There’s a lot that they have to fix, but overall is already a good game.
The gameplay aspects that I think they are doing right up to now:
Fighting, trade offs, rarely removes player’s capability of response. There’s no Stun/Root/Knockup abuse in Paragon; and that’s ! (try to fight a team-fight in LoL or Dota2, it’s disgusting, is common to be stunned and simply sit there watching your pawn being raped to death. No chance of reaction, that is NOT skill based gameplay; as a result, everybody builds teams heavy on knockup/stun skills, it’s mandatory).
The exp farming system is very interesting, although the map is not designed to allow lane rotations.
The card system is very nice, but needs balancing and bug fixes.
What I think they did wrong:
Tanks need a gap-closer skill always available, not just the OP one that some have. They need to have more ways to engage on carries more often with less damage.
Tanks need stop scalling attack speed, that is stupid.
Carries need always available an engage/desingage skill, mainly a mobility skill to effectively land a kill or run off from tanks.
And, needs more movement overall; the dumbest thing in this game is being unable to desingage a fight (because there’s also no gap-closing skills ok tanks) and be forced to WALK backward. You can’t run when almost dead, can’t dash, nothing; that kills the feels of action in the game.
You should be able to desingage… Or be killed by an ultimate skill if you get hit by it, increases the strategic aspects of the game and keeps the blink of hope when you’re about to die: “-Maybe I can still dash away… oh ****!”.
They need to fix these battle design flaws, will take time but yeah.