The current augment system may not be fully fleshed out yet, but it has fallen quite flat and few of them actually impact the game. I understand that they have just been released, but I have an idea that could actually have them impact the game more and are unlocked during a match. Very similar to the leveling in a traditional MOBA, without having the active leveling of a single ability.
So currently the augments are unlocked through the leveling of a card, which works really well. This should be kept to allow players to slowly learn the character’s abilities as well as your opponents (and everyone in between).
The augments would be much more powerful than the current ones and actively play a part throughout the match; these would also make the players figure out which character to focus to gain an upper hand in a firefight.
I have yet to sit down and truly think about complete reworks of these augments, but this is a single character’s I quickly thought of.
Proxy
Augment 1: Increased Mine Cache: +1 mine output as well as in her inventory. Acquired at 2k xp in match
Augment 2: Mine Upgrade: Increases AOE by 50% Acquired at 4k xp in match
Augment 3: Double Time: An active with a long CD which allows proxy to move faster and allows her to wall jump three times as well as not having a slow down on her long jumps. Acquired at 6k XP
Every character would have their own unique augments and each different card would focus on a single niche; this would allow a greater variety in game play between each character and in team comps. \
The XP values would be according to the average gains within a match. For stopwatch, they would reset at the end of the round.