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Member
Make non-damage/healing spell cards worth upgrading!
Seriously, there's really no point in upgrading any spell card that doesn't do damage or heal because you only gain like one tenth of a second or one tenth of range. What difference is that going to make? Why not start the cards off with less time/range at level one and give a bigger increase with each level. Let's use Hyperdrive as an example. Why not start it at 5 seconds instead of 6, then add half a second per upgrade instead of the ridiculous one tenth of a second we're getting now?