We put a design rule in writing: no power, gadget, or role should exist without a possible answer. The player must feel that the solution lies in decision and execution, not in luck.
This will guide future balancing, but also in-match readability: a player must understand what they're suffering, and what response they could have tried.
What we consider "non-negotiable":
- If a power is strong, it has a cost, a tell, or a window.
- If it's invisible, it must be counterable.
- If it's easy to execute, it should be less decisive.