Three Things We Love (And Hate) About Epic’s Paragon

The Hate List

Card and Deck System

While I love the idea of building your own deck(s) to take into combat, this is very limiting in a number of ways. First of all, new players are at a disadvantage as they simply do not have the card base to draw on that veteran players have. This has been improved greatly, with many more ways to obtain cards having been added into the game, but it’s still an issue. The other problem here is that when you enter the match you start by picking your deck, and you can’t swap mid-game. This means unless you’ve put in some counter cards like energy or physical armor, you can be screwed by certain builds and unable to do anything about it.

Paragon Essentials Edition

Generic Ability Design

It’s really hard for MOBAs to stand apart from each other unless they seriously break the mold somehow. With Paragon, heroes lack originality. I keep waiting for the new heroes to come out, only to find major similarities to other popular heroes in League of Legends or DOTA. Even the starting heroes are pretty standard, featuring your average lane pushers, tanks, and ADCs. This isn’t a terrible thing on its own; a lot of these generic/standard designs are used for a reason, Epic just needs to pump out a few oddballs to round things out.

Travel Mode/Game Speed

With how much Paragon changes each month, it’s hard to say whether the game speed is at a good pace. Currently, there’s a big issue with players being able to move very quickly between lanes. This means that if you’re attacking a tower, your teammates absolutely need to let you know if there are enemies missing. Even enemies over in the left lane can make it across to the right lane much too fast, resulting in a lot of team fights. When you’re winning these team fights, it feels great. When you lose a lot of them, it makes it feel like Paragon is Team Deathmatch with some MOBA elements thrown in.