off a bit but for sure I was going to pick the game back up when co-op was put in. Co-op is not implemented and Its great, expect everything I planned on doing with my characters is not possible. Maybe because its not implemented yet, maybe because I haven't fully explored all the quests yet (20th level), I don't know. Planned to make an elf warrior flanker to flank for my buddy tank. Backstabs and positional strikes. When I fought the monkeys for the first time and saw their abilities it gave me hope because the cards exist. Maybe not yet for players but they do exist. So maybe the warriors would be able to use ranged projectiles? Throwing spears and bows. The mage has magic for range and already has a ton of different spell schools to build from so it would make sense the warrior would have them. Nope, at least not from what I've seen. The gnomes have those skills so maybe there's hope. After playing the priest for a few levels I got all these sweet curses and debuffs so I wanted to make a hex priest. Enemies always curse my heroes with reduced rolls, increased damage, etc. Feels very secondary. I do enjoy the radiation debuffs my priest can put out but because its a random debuff I may be wasting a turn putting on a debuff that will have no effect in the end, making my debuffing just a hope, though it can be funny at times. I was hoping the unholy magics would expand as I leveled. There is no unholy martial/class skill items from what I've seen. Everything is there to help strengthen heals. Maybe I just haven't unlocked the cards yet? I have played around with the vampire priest and though effective it does get boring. I am the control player, debuffing the right targets at the right time. Thats why I love my terrain mage so much. Anyways maybe I just haven't unlocked cards or the cards I'm looking far are just on legendary items, but those are my thoughts. I would also liekto see a bit more quest diversity as well. The victory squares are pretty cool but maybe some escort quests with an NPC needing to be protected or defense quests where you would need to protect an object like a trade caravan from being destroy by enemy goblin bandits or something. Obviously these would be more PvE style missions. I do enjoy card hunter as a replacement for D&D style play with my friends that just don't have the time to play and learn the rules for a proper tabletop campaign. Anyways...there you go.
Cowardly Attack and Backstab are monster only, but watch for items with Disorienting Block and Nimble Strike. There is concern that giving warriors ranged attacks would make the other classes useless. Also, there's still a possibility of a rogue class in the future.
I guess the ranged warriors might be a problem but having a physical damage ranged class would be nice. Implementing the rogue class might be easier than balancing new cards for the warrior. But with regards to Nimble Strike and the block, the reward just doesn't feel worth it. Nimble Strike is a piercing attack but its not an impale, it does not apply any effects, it does not get affected by the penetrate increasing warrior trait. Yes it has fly and move 2 which is amazing. Great as a reserve escape or getting over terrain, chasing enemies. But only 4 damage. And I do understand why its at 4 damage but if the only reward is to bypass a potential block its still mostly mitigated by even the cheapest of armors. Maybe I'm not fully grasping all the potential mechanics of the game? More likely is I think that the warriors just aren't capable of what I want at the present time. Maybe the rogue class will solve it. Even if a warrior trait that for a duration allowed attacks from behind to do an addition 1-2 damage or attacks from behind lowered armor dice rolls by 1 or 2, that would be enough for me to make my flanker. Bypassing blocks is powerful but for PvE I find armor is the bigger problem not blocking.
If you're into MP, I bet this is true. There are a lot of card synergies and strategies than can work even to the 1600s-low 1700s level, though the highest level strategies are limited to combinations of certain cards and effects. There are still more "creative deckbuilds" that people are discovering. If you're into SP however, deckbuilding is more focused on countering what the opponent is expected to have. As a side note, I don't think a Rogue class will be released any time soon.