If you're interested in trying it, PM me and I'm more than happy to help you get started.Kickstarted in October 2013 to the tune of $2,278,255, Hex: Shards of Fate is a highly sophisticated, free-to-play MMOTCG – a massively multiplayer online trading card game akin to the likes of Hearthstone and Magic the Gathering. The game is definitely worth checking out. You can play classic limited formats like draft and sealed as well. There's also an in-game tournament client so you almost never run into issues playing competitively. Hex also has a very robust single player mode with a story driven campaign and various modes to play against AI and earn in game currency. It's basically Beneath the Grounds taken to its extreme. Another deck focuses on putting spider eggs in your opponent's deck. One prominent competitive deck revolves around modifying cards while they're still in your deck so that they have a greater payoff when you draw and play them later. Its ruleset is very similar to Magic, but it fully embraces the digital space within which it exists. The gameplay is also significantly more complex than the majority of other card games. You can buy, sell, and trade cards with other players, giving your collection real value. It is also very much a TCG and not a CCG. It is one of the truest translations of the paper card game experience to digital. I just meant that Blizzard could add some features like achievements or tournament mode, which I'm sure could benefit all kinds of players. I wasn't complaining about RNG either, that's a whole other topic. I wasn't talking about gameplay, I think it's fine. I just wish they would have a more "long-term" approach to Hearthstone.Įdit: I guess that many of the people who replied didn't actually read my post to get what I was trying to say. The game designers prefer solutions that bring them money now, instead of in a few months/years (like the hero portaits). I played this game with the feeling that it's not finished yet, that they had more features to add, but didn't. People still do achievements though, because they are enjoyable. You get "achievement points", but you can't spend them anywhere, you don't get any real items for them. And by the way, the WoW achievement system doesn't have any real rewards. An achievement system similar to the one in WoW could make people try that type of cards more, give them additional objectives, while playing ranked, arena or the weekly tavern brawl. There are lots of niche cards in the game (some quick examples: Poisoned Blade, Gazlowe, Tree of life, etc.) that don't fit in your average tempo-midrange easily reach legend deck. Getting a bunch of cards every few months won't draw players in forever, we need more stuff to do in the game with those cards. That is all fine and understandable, but people get bored. I know the story, they want it to be "deceptively simple and insanely fun", they want it to be a game you play in short breaks, they don't aim to become the type of game that all your free time revolves around. I really don't understand why they don't want to bring the game more depth. I thought, however, that the game was still young and they had plenty of time to implement all these stuff that I, as a former WoW player, really desired from this game. Many features were missing, such as a tournament system, an achievement system or even a bigger quest/objective system. I had a feeling, though, that the game could be so much more. I had just quit WoW and was really excited to have a new Warcraft game, which wasn't as exhausting and time-consuming as Blizzard's MMO. I haven't played a CCG before, it was all new and really interesting. When Hearthstone beta started, 2.5 years ago, I really enjoyed the game.
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