This relates to PvE content, in particular the dungeon system and the battles in the campaign. In the dungeons it does multiply the frustration of simply playing Hex Shards of Fate. From my point of view it doesn't do anything at all to evolve or grow the transition into a Digital trading Card game.
The decks with 36%-38% resources I am getting mostly having resource starved or resource abundance with my card draws, even after multiple muligans. Now when you have only 3 lives in a dungeon to navigate it, this is where the frustration multiplies. This does not make me interested in playing HEX, in fact it turns me off from recommending it to other people and stops me wanting to play it more (or at all) during the week.
Please refrain from thinking I want the game to be easy, I want the game to be challenging and to lose only because I played horribly, not because I got resource starved or in too much abundance. If people don't want this in PvP, then just keep it in PvE... Will make a post in the suggestion forum. I do enjoy playing complicated games like sword of the stars 2, arma 3, total war games series,
If people are against this in PvP, it can be added only to PvE
At the start of a battle during a PvE playthrough, specifically the campaign battles, allow each player to seperate basic resource cards into a separate draw pile. Allow then each player to draw from the resource pile only 1 time per turn. Any cards that would modify basic resources, would let the owner of the action modify either of his digital card piles (resource and deck)
There is no good gameplay or mechanic being resource starved / abundance as I really don't see how it can play into this DTCG. Making a random chance to have a player have a complete loss not of his own doing, only frustrates the player.
Can someone explain to me how being resource starve /abundance beings a interesting gameplay mechanic to HEX? How does it evolve the game in the Digital era of our generation? How does a percentage chance of losing (due to resource abundance/starve draws), not at the fault of the player, bring enjoyment? In what way does it bring a interesting challenge to the game? Maybe I am missing something, I just really don't see it? Why do we still need this mechanic (resource abundance/starve in first and subsequent draws) in HEX?