I like lifesaving block since it can really throw someone's plans off if they don't think you have block cards left & you should be finished off by something. Surprise! Your attack card is cancelled & I get another card to do something with, hopefully to hightail it somewhere else while you shake your fist in frustration. But currently I think this skill needs some love, specifically since attack modifiers seem to penetrate the lifesaving block. Maybe this is a bug, maybe this is 'intended' with mechanics, but suppose I have 5 hp, someone does a bash for 4 damage, and they're frenzied with +2, the lifesaving block doesn't trigger since the damage buff seems to be factored in after the chance for the lifesaving block. I think this should change so that the lifesaving block chance applies after the damage modifiers are factored in, essentially meaning that if your character is in blocking position they should effectively be safe from whatever 'killing blow' attack is coming their way. Yes this would make lifesaving block stronger, but I would argue the there are already plenty of downsides/counters to it that would justify the buff: - It's a block, so if you're facing the wrong way it's useless - Lifesaving block can be discarded by spells & other cards, rendering it useless - The only time lifesaving block becomes viable is when your character is already near death, so it's already a very situational card that oftentimes goes to waste or takes up a slot as a security blanket - Terrain damage & DOTs aren't "attacks" so they won't trigger the lifesaving block if say you take mortal damage from a hot spot So there are already enough downsides/risks involved in lifesaving block, please consider fixing the attack modifier counter to help make this card more viable!
This change would also make Squeamish more punishing. Since the same trick can be used there, modifiers which do enough to make a non-lethal attack lethal bypass it. I've always seen Lifesaving Block as a low level card, intended to be as nearly useless as things like Weak Chop
I think that this is a good idea and that squeamish should also be made more punishing (it is basically a free cycle with little chance for disadvantage at the moment). Plus if you bother to keep the lifesaving block in your hand all that time it should reliably save your life if you manage to get your facing correct.
I think it is currently working as intended as far as the game mechanics go, but if it is possible then I would support this change to both Lifesaving Block and Squeamish. Modifiers allowing their conditions to be bypassed is definitely not how I would expect (or want) the cards to work.
I think Lifesaving Block is just poorly named. I know how it works, and I still feel the wtf if it fails to save me. Maybe rename it to Trainee Guardian Angel or something along those lines
I think it's a result of the game strictly considering blocks before damage modifiers on attacks, the block phase starts and resolves before damage modifiers are applied. They could always change it to a card like toughness that is not a block and only triggers when the character would die, perhaps, or introduce a new card like this down the road. The card being green in color tips the scale for me towards "I expect this card to only consider the attack played and not any other cards that may or may not have been revealed".
I agree that it needs a boost. It would be nice if it wasn't a block card at all, and would prevent damage from terrain/effects that would kill you too (+ backstab), but at the very least it shouldn't be able to be avoided with frenzy/wellspring/etc. Twice now I've hinged a plan on my cleric being saved by lifesaving block, only to have the cleric die anyway due to blind rage. Maybe it could be called "Miracle" or "Intervention" or something. The art wouldn't even have to change.