Unless a dev has commented, I don't think anyone should be saying "working as intended."
Since the Barrier keyword is supposed to negate the damage, and "negate" means "cause to be ineffective," it makes sense that the damage should not happen at all.
Yes, I'm in the camp that believes there are too few ways to counter Overwhelm as it is.
Your rise through the ranks starts with the Beta Season, which will last until launch. At the end of the season, you’ll earn an icon reward based on your highest tier reached to commemorate your first climb in Ranked LoR.
...But yeah, hopefully there are some cards at the end of this too.
I am pretty sure this mechanic is working like the developers want it to. The exact wording in the description of each keyword isn't to be taken for granted. The thing about a digital card game is that regardless of what the card says, it can be programmed to do whatever the programmer wants.
Also, Explosive Runes does the exact same thing when targeting a divine shield minion. First it checks how much health the minion (or unit) has, then based off of that it decides how much damage to do to the enemy hero (or nexus), and then all of that damage is dealt.
Barrier does say it prevents all damage dealt to a unit, but it doesn't say anything about that extra damage being dealt to the nexus.
I dunno didn't pay attention to that it might be but I didn't notice, another bug is that wild cards usage take a long time to update on screen.
Definitely try to look for it when you open your vault today; I'm curious to see how widespread it is. I was in the same boat as you until I started questioning why I was so deep into Shadow Isles progression yet still missing so many common cards.
Nah, that sounds pretty normal to me! Expeditions are great fun that isn't the usual constructed netdeck hell, so getting in for free at least once a week is awesome.
If you or Neonangel are ever at a lull where you're trying to brainstorm topics for new articles: I could really appreciate something about Expedition drafting strategies.
I really don't enjoy draft formats, so I would happily trade the token 😄
Try giving it a few shots. I'm kinda with you--I'd rather play the same refined deck repeatedly which I can learn and tweak--but after I realized what I did wrong on my first trial I enjoyed my second a lot more. (Hint: you really want cards that are going to give value, so cards like Avarosan Hearthguard and Avarosan Trapper are crazy.) It's definitely much better than Hearthstone, Artifact, or MtG's drafts. Still not my favorite format, but I could see myself doing the 2 trials a week to convert the token into random champion + more.
@Oldmansanns - If I were designing Kog he'd probably be a low-cost, low-stats champion (I'm thinking 3 mana 3/1 right now, with the 1 health symbolising the typical League strategy of dogpiling the Kog every fight), with Last Breath: I strike anything (symbolising his passive). He'd have a secondary effect which embodies the Living Artillery - specifically something which triggers while he's on the bench, to symbolise the range advantage. Maybe whenever an ally strikes an enemy follower, I deal 1 damage to it. The level up effect would make him a 4/2 and give him +1 damage on the Living Artillery effect. Having written that and reflected, however, I suspect I'm cramming too much into that package...
LOL yes his value needs to have some type of awesome Last Breath--how did I miss that!
Well...this could also be a nice way to already taste the new cards for a bit. I do not mind to discover such a new card. So I am more inclined to view it as a pleasant surprise than a bug.
Any word on Season rewards? I feel like finding details on Ranked Season's has been difficult. Also, the most annoying "feature" of the game is defaulting to Normal instead of Ranked every time you load the game.
Man, I love HS Arena, and Expedition was pretty great too. I can't believe you don't enjoy the format. The saddest development in HS for me has been Battlegrounds because Arena-aficionado Kripp has basically been ignoring Arena for weeks.
Neoguli. Exactly. 3-mana ruin your opponents' day. I also don't find you have to be in a strictly win-more situation for Rally to work. You can't be losing badly, but it's a great card to stabilize or provide a huge advantage in an otherwise even game.
And you want to maximize value but that would be to just do all the quests and not reroll any?
Not really since 1) the event quests reward gold AND dust, and 2) many of the event quests are 80g/100g + dust so have a good chance to reroll into more than current.
But yeah I guess my main question breaks down to: are we getting a "normal" quest tomorrow morning before the event launches AND THEN a second event quest once (I'm assuming here) the event goes live at 09:00 PST, or is it just the one quest for the day? That will answer whether I should complete one of the saved quests or save them both.
Ok sorry about my snide comment :) Part of my motivation for this is that I think the current rewards for the quests are underwhelming, especially if you really not want to play other classes than my favorite. So most of the time I ignore the quests and then once a month I notice I have some serious gold to spend and I go buying packs or do some arena.
Maybe I should just use that gold to make my favorite class completely golden :) then suddenly it has some serious purpose again.
Can you explain a bit as to why...is this to make an extra 50 gold? Or 60? Some amount which you can earn in one day by winning enough games?
Can you explain a bit as to why...you felt the need to make this snide comment?
Yes it's to try and make extra gold and dust. It must be nice to have free time to play 20-30 games per day to get enough wins for get that amount of gold, but I don't have that much time so trying to not to miss "free" stuff where possible.
I would be very surprised if you could reroll normal daily quests into these special holiday gold&dust quests. Does this work? Can anyone else confirm?
I would swear these "event" quests at least USED to work like this (i.e. for the Fire Festival in the summers) so I assumed they still do
I would be very surprised if you could reroll normal daily quests into these special holiday gold&dust quests. Does this work? Can anyone else confirm?
Can you explain a bit as to why...is this to make an extra 50 gold? Or 60? Some amount which you can earn in one day by winning enough games?
But I thought it worked as follows: if you are full, one lesser quest gets destroyed and you get the new quest anyway so you lose one. This means you should have at least one open quest slot to not lose one old quest. To be on the safe side, you could try to finish all your quest before you get the new ones so you do not miss any.
And I thought normal new quests are added at the start of the day (so at midnight at my zone). When I play late I usually get a new quest after midnight. So the normal new one would be added before the special event one.
And you want to maximize value but that would be to just do all the quests and not reroll any?
I would have thought it would work differently, but I might just be used to the way [Hearthstone Card (Explosive Ruins) Not Found] works when a Divine Shield minion with 5 or less health is played into it. In that case, the shield protects them from damage, but if they have 3 health, then the Ruins hits them for 0 and does 3 to the enemy hero. Divine Shield only stops the splash damage if the Divine Shielded minion would have taken all 6 of the damage from Ruins.
While that is of course an entirely different game, the funny thing about it is I would have always expected Ruins in Hearthstone to act more like what you're seeing in Runeterra with the Overwhelm into Barrier interaction. In other words, I always wondered why Ruins didn't hit a Divine Shield minion for 1 to pop their bubble, then send 5 to the enemy hero, as that is more accurate in how that interaction actually works. So really, I guess it's no surprise that the interaction works this way in Runeterra as it seems somewhat more logical... I guess?
Personally, I do not think this mechanic is working as intended. The comparison to recalled blockers, which Lightspoon brought up, is skewed in my opinion: If there's no blocker at the time damage is dealt, it should effectively be treated as 0 health. Hence all damage goes directly to the nexus.
However, a barrier unit has a set amount of health, which is the exact amount of damage an Overwhelm unit should deal to it before the rest of the damage spills over to the nexus. The barrier then negates the entirety of said damage. I can't access the game right now to check, but unless I'm mistaken, the Barrier description says it prevents the next instance of damage being dealt, not that it makes the unit invulnerable (in which case you could make a case for treating it as a 0-health unit). I think that's a significant difference.
I haven't played with or against enough Barrier cards to make a proper judgment as to which rule interpretation would serve overall game balance better. But I think keeping things as intuitive as possible should always be the prime directive. Buffs and nerfs should take care of balance.
Overwhelm does damage to nexus even if the opponent has a barrier..
Unless a dev has commented, I don't think anyone should be saying "working as intended."
Since the Barrier keyword is supposed to negate the damage, and "negate" means "cause to be ineffective," it makes sense that the damage should not happen at all.
Yes, I'm in the camp that believes there are too few ways to counter Overwhelm as it is.
What Rewards Drop From Vault Chests in Legends of Runeterra?
They did say this at https://playruneterra.com/en-us/news/open-beta-faq
...But yeah, hopefully there are some cards at the end of this too.
Overwhelm does damage to nexus even if the opponent has a barrier..
I am pretty sure this mechanic is working like the developers want it to. The exact wording in the description of each keyword isn't to be taken for granted. The thing about a digital card game is that regardless of what the card says, it can be programmed to do whatever the programmer wants.
Also, Explosive Runes does the exact same thing when targeting a divine shield minion. First it checks how much health the minion (or unit) has, then based off of that it decides how much damage to do to the enemy hero (or nexus), and then all of that damage is dealt.
Barrier does say it prevents all damage dealt to a unit, but it doesn't say anything about that extra damage being dealt to the nexus.
Anyone else getting "false duplicates"?
Definitely try to look for it when you open your vault today; I'm curious to see how widespread it is. I was in the same boat as you until I started questioning why I was so deep into Shadow Isles progression yet still missing so many common cards.
What Rewards Drop From Vault Chests in Legends of Runeterra?
If you or Neonangel are ever at a lull where you're trying to brainstorm topics for new articles: I could really appreciate something about Expedition drafting strategies.
The Galakrond's Awakening Hearthstone Adventure Week 2 Cards - Clash at Wyrmrest
Discover a ____ from your deck = Discover + Draw
Discover a copy of ____ from your deck = Discover a copy
It's not rocket science...
What Rewards Drop From Vault Chests in Legends of Runeterra?
Try giving it a few shots. I'm kinda with you--I'd rather play the same refined deck repeatedly which I can learn and tweak--but after I realized what I did wrong on my first trial I enjoyed my second a lot more. (Hint: you really want cards that are going to give value, so cards like Avarosan Hearthguard and Avarosan Trapper are crazy.) It's definitely much better than Hearthstone, Artifact, or MtG's drafts. Still not my favorite format, but I could see myself doing the 2 trials a week to convert the token into random champion + more.
What Rewards Drop From Vault Chests in Legends of Runeterra?
I've updated the article with the Upgrade RNG chances
What Rewards Drop From Vault Chests in Legends of Runeterra?
Nothing on season rewards yet. The current season lasts all of Beta so I wouldn't expect to hear anything until beta is about to end.
Favorite champions not yet in the game?
LOL yes his value needs to have some type of awesome Last Breath--how did I miss that!
unreleased are discoverable
Well...this could also be a nice way to already taste the new cards for a bit. I do not mind to discover such a new card. So I am more inclined to view it as a pleasant surprise than a bug.
What Rewards Drop From Vault Chests in Legends of Runeterra?
Any word on Season rewards? I feel like finding details on Ranked Season's has been difficult. Also, the most annoying "feature" of the game is defaulting to Normal instead of Ranked every time you load the game.
What Rewards Drop From Vault Chests in Legends of Runeterra?
Man, I love HS Arena, and Expedition was pretty great too. I can't believe you don't enjoy the format. The saddest development in HS for me has been Battlegrounds because Arena-aficionado Kripp has basically been ignoring Arena for weeks.
Find Your Champion Comes to the Magic World Championship - Free Cards & Sleeve in MTG Arena
I mean if it's free
Legends of Runeterra Deck Spotlight - What Are the Top Streamers Playing?
Neoguli. Exactly. 3-mana ruin your opponents' day. I also don't find you have to be in a strictly win-more situation for Rally to work. You can't be losing badly, but it's a great card to stabilize or provide a huge advantage in an otherwise even game.
Lunar Quests - help me I'm dumb
Not really since 1) the event quests reward gold AND dust, and 2) many of the event quests are 80g/100g + dust so have a good chance to reroll into more than current.
But yeah I guess my main question breaks down to: are we getting a "normal" quest tomorrow morning before the event launches AND THEN a second event quest once (I'm assuming here) the event goes live at 09:00 PST, or is it just the one quest for the day? That will answer whether I should complete one of the saved quests or save them both.
Lunar Quests - help me I'm dumb
Ok sorry about my snide comment :) Part of my motivation for this is that I think the current rewards for the quests are underwhelming, especially if you really not want to play other classes than my favorite. So most of the time I ignore the quests and then once a month I notice I have some serious gold to spend and I go buying packs or do some arena.
Maybe I should just use that gold to make my favorite class completely golden :) then suddenly it has some serious purpose again.
Lunar Quests - help me I'm dumb
Can you explain a bit as to why...you felt the need to make this snide comment?
Yes it's to try and make extra gold and dust. It must be nice to have free time to play 20-30 games per day to get enough wins for get that amount of gold, but I don't have that much time so trying to not to miss "free" stuff where possible.
I would welcome any useful advice here
Lunar Quests - help me I'm dumb
I would swear these "event" quests at least USED to work like this (i.e. for the Fire Festival in the summers) so I assumed they still do
Lunar Quests - help me I'm dumb
I would be very surprised if you could reroll normal daily quests into these special holiday gold&dust quests. Does this work? Can anyone else confirm?
Quest Trading - Play A Friend!
Battletag: TheOdinson#1825
Region: NA
Trade only? Yes, you go first.
Done
Lunar Quests - help me I'm dumb
Can you explain a bit as to why...is this to make an extra 50 gold? Or 60? Some amount which you can earn in one day by winning enough games?
But I thought it worked as follows: if you are full, one lesser quest gets destroyed and you get the new quest anyway so you lose one. This means you should have at least one open quest slot to not lose one old quest. To be on the safe side, you could try to finish all your quest before you get the new ones so you do not miss any.
And I thought normal new quests are added at the start of the day (so at midnight at my zone). When I play late I usually get a new quest after midnight. So the normal new one would be added before the special event one.
And you want to maximize value but that would be to just do all the quests and not reroll any?
Legends of Runeterra Concept Art Spotlight - Shadow Isles
I really love how many continuous stories are told through the card arts.
Such as the Crazed Tales of Bjerg the Wanderer:
She Who Wanders, Balesight,Ancient Yeti, Icy Yeti, Babbling Bjerg, Tall Tales, They Who Endure
Full Art:
Elise and Her Suitor:
Arachnoid Sentry, Arachnoid Host, Elise, Spider Queen Elise
Full Art:
Cithria Answering Her Call to Adventure:
Cithria of Cloudfield, Cithria the Bold
Full Art:
Von Yipp has Doomed Us All:
Professor von Yipp, Purrsuit of Perfection, Catastrophe
Full Art:
Overwhelm does damage to nexus even if the opponent has a barrier..
I would have thought it would work differently, but I might just be used to the way [Hearthstone Card (Explosive Ruins) Not Found] works when a Divine Shield minion with 5 or less health is played into it. In that case, the shield protects them from damage, but if they have 3 health, then the Ruins hits them for 0 and does 3 to the enemy hero. Divine Shield only stops the splash damage if the Divine Shielded minion would have taken all 6 of the damage from Ruins.
While that is of course an entirely different game, the funny thing about it is I would have always expected Ruins in Hearthstone to act more like what you're seeing in Runeterra with the Overwhelm into Barrier interaction. In other words, I always wondered why Ruins didn't hit a Divine Shield minion for 1 to pop their bubble, then send 5 to the enemy hero, as that is more accurate in how that interaction actually works. So really, I guess it's no surprise that the interaction works this way in Runeterra as it seems somewhat more logical... I guess?
Overwhelm does damage to nexus even if the opponent has a barrier..
Personally, I do not think this mechanic is working as intended. The comparison to recalled blockers, which Lightspoon brought up, is skewed in my opinion: If there's no blocker at the time damage is dealt, it should effectively be treated as 0 health. Hence all damage goes directly to the nexus.
However, a barrier unit has a set amount of health, which is the exact amount of damage an Overwhelm unit should deal to it before the rest of the damage spills over to the nexus. The barrier then negates the entirety of said damage. I can't access the game right now to check, but unless I'm mistaken, the Barrier description says it prevents the next instance of damage being dealt, not that it makes the unit invulnerable (in which case you could make a case for treating it as a 0-health unit). I think that's a significant difference.
I haven't played with or against enough Barrier cards to make a proper judgment as to which rule interpretation would serve overall game balance better. But I think keeping things as intuitive as possible should always be the prime directive. Buffs and nerfs should take care of balance.