I think your idea of preventing the next status is interesting. It's certainly fair as a defensive mechanism against poison, but preventing a unit from getting locked on the other hand will quickly be abused and cause even more problems.Many skills should be reworked.
Maybe:
1.Purify : "Remove unit status and prevent next status cast on this unit".
2.Resurrect/Second Wind/shuffle from graveyard to deck: "Add Weakened status to this card - it power is halved, and it does just half of special powers (card specific,maybe some exemptions).
point 2. to cure Wild Boar / Masquerade Ball [...]
Edited. -Draconifors
I believe it's because acknowledging problems means they have to start thinking of solutions. I don't think they're too lazy to do so, I just believe they're probably under-staffed to deal with the scope of problems Homecoming has and so often play dumb. If they admit poison is a bad mechanic that means there's a couple dozen cards to rework.i don't know why but developers just don't care what players think. same happened to WoT too. it took 3 years to developers listen to one advice from players. many players are sick of op ng deck and nothing changed for a long while.
Yep, the unfortunate situation with NG is no matter how you try to play around the poison going off they'll have an answer. Unless you give them nothing to poison to begin with, but not everyone wants to play swarm just so they don't get their board wiped clean.You can't do that against a proper NG player, they'll just Use Yennefers Invocation on it, and then goodbye.
The most ridiculously OP poison cards aren't even in the NG faction though, that would be syndicate. It's just that NG has masquerade ball. But the Syndicate poison card that gives them 4 coins and costs 4 provisions is ultimately one of the crazier cards in the game. A cheap card that gives 4 coins thereby enabling hoard engines/spenders while setting up removal for your opponents strongest card on the board, crazy.