it would be nice to have things like this be public knowledge in release notes!
it would be nice to have things like this be public knowledge in release notes!
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On the victory screen healing counts as negative damage caused, and insta_kill mechanics aren't tracked at all (second might not be a bug).
The whole shard of power vs health reduction is so silly if you ask me. No one in their right mind would think that an ally, subjected to shard of power, could survive further health reduction. Some aspects of this game are just plain *fcc censorship*...
PK Love
Well, it makes sense if you think of Shard of Power is an ongoing effect (as opposed to modifier, since it is not a modifier like +1 or -2 health), which is applied ALL THE TIME to give you a health value that you can attempt to drop to 0 with some damage > 0. If you health reduce then you have changed the real health which again is capped at 1 by Shard. This is exactly the same as the ongoing effect of Crippling Blow which is a cap on the real value of the attack. As far as I know, we don't get complaints about that, yet it is exactly the same mechanism. When a cap is removed, the true underlying value should be restored.
I admit it is hard to get your head round without a consistent explanation to orient yourself with, but it is simple if you view it the way I described. Shard and Crippling Blow will get improved wording and rule explanation in future - we'll use something like "capped at 1" for Shard and "capped at 0" for CB and then define what capped means in the rulebook.
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It's not hard to understand at all. If you read Shard of Power then you will see that the effect of Shards of Power ends when the shard leaves play. When it leaves play your allies should go back to their respective health limits. If it only said "your allies have +2 attack and their health is reduced to 1" I would be a little confused but it doesn't.
I can see the Sledgehammer can no longer be targeted by Desperate Tactics, but it's still being targeted by Melt Down and NOT BEING DESTROYED, even though DT and MD have the same "Target _____ is destroyed" type of text.
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Just had a minor bug, BobRoss vs AP Pocketsoul in 2.85 on my phone
I played a (stolen) Aeon, then a midnight sentinel, making him 3/10 ambush.
Opponent played consuming fear on Aeon.
I played A legend rises on him, making him a 5/11 (still ambush?).
In the next turn I played a 2nd midnight sentinel, making Aeon a 5/13. Then I played a 3rd midnight sentinel making him a 6/15.
So you see the math doesn't add up quite right. That second midnight sentinel should have boosted Aeon to 6/13 (since he already should have had ambush from the first midnight sentinel). I'm guessing this is from some interaction with the consuming fear or Legend rises. It may have also come from me bouncing midnight sentinels with vozitian orders.
Maybe add some extra text, "If target can be destroyed, it does X and is destroyed." Or, "Target is destroyed, after it is destroyed, do X" I can see allowing certain things to combo off the hammer, and other things not to...obviously double attacks with a perma-beefed up and indestructible hammer is problematic...I've played against the meltdown combo, and it's a nice draw engine, but I don't think it's game-breaking, so it seems reasonable that they'd have different rules. I agree that the card descriptions should reflect that to avoid confusion.
What will happen if ravager zeolot target sledgehammer, will he get haste?
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