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Hex shards of fate multiple champions
Hex shards of fate multiple champions










hex shards of fate multiple champions

And not just a little, but a multitude more than what you'll ever be able to deliver. Ultimately, Hex: Shards of Fate is the perfect example of what will happen if your project is too ambitious. This was simply not viable, yet it was a promise back from the kickstarter and so they wasted a lot of time trying to make it work. Whenever one player did anything, everybody else would have to pass before the effect would trigger. Since the game was a priority based back and forth like Magic the Gathering, it was obvious that fighting a raid boss together would take eons to complete. Guilds, Raids, we've never even seen an Alpha build for that. At the same time, many of the features they had promised still hadn't even be released. In terms of progression and power rating, this second part of the campaign was still considered as a beginner area yet players were already so powerful that adding any more content was just pointless. Nothing they tried really made a difference. They indeed realized this issue themselves pretty quickly, but it was already too late. I remember playing through dungeons that I wanted to farm without even paying attention because there was nothing that could ever keep me from winning every single battle. At the same time, players with complete collections were able to build decks so strong that no PVE battle would ever pose a challenge to them. It took them years of development to get it out, but players finished it within a few days. While this campaign was really good and fun to play, it revealed just how many issues there were with the whole concept. They put out an arena style PVE experience first (called the Frost Ring Arena) and later on added two parts of their campaign. This made the development team switch a lot of its effort towards building the PVE campaign and that's where things started to go south completely. During that time, the part of the community that backed the game mostly for the PVE part got a little anxious.

hex shards of fate multiple champions

Nevertheless, the game kept being developed continuously, with new sets and new PVP game modes being added. They ended up being sued by Hasbro, resulting in a several year long litigation that ultimately made them change some small things in the game but obviously also cost a lot of resources to get through with.

hex shards of fate multiple champions

The game was just too similar to Magic the Gathering. But that also was the first issue already. In short, playing the PvP part of the game was simply amazing. Shuffling spider eggs into your opponents deck, creating random cards to add to your hand, permanent upgrades to your cards, and a lot more.

hex shards of fate multiple champions

The core mechanics were taken from Magic as well, but they built a lot of cool and very unique mechanics on top of that. On top of your deck you also picked a champion with an additional effect that was usually small but still allowed for cool combos to build your deck around. It was just like Magic the Gathering but better. Incidentally, the core game of Hex was outright amazing. Hex was doomed but I just didn't want to accept that. While it took them almost 2 years to deliver the first playable version of the game, I was still in hype mode back then and, to tell the truth, I should have seen the writings on the wall long before I did. I backed the game with 250$, by far the most I had ever payed in any kickstarter, During that time, I was sure that I just made an investment into the game that I was about to play for the rest of my live.

#HEX SHARDS OF FATE MULTIPLE CHAMPIONS FULL#

On top of that there were plans for a full fledged MMO with a massive Single Player campaign, Raids that you would complete together with other players and so much more. In many areas, Hex was to be a carbon copy of Magic the Gathering but one that would make full use of its digital environment, providing endless tournaments, draft after draft freely available whenever I felt like. I started to dig deeper and loved everything I've read. This was only about to change when I someday in 2013 stumbled across a kickstarter for the self proclaimed MMO-Trading-Card-Game Hex: Shards of Fate. I eventually got into computer gaming as well, but for a long time card battles were something for the analog world. Decades of playing the game excessively whenever I found the time followed. When I got in touch with Magic the Gathering as a 10 year old kid I was sold. I've been playing card games my whole life basically.












Hex shards of fate multiple champions