4 Probable v1.6.0 Bugs (SoI, Tutorials, and PvP Events)

Dodecapod
Dodecapod Posts: 96 Match Maker
1. Goldnight Castigator - The text indicates that both the creature and the controlling PW take double damage, but in practice the controlling PW takes 3x damage while Castigator takes only 1x damage. Interestingly, the red "-X" damage animation correctly shows 2x damage being dealt to a PW as a card or ability is played or attack damage is dealt, but the white life total is actually reduced by 3x instead of 2x when the effect or attack has finished resolving, and the 3x result is reflected after the game as well. When damage is dealt to Castigator, both the animation and result indicate 1x damage.

Here are examples of each case:

Damage to Castigator:
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This is from activating Koth's Rage of the Mountain ability and attacking into a Mage-Ring Responder; Castigator should take 14 damage according to the card's text, but only takes 7 instead.
Damage to Castigator's controlling PW:
These images display the sequence of PW life total changes before and after casting Exquisite Firecraft on myself, then from passing the turn and being attacked by Abbot of Keral Keep with no other cards or abilities played by either side:

Before:

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As Exquisite Firecraft resolves:

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The beginning of my next turn:

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Either the card's text is misleading or outdated (like Nahiri's 3rd ability), or (as seems far more likely) it isn't functioning as intended in-game.



2. "Nodes of Power" Opponent Selection - Prior to v1.6.0, Nodes of Power opponents remained static when leaving and reopening a particular node without initiating a battle; after the update, I observed when trying to sideboard against particular players and/or PWs that each instance of refreshing a node would instead change the opposing player and/or PW displayed on that node. This seems to be a bug rather than a feature, because as a feature it would make dodging difficult opponents or PWs and cherry-picking easy ones trivial, by simply closing and reopening a node until a favorable matchup appears, without having to risk losing to (for example) a random Kiora or a particular player known to have mostly mythics in all of their decks.

Unfortunately, if Terrors in the Shadows uses the same opponent selection mechanism, it's entirely possible that this change will seriously skew the results of the upcoming event and lead to large groups of tied players with perfect scores in certain buckets, assuming the issue hasn't somehow been fixed already since the update.



3. Tamiyo’s Journal (possibly with implications for other cards with Investigate) - According to the SoI tutorial, Clue gems should result in a drawn card "when any player matches the gem or the countdown expires"; in actuality, Tamiyo's Journal produces Clue gems that reset their counters to 2 with no other effect when matched by the controlling player, and are only triggered correctly either when matched by the opposing player or when the counter expires.

While unlikely to occur most of the time, it's even possible that if other Investigate cards behave this way as well, a player could wind up locked into an infinite loop of 3 (or more) Clue gems of the same color continuously matching each other and resetting, with arbitrarily large amounts of mana but no way to actually proceed to the casting and attack phases.



4. Quitting Tutorials - After exiting a tutorial without completing the battle (for example if a player only wants to read one part of a mechanic's description on a second or third run through, and skip the rest), the active PW is reduced to ~10% hp after the battle as though a normal loss occurred; this seems to be unintended behavior, as tutorial battles are designed to be custom encounters to explore an idea or mechanic, not as competitive matches with rewards at stake.

In addition, the PW whose life total is reduced after the battle isn't even necessarily the same one as the assigned PW in a given tutorial. Incidentally, finishing a tutorial battle and losing normally doesn't cause damage to the active PW, further underscoring the likelihood that this is either a bug or a previously overlooked corner case, not an intended feature.

Comments

  • James13
    James13 Posts: 665 Critical Contributor
    Yes, I've noted the Goldnight damage seems really oddly bugged.

    Just had a quick battle where I got hit just a single time by a temporarily pumped up Disciple of the Ring (@11 power). Went from 106 to 64 health (?).

    Another battle where I got hit by a haste 6/6 renown drop. In that case I took 18 damage rather than the 12 I expected.

    Something seems off generally with it.