Hi, It seems weird to me how the races are balanced at the moment. I understand elves move more, dwarfs move slower, humans are in the middle, and that makes sense. Then you went so far as to give dwarfs more HP and Elves less, as a result when it comes to wizards, why would you want to play anything other than dwarf, save from race bonus exclusives? My main thing is, why are elves and dwarfs equal in terms of physical and magical? This really shouldn't be the case. It would be a pain to create new cards or change the ones we have, however something that might open up more diversity in PVP and be more true to the D&D roots, is give the figures themselves a change. Give elves +1 magic damage to all spells and -1 to all attack cards and for dwarfs +1 to all attack and -1 to all magic. Humans being in middle get neither a bonus or penalty, but at the start of the turn have a 20% chance to draw an extra card. TL;DR: Races are kinda not realistic, due to the nature of cards, and dwarfs are really highly favored over everything else. Boost the figures to be something like +1 spell damage/-1 physical to all elf figures, +1 Physical/-1 spell damage to all dwarf figures, +20% extra draw for humans. Thank you for taking the time to read this, if you have edit: I guess something like that is still a lot of work cus you really would have to go through and identify if its a physical/magic card based on race...still something like this would be more balancing, at least I think so...at least it might open up diversity a little
Dwarves simply have too much HP and elves too little. +1 HP to humans and +2 or +3 HP to elves would do good in my opinion
while that is kinda right in terms of balance, that doesn't seem particularly "true" to the D&D spirit. In this game, its true that Health is simply too great an advantage. when all damage is static because of cards and movement can always be added through gear, there just is no real incentive to play a different race besides the one with the most health. especially in terms of wizards, who don't particularly need to be adjacent to hit a target.
Yeah, the game is poorly balanced in favor of dwarves, because as you get better weapons with step attacks like Nimble Strike you can negate the movement penalty they have and still have the extra hp. I wouldn't give them any more boosts, as they are the best race right now despite the new elve's racials. A Nimble Strike nerf should fix partially this problem. But a game where you know you can't play with one type of charcater (elf wizard, as they are so fragile) if you want to be competitive is bad designed. They really should get some extra hp to be playable at all levels.
In terms of Class-specific skill slot, dwarves and elf seems tied with strong (and affordable) items from both sides. Elf have access to very strong card such as Pathfinding and Elven Trickery though they only appears once per item. Other Trait/cycle for elf is quite strong such as Slippery, Elvish Insight, Quick Run and Elven Maneuver. Items that contains multiple of those card are very strong such as Superb Mobility, Escapist, Superb Insight ... Dwarf seems broken as well with toughness that basically amplify the issues that dwarf has too much HP. Other strong cards include Dwarven Cry, War Cry, Blind Rage, Duck ... There's also many great selection here. Human Skills, on the other hand, seems lackluster with less than optimal card cycler (Inspirational/Forward/Lateral Thinking, Leadership, Battlefield traning ...) and a bunch of team move card that only push allies. Only Inspirational Thinking and Leadership are worth considering and they only appear on a few item (Advanced Flexibility is really the only decent choice). Tl;dr : Elf > Dwarf >> Human (in terms of class skill item availablity)