What should the Design Team strive for in terms of balance? Do you want each archetype to have the same overall winrate (RPS) or that each archetype has a 50ish winrate against every other archetype (RTS)?
The first case is akin to Rock-Paper-Scissors. You could argue that it is a perfectly balanced game since each move has a theoretically equal chance to win – they all have one auto-win and one auto-loss. The outcome of a match is decided solely by your pregame choice.
The most successful players will be those that read the metagame better.
In Shadow Era terms, that would be like a Rush Eladawen beats Allied Moonstalker beats Solo Gwen beats Rush Eladwen metagame.
Sixteen balance changes for Shadow Era 2.87 were just announced at the official forum. (We’re not counting the Living Armor rename, although we do approve!)
Fates 113 Death from Above: Ability changed to “Target friendly Wulven ally that is not disabled or frozen kills target opposing ally with cost 4 or less.” (from “Target friendly ally that is not disabled or frozen kills target opposing ally with cost 4 or less.”)
Fates 115 Dreadclaw Totem: Ability changed to “When a friendly Wulven ally is killed, Dreadclaw Totembecomes a readied Wulven ally with 4 base attack, 3 health and ambush.” (from “When a friendly ally is killed, Dreadclaw Totem becomes a readied Wulven ally with 4 base attack, 3 health and ambush.”)
Fates 141 Grave Resistance: Added Sustain: 1HP.