Lifesaving block is confusing because some things that change damage are calculated before blocks (like Vulnerable, Mass Frenzy) and some after (like Devastating Blow).
In my view, it would be best if Lifesaving Block took all damage boosts into account. The text then could be returned to its original simpler form, and there would be far less confusion about what is and isn't blocked. In terms of balance, I don't think it matters much whether devastating blow or punishing bolt are blocked. There are some single player modules where it would be handy to block and punishing beam, or that charged up card that I can't remember the name of right now (in Black Plume Mountain) - but again, I don't think it matter much whether or not Livesaving Block is a bit stronger there. The big issue is transparency and simplicity. Currently, Lifesaving Block is a bit nebulous. Only an expert player would be able to work out what is and what isn't blocked by it - and even an expert could make mistakes about it in the heat of battle. Is there some reason why the game can't just add _all_ damage boosts at the start? Like, are we scared of OP All Out Attack Touch Of Death, or Punishing Bludgeon? I personally can't think of any strong reason for having different damage buffs be applied in different ways.
The reason is it's a considerable amount of reprogramming that hasn't happened yet because we basically have a 1-person team.
Lifesaving Block's original "Block Any. Only triggers if damage would kill you." might be changed to: "Block Any. Only triggers if the incoming damage would kill you." Using "incoming damage" as a clickable keyword would save alot of space on the card.
This seems like a good approach. However, it assumes there's a reasonably succinct way to define the incoming damage that Lifesaving Block does count. So now the new question is: What should incoming damage's tooltip text say? I'd try to figure it out myself, but I don't actually know which damage buffs are taken into account (hence why the tooltip would be useful).
We talked about it a bit when we were implementing Erratic Damage (for lasers). It's definitely something we might look at more in the future, to make cards like LB a bit more intuitive.
This is a really minor one: Purging Burst has extra white space at the start of the card text. Burst 1 isn't located at the left edge of the card text space because of it. There are probably other cards with the same issue (if you'd like to check the Cards.csv file for them at the same time).
Shrug It Off needs the wording changed to include handicaps - currently says "Discard all enemy controlled cards attached to you. You may play this card while Stunned."
Elven Maneuvers is bugged right now, the card text doesn't fit and is cut off. You can't read the last line, or the duration line. Seems that the box that tells you what item it's on eats all the necessary space. Image from wiki, when it's the card itself: Image when you see it on your own items:
Just noticed this, suspect it might have been brought up before, but alas Isn't Roiling Pendant supposed to be called Boiling Pendant? Unless an obvious pun is there that I can't understand
https://www.oxforddictionaries.com/definition/english/roil?q=roiling http://www.merriam-webster.com/dictionary/roiling The name is intentional.
So im new in the game and i guess i found a bug. i have this card a "travelling curse" it says: trait.take 5unholy magic damage. a random oponent shufle this card into their deck. Last battle i used it, and it got shuffled into my warrior deck, and he drew it... the funny thing was that he died with the damage ehehehhe Thats it, thanks for the attention, really liked the game. PS.: sorry for possible grammar mistakes, not my first language