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  1. #11
    Europe Regional (Winter 2012) 3rd Place Maximont's Avatar
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    I was actually going to raise this query, but extend it to include armours and weapons. The attack should stop if/once the attack rating hits 0 imo. I don't see why the attack should complete. Shouldn't have 0 attack allies taking away durability of armours and weapons. (this is from balance point of view as well as consistency for me).
    Maximont - Seeker of Truth
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    Greatness, Reborn

  2. #12
    Europe Regional (Winter 2012) 3rd Place Maximont's Avatar
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    To expand upon my weapon point then I had this scenario.

    Opponent's seductress with CF attached. My Maj with Dagger of Unmaking.
    Seductress (4,2) attacks. Even though attack goes to 0 then Maj retaliates with DoU and sends Seductress back to hand.

    This sucks. Why should Maj bother to retaliate against a 0 attack ally? Doesn't make sense for me. Either let 0 attack allies attack or don't - I don't like this CF loop hole.
    Maximont - Seeker of Truth
    Knight of the Blue Phoenix
    Greatness, Reborn

  3. #13
    Senior Member poochie2's Avatar
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    I think, programming wise, that if an attack tries to deal 0 damage (at source) armor durability is the last possible consequence, the rest is a bit more forgivable but some definitive decision must be dtaken for this.
    A1 Poochie

  4. #14
    Senior Member Mightyoak713's Avatar
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    I just thought according to the rules and substeps it was initiate atk. Lose health and atk. Choose target. No base atk no dmg.

  5. #15
    Senior Member Mightyoak713's Avatar
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    Maybe I understand combat wrong.
    CF- when an ally atks or activats abilities it loses 2 atk 2 health.

    Rule book
    Combat-both attaker and target ally enter combat
    1.1 effects that trigger on entering combat resolve if any.


    CF says attch to target ally. When that ally attks or uses abilities....

    Seems to me 1.1 is being skipped right?

  6. #16
    Senior Member Airact's Avatar
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    Quote Originally Posted by Mightyoak713 View Post
    Maybe I understand combat wrong.
    CF- when an ally atks or activats abilities it loses 2 atk 2 health.

    Rule book
    Combat-both attaker and target ally enter combat
    1.1 effects that trigger on entering combat resolve if any.


    CF says attch to target ally. When that ally attks or uses abilities....

    Seems to me 1.1 is being skipped right?
    An attacker has to attack in order for it to enter combat with a defender.

  7. #17
    Senior Member Mightyoak713's Avatar
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    So maybe CF needs to be reworded. Something like attach to target ally. When ally activates abilities or chooses a target to attack it loses 2 health 2 base attack?

    Probaly someone else could word it better lol. I'm not a card maker

  8. #18
    Lead Developer / Designer Gondorian's Avatar
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    This has been an interesting discussion to read. Thanks to all who got involved. I'm sorry I wasn't able to clear things up sooner.

    In terms of the wording and behaviour of Consuming Fear, they are both considered correct by the Design Team.

    The rules say you can't initiate attack if you are at 0 health, just like you can't when you are frozen. But becoming 0 attack or frozen during the attack will still let the attempted combat damage happen (even 0) which then uses up armor durability.

    This is to keep things simpler, avoid complex timing issues/confusion, for balance and for enjoyment reasons. (Armors protect the hero which slows down the game so erring towards them being worn down is in the game's best interest.)

  9. #19
    Senior Member Mightyoak713's Avatar
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