Yeah, I'm honestly baffled at why this change was made. It's not like other infinite damage tricks that need a specific environment card with two or more specific characters -- PWCC can do this anywhere, practically at will.
Well, isn't that what powers his ring?
The video game implements the intention of Christopher. The video game is not broken, and does not work incorrectly (except for an outstanding timing bug).
We'll bring it up again with Christopher, but how the rules of the game work is not my decision.
The "until the next time you use a power " clause was suggested for the original version of Absorption, but it wasn't used.
I still don't see how removing the instead on the shuffle seperated the shuffling and playing or drawing.
The entire opint of "shuffling instead" was to get rid of the loop by limiting the player to one draw/play per destruction. The instead only cancelled the destruction, removing that allows the destruction to process for other effects.
Right now the official ruling is that the entire time Christopher and playtesters were trying to fix that loop we were operating under false pretences.
Which ticks me off because we were working with Christopher. To come out now with the only official ruling on the card and to reverse course after working with us to solve the situation with the understanding that the opposite was taking place, seems really dishonest.
And for what? To pointlessly make the card broken and stupid? (because infinitie damage loops are broken, and shuffling being an option for absolutely no reason is stupid)
This is stupid and wrong.
EDIT: I'm angry at the ruling, and that the playtesting process seems to have been undone and the game hurt for no reason. I am not angry with the Video game or the people who make or test it, they do a great job.
The wording got changed with the foil set sent out. As to why it didn't get noted to playetesters with this release I'm not sure.
100% agree
This is disheartening. Thanks for the response MigrantP.
Personally, I plan on never using this ability more than once per round… to me, stacking it feels too cheap and removes too much of the challenge of the game. Hopefully, this ruling is just a matter of Christopher not realizing how game breaking this is as currently applied and changes his mind.
I do like that the power can now trigger on destruction effects and that it no longer needs to work against Unflagging Animation.
There was long winded PT discussion threads on this very topic which led to him changing the language in the first place from its original wording. It's been known why this was problematic for a long time.
So how could one actually break this? Asking for a friend...
Easiest way is to use PW Captain Cosmic, PW Fanatic, and Greatest Legacy, since they grant additional power uses with their own default powers. Have CC go first, play a construct and use his power, then have the other two activate his power, then get a construct destroyed before CC's next turn. Draw a card, play a construct, then play either Construct Cataclysm (ideally) or Conservation of Energy to destroy that construct. Then your loop is set up; each time a construct is destroyed, you play a construct and draw two more cards (and at some point play Construct Cataclysm if you haven't yet).
I just gave this a test in the app, as an experiment. PW CC, PW Fanatic, Greatest Legacy, Ra, and some poor schlub who didn't even get a turn vs. Advanced Iron Legacy in Rook City (which I would never ordinarily attempt). Worked like a charm. I thought I might be in trouble when Superhuman Redirection came out, but it didn't matter--with three triggers per construct destruction, I had plenty of extra plays to use on Harsh Offense and Potent Disruption, so the kicker of Construct Cataclysm actually dealing damage wasn't even necessary (plus a lucky 5-point Harsh Offense used up the redirect). Most likely only two triggers would be enough to pull off the loop most of the time. But I have no desire to try it again myself--even with Iron Legacy's low HP, slogging through the whole process is extremely tedious (it ate up over 40% of my phone battery).
Gotta add my voice to the wtf crowd on this one. I don’t hold Handelabra responsible for this one, nor do I see it as a “sky is falling” situation since you can house rule on the tabletop and just not double dip CC’S power on the videogame. However, working as intended it is unbelievably broken as it is so incredibly easy to setup and get rolling.
I don’t think any 3 man team should be able to defeat any villain save The Dreamer and Miss Information on round 1.
Presumably you're discounting a lucky start against the Wager Master, which I think can end in a win/loss during set up (or at least during Wager Master's first turn) if the cards come out right ;).
Also, Iron Legacy :D.
I think that NinjaMonkey’s point was that this team can defeat any villain, not that no other team can defeat specific villains.
Also, those things are uncontrollable, and don’t line up perfectly very often at all. The PW CC combo does require a specific set of heroes, but can be pulled off the majority of times.
The PW:CC combo requires Captain Cosmic and a single Dynamic Siphon to pull off. Sure a specific set of heroes makes it easier, but the combo can be pulled off with PW:CC and any 2 random heroes who can hit for 1 or 2 points of damage.
...Shouldn't this thread be in the videogame forum since from what I'm reading that's what most of you are complaining about?
Arguable. It's really a rules issue. It's demonstrated in the video game because the video game is immune to house rules and player interpretations, but video game is supposed to be the perfect implementation of the rules of the card game, so the issue involves both of them. It is just that in the card game, the official ruling can be overwritten by house rules, which is not possible for the video game.
It right it is in the wrong forum, but since it is a rules issue that applies to both the card game and video game, I am moving it to the rules forums.