Fiddler said: Has the price of packs always been 20 gold higher for the newest set?
starfall said: The exclusives cards have not been added into GRN packs. Is this intentional? When do they get added?
I'm noticing that Nullhide Ferox's "ability" is no longer triggering when Karn's A1 is used. It used to be that the exiling of two cards reduced the CC of spells/supports in hand by 20.
There is nothing in the Bug Fixes/Card Changes section to indicate this.
Is anyone else seeing this behavior?
wickedwitch74 said: I'm noticing that Nullhide Ferox's "ability" is no longer triggering when Karn's A1 is used. It used to be that the exiling of two cards reduced the CC of spells/supports in hand by 20.There is nothing in the Bug Fixes/Card Changes section to indicate this.Is anyone else seeing this behavior?
Stormcrow said: I hadn't noticed it, but considering Karn exiles cards from your library and Nullhide Ferox's cost reduction is supposed to come from exiling cards from your hand, seems like a pretty reasonable bug fix.
Brigby said: OmegaLolrus said: NinjaE said: So now that this is settled... when is it going live?I would assume Thursday, but an official heads' would be nice. The team has to first do a data push to the build, in order to change the phase timer of the Looping Prevention System, and then they can begin the process of propagating the 3.3 update. If everything goes according to plan, then it should be available sometime later today.
OmegaLolrus said: NinjaE said: So now that this is settled... when is it going live?I would assume Thursday, but an official heads' would be nice.
NinjaE said: So now that this is settled... when is it going live?
Brigby said: *Added the following bug fix:The game no longer soft-locks when the player had 3 Creatures on the field and used a card that took permanent control of an enemy Creature. Now the player will no longer be able to activate the card.
Laeuftbeidir said: Brigby said: *Added the following bug fix:The game no longer soft-locks when the player had 3 Creatures on the field and used a card that took permanent control of an enemy Creature. Now the player will no longer be able to activate the card. I think this should be a bit more clear :As result, permanent stealing cards now will only work if the player has two or fewer creatures on the board. The mechanic was as long bugged (and confirmed as working) as it was working. Thanks for adding it!
Brigby said: Laeuftbeidir said: Brigby said: *Added the following bug fix:The game no longer soft-locks when the player had 3 Creatures on the field and used a card that took permanent control of an enemy Creature. Now the player will no longer be able to activate the card. I think this should be a bit more clear :As result, permanent stealing cards now will only work if the player has two or fewer creatures on the board. The mechanic was as long bugged (and confirmed as working) as it was working. Thanks for adding it! I added a bit more clarifying info to the end of the sentence. Thanks for the suggestion!