Yesterday I played against a mage in Arena. I knew he had the Explosive Runes secret on so I played Spych-o-tron to absorb the damage. I was confused when the Explosive Runes triggered, didn't break the Divine Shield and I received 2 damage to face (I guess I received 2 because the robot has 4 hp)
Is that the way it is supposed to work? I thought it just removed the divine shield from my minion.
It does work as intended. Tho its kinda stupid if you think about it. By this logic, you should for example be able to kill Scarlet Crusader with a 2attack minion, since the divine shield would absorb only 1dmg and the rest would go to her hp :D
Divine Shield is an ability which causes a minion to ignore the next damage it receives. Upon receiving any damage the Divine Shield is removed, and that damage is reduced to 0.
Shouldn't this mean that the shield is popped but then 6 damage is dealt to face, since 6 - 0 = 6? Or maybe it should be 0 damage dealt to face, since "Deal 6 damage" is reduced to "Deal 0 damage," and the excess of 0 is 0?
It is sadly working as intended although it shouldn't work like that. Divine Shield should just be popped and 0 damage should be dealt to the player's face as the Divine Shield should absorb all the damage. It makes no sense how Explosive Runes works when you look at how Divine Shield works with every other damage dealing effect in the game when a Divine Shielded minion is hit.
1: Divine shield absorbs the 6 damage, and 0 damage goes to face.
2: Divine shield takes 0 damage, so 6 damage goes to face
3: Explosive Runes intends to make "minion's health" damage to the minion, but it is absorbed, and the rest goes to face.
I can see why they chose the last option. I am pretty sure it breaks the shield, though!
Yeah, you have a point. Divine shield is working just fine, but the Secret is the weird one, since it decides how much dmg goes where before the damage is dealt. Then it looks weird when the divine shield blocks only part of the dmg, when in fact it blocks all the damage, all the damage that went into it anyway.
Blizzard obviously wanted to give Divine Shield an indirect nerf and allow tempo mage to be somewhat viable this expansion. I do worry what this short term decision means for the long term though. I do believe 6 damage is too excessive. 5 or 4 damage seems more reasonable. The one good part about this secret is that the opposing player gets to interact with it often. In many cases they get to decide which minion to sacrifice and how much hero damage they are willing to take.
Hopefully this isn’t classified as “necro”ing this thread, but I’m wondering about the interaction between Explosive Runes and the legendary warlock weapon Skull of the Man’ari. I’ve noticed myself questioning the word choice of the devs a TON recently. The explosive runes cards reads, “after your ‘opponent plays’ (keywords) a minion deal 6 damage to it, and any excess to their hero.
The skull of the man’ari card reads, “ At the start of your turn, summon a demon from your hand.” This is an automated effect based only on wether or not the equipped player has a demon in their hand. Why would this classify as me (aka the opposing player) ‘playing a minion’. I have no control of wether or not that specific minion and also which specific minion gets played if I have a demon in my hand. So therefore, based on the current wording the effect should not trigger on an effect that is not PLAYER based. Cost me to lose a game while I was on a win streak. I’m sick and tired of questioning the wording of cards to try and figure out which way they will interact. I’ve even noticed certain cards that read the same interact differently, wtf is up with this. It can’t be that hard to consider the way things are worded and ensure it’s straightforward to the majority of players. I’ve seen hundreds of threads about this type of issue it’s widespread and frankly I’ve been playing since beta, and it’s gotten worse if anything. The RNG used to be the primary thing that bothered me but I could live with that if it wasn’t for the sketchy ass interactions between certain poorly worded cards. And the worst part is all the questionably worded cards are all highly used so you can’t even avoid it by “not playing them” you’ll see them everywhere in other people’s decks. If anyone knows anyone at blizzard who’d be willing o interview me I’m legitimately considering applying to the hearthstone dev team in a liberal arts position to ensure the players of this game get better, more straight forward card interactions so that no one has to question what the hell the card means or how it will work in certain different situations......... honestly absurd.
I think it got stealth nerfed because I played Divine Shield stuff a lot when the secret was released and I always got 5 to the face because it took only 1 damage to break the shield and I got the rest, now it pops the shield and does 6 - the minion's health to my face.
I played a mage the other night and he won the game with an explosive runes secret after my weapon procced a demon to be summoned. It killed the minion and did 3 dmg to my face ending the game, if it didn’t proc the secret I would have won as I had lethal as I already used guldan and the mage had only 3 health as well. I’m entirely certain this is what happened and that I did not summon the minion.
Also today while playing as mage I used the explosive runes secret against a hunter who used the animal companion spell to summon a 4/2 boar and that did not trigger the explosive runes secret..... how is that not considered playing a minion? I could understand if it’s not considered as summoned because it’s created by the spell card but the minion is still played- according to the current card text it should have triggered the secret. Another game I lost because of sketchy, inconsistent word choices. I’m Just saying they should make it clear and make it obvious what will happen- don’t use terms that can be taken to mean different things in various situations.
What classifies playing a minion? Such a bad word choice- that could classify as any effect in the game putting a minion onto the board. If a minion recruits another minion is that second minion not being played? If I recruit a minion using a spell is it not being played? It’s just a bad word to use -it needs to be more clear so that there is no question concerning what may or may not happen. My whole point is just to make the card text more clear and concise so the players don’t have to post on forums like this to debate the meanings of the cards lmao.
I don't know what you people are on about, it works exactly like it should.
It calculates the damage needed to kill a minion based on its health and then deals the rest to the Hero, exactly like it states on the card text. There's no reason why it would deal all 6 of its damage to a 1/1 divine shield guy, same with Psych-o-tron, it has 4 health, so it reserves 4 damage for it. It ignores the fact it has a divine shield (as well as any other special effects the card might have) in its calculation because there's nothing specified about divine shields in the card text.
The only real debate I see is if it technically is working as it should with divine shield. I know if you look up Divine Shield in the wiki, it states pretty clearly that Divine shield reduces damage done to the minion to 0 ... and explosive runes states on the card that excess damage not done to the minion is sent to the hero ... so by combining those two texts, a a minion with divine shield should send all 6 to the hero, and the shield should be removed.
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I don't know what you people are on about, it works exactly like it should.
It calculates the damage needed to kill a minion based on its health and then deals the rest to the Hero, exactly like it states on the card text. There's no reason why it would deal all 6 of its damage to a 1/1 divine shield guy, same with Psych-o-tron, it has 4 health, so it reserves 4 damage for it. It ignores the fact it has a divine shield (as well as any other special effects the card might have) in its calculation because there's nothing specified about divine shields in the card text.
The only real debate I see is if it technically is working as it should with divine shield. I know if you look up Divine Shield in the wiki, it states pretty clearly that Divine shield reduces damage done to the minion to 0 ... and explosive runes states on the card that excess damage not done to the minion is sent to the hero ... so by combining those two texts, a a minion with divine shield should send all 6 to the hero, and the shield should be removed.
I honestly don't see why the secret does this. If I'm not mistaken (correct me if I'm wrong), the secret disregards the divine shield. It should be that if a divine minion is played, the divine minion takes 0 but the hero takes 6.
Now, I don't know if this would be fair, but maybe, just maybe, this secret can get nerfed in damage dealt? Opinions?
I don't know what you people are on about, it works exactly like it should.
It calculates the damage needed to kill a minion based on its health and then deals the rest to the Hero, exactly like it states on the card text. There's no reason why it would deal all 6 of its damage to a 1/1 divine shield guy, same with Psych-o-tron, it has 4 health, so it reserves 4 damage for it. It ignores the fact it has a divine shield (as well as any other special effects the card might have) in its calculation because there's nothing specified about divine shields in the card text.
The only real debate I see is if it technically is working as it should with divine shield. I know if you look up Divine Shield in the wiki, it states pretty clearly that Divine shield reduces damage done to the minion to 0 ... and explosive runes states on the card that excess damage not done to the minion is sent to the hero ... so by combining those two texts, a a minion with divine shield should send all 6 to the hero, and the shield should be removed.
I honestly don't see why the secret does this. If I'm not mistaken (correct me if I'm wrong), the secret disregards the divine shield. It should be that if a divine minion is played, the divine minion takes 0 but the hero takes 6.
Now, I don't know if this would be fair, but maybe, just maybe, this secret can get nerfed in damage dealt? Opinions?
That's how it "should" be ... just isn't how it is, or ever has been. The runes break the shield, so it's not disregarding it completely .. its just in how the damage to face is done. It isn't consistent with the wiki for Divine shield. Also, if you look at how poisonous interacts ... a poisonous minion should kill any minion it damages ... but it does not kill a minion with divine shield, which further supports that a divine shield minion receives no damage ...and that all 6 from runes should go to face.
I think it would be fair for it to work this way ... it would make your opponent have to think more about dropping a few specific minions.
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I wanna glide down, over Mulholland I wanna write her, name in the sky I wanna free fall, out into nothin' Gonna leave this, world for awhile
this secret is just busted in any way you see it, it removes a minion every time + deals face dmg, that secret is better than patches ( where it had charge) imo
I don't know what you people are on about, it works exactly like it should.
It calculates the damage needed to kill a minion based on its health and then deals the rest to the Hero, exactly like it states on the card text. There's no reason why it would deal all 6 of its damage to a 1/1 divine shield guy, same with Psych-o-tron, it has 4 health, so it reserves 4 damage for it. It ignores the fact it has a divine shield (as well as any other special effects the card might have) in its calculation because there's nothing specified about divine shields in the card text.
The only real debate I see is if it technically is working as it should with divine shield. I know if you look up Divine Shield in the wiki, it states pretty clearly that Divine shield reduces damage done to the minion to 0 ... and explosive runes states on the card that excess damage not done to the minion is sent to the hero ... so by combining those two texts, a a minion with divine shield should send all 6 to the hero, and the shield should be removed.
I honestly don't see why the secret does this. If I'm not mistaken (correct me if I'm wrong), the secret disregards the divine shield. It should be that if a divine minion is played, the divine minion takes 0 but the hero takes 6.
Now, I don't know if this would be fair, but maybe, just maybe, this secret can get nerfed in damage dealt? Opinions?
That's how it "should" be ... just isn't how it is, or ever has been. The runes break the shield, so it's not disregarding it completely .. its just in how the damage to face is done. It isn't consistent with the wiki for Divine shield. Also, if you look at how poisonous interacts ... a poisonous minion should kill any minion it damages ... but it does not kill a minion with divine shield, which further supports that a divine shield minion receives no damage ...and that all 6 from runes should go to face.
I think it would be fair for it to work this way ... it would make your opponent have to think more about dropping a few specific minions.
100%. Now what if the secret were to be nerfed in damage? I know it sounds irrelevant to this but you never know, people might call for it.
That's how it "should" be ... just isn't how it is, or ever has been. The runes break the shield, so it's not disregarding it completely .. its just in how the damage to face is done. It isn't consistent with the wiki for Divine shield. Also, if you look at how poisonous interacts ... a poisonous minion should kill any minion it damages ... but it does not kill a minion with divine shield, which further supports that a divine shield minion receives no damage ...and that all 6 from runes should go to face.
I think it would be fair for it to work this way ... it would make your opponent have to think more about dropping a few specific minions.
What happens is that the Divine Shield absorbs 1 Damage. With Poisonous, the reason why the minion doesn't die is simply because the minion itself takes no damage from the attack. It doesn't mean the Shield doesn't take damage, quite the opposite, since if you attack a minion 0 attack against a Divine Shield, it doesn't proc it.
For the Shield to be removed, at least 1 point of damage needs to be wasted on it. This is what seems to happen with the Secret, 1 Damage goes into the Shield to proc it and the rest goes to the face, and since Blizzard stated this is how it was going to work before the set came out, it is how they intentionally coded it.
That's how it "should" be ... just isn't how it is, or ever has been. The runes break the shield, so it's not disregarding it completely .. its just in how the damage to face is done. It isn't consistent with the wiki for Divine shield. Also, if you look at how poisonous interacts ... a poisonous minion should kill any minion it damages ... but it does not kill a minion with divine shield, which further supports that a divine shield minion receives no damage ...and that all 6 from runes should go to face.
I think it would be fair for it to work this way ... it would make your opponent have to think more about dropping a few specific minions.
What happens is that the Divine Shield absorbs 1 Damage. With Poisonous, the reason why the minion doesn't die is simply because the minion itself takes no damage from the attack. It doesn't mean the Shield doesn't take damage, quite the opposite, since if you attack a minion 0 attack against a Divine Shield, it doesn't proc it.
For the Shield to be removed, at least 1 point of damage needs to be wasted on it. This is what seems to happen with the Secret, 1 Damage goes into the Shield to proc it and the rest goes to the face, and since Blizzard stated this is how it was going to work before the set came out, it is how they intentionally coded it.
Where do you have this information from?
Because the way it works has already been explained here. And it is stated in the wiki and how I experienced it. I guess some people do not see it because many divine shield minions have only 1 health.
the secret looks at the minion‘s health and divide the damage accordingly. Then pops the shield and deals the excess damage to face.
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Yesterday I played against a mage in Arena. I knew he had the Explosive Runes secret on so I played Spych-o-tron to absorb the damage. I was confused when the Explosive Runes triggered, didn't break the Divine Shield and I received 2 damage to face (I guess I received 2 because the robot has 4 hp)
Is that the way it is supposed to work? I thought it just removed the divine shield from my minion.
Put your faith in the Value!
So it should have broken the shield and then done the 2 damage to face. Not sure why it would have ignored popping the divine shield.
But its been known that explosive rune ignores divine shield in terms of damage calculation
There's a reason I call that card "Bullshit Runes."
Working as intended, yes. It's their intentions we must put into question.
Anger is the punishment we give ourselves for someone else's mistake.
It does work as intended. Tho its kinda stupid if you think about it. By this logic, you should for example be able to kill Scarlet Crusader with a 2attack minion, since the divine shield would absorb only 1dmg and the rest would go to her hp :D
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Sounds like not. According to the Hearthstone wiki:
Shouldn't this mean that the shield is popped but then 6 damage is dealt to face, since 6 - 0 = 6? Or maybe it should be 0 damage dealt to face, since "Deal 6 damage" is reduced to "Deal 0 damage," and the excess of 0 is 0?
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It is sadly working as intended although it shouldn't work like that. Divine Shield should just be popped and 0 damage should be dealt to the player's face as the Divine Shield should absorb all the damage. It makes no sense how Explosive Runes works when you look at how Divine Shield works with every other damage dealing effect in the game when a Divine Shielded minion is hit.
So... there are 3 options:
1: Divine shield absorbs the 6 damage, and 0 damage goes to face.
2: Divine shield takes 0 damage, so 6 damage goes to face
3: Explosive Runes intends to make "minion's health" damage to the minion, but it is absorbed, and the rest goes to face.
I can see why they chose the last option. I am pretty sure it breaks the shield, though!
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Blizzard obviously wanted to give Divine Shield an indirect nerf and allow tempo mage to be somewhat viable this expansion. I do worry what this short term decision means for the long term though. I do believe 6 damage is too excessive. 5 or 4 damage seems more reasonable. The one good part about this secret is that the opposing player gets to interact with it often. In many cases they get to decide which minion to sacrifice and how much hero damage they are willing to take.
*warning this is a bit of a rant lmao*
Hopefully this isn’t classified as “necro”ing this thread, but I’m wondering about the interaction between Explosive Runes and the legendary warlock weapon Skull of the Man’ari. I’ve noticed myself questioning the word choice of the devs a TON recently. The explosive runes cards reads, “after your ‘opponent plays’ (keywords) a minion deal 6 damage to it, and any excess to their hero.
The skull of the man’ari card reads, “ At the start of your turn, summon a demon from your hand.” This is an automated effect based only on wether or not the equipped player has a demon in their hand. Why would this classify as me (aka the opposing player) ‘playing a minion’. I have no control of wether or not that specific minion and also which specific minion gets played if I have a demon in my hand. So therefore, based on the current wording the effect should not trigger on an effect that is not PLAYER based. Cost me to lose a game while I was on a win streak. I’m sick and tired of questioning the wording of cards to try and figure out which way they will interact. I’ve even noticed certain cards that read the same interact differently, wtf is up with this. It can’t be that hard to consider the way things are worded and ensure it’s straightforward to the majority of players. I’ve seen hundreds of threads about this type of issue it’s widespread and frankly I’ve been playing since beta, and it’s gotten worse if anything. The RNG used to be the primary thing that bothered me but I could live with that if it wasn’t for the sketchy ass interactions between certain poorly worded cards. And the worst part is all the questionably worded cards are all highly used so you can’t even avoid it by “not playing them” you’ll see them everywhere in other people’s decks. If anyone knows anyone at blizzard who’d be willing o interview me I’m legitimately considering applying to the hearthstone dev team in a liberal arts position to ensure the players of this game get better, more straight forward card interactions so that no one has to question what the hell the card means or how it will work in certain different situations......... honestly absurd.
I think it got stealth nerfed because I played Divine Shield stuff a lot when the secret was released and I always got 5 to the face because it took only 1 damage to break the shield and I got the rest, now it pops the shield and does 6 - the minion's health to my face.
This space is intentionally blank.
I played a mage the other night and he won the game with an explosive runes secret after my weapon procced a demon to be summoned. It killed the minion and did 3 dmg to my face ending the game, if it didn’t proc the secret I would have won as I had lethal as I already used guldan and the mage had only 3 health as well. I’m entirely certain this is what happened and that I did not summon the minion.
Also today while playing as mage I used the explosive runes secret against a hunter who used the animal companion spell to summon a 4/2 boar and that did not trigger the explosive runes secret..... how is that not considered playing a minion? I could understand if it’s not considered as summoned because it’s created by the spell card but the minion is still played- according to the current card text it should have triggered the secret. Another game I lost because of sketchy, inconsistent word choices. I’m Just saying they should make it clear and make it obvious what will happen- don’t use terms that can be taken to mean different things in various situations.
What classifies playing a minion? Such a bad word choice- that could classify as any effect in the game putting a minion onto the board. If a minion recruits another minion is that second minion not being played? If I recruit a minion using a spell is it not being played? It’s just a bad word to use -it needs to be more clear so that there is no question concerning what may or may not happen. My whole point is just to make the card text more clear and concise so the players don’t have to post on forums like this to debate the meanings of the cards lmao.
I wanna glide down, over Mulholland
I wanna write her, name in the sky
I wanna free fall, out into nothin'
Gonna leave this, world for awhile
I think it would be fair for it to work this way ... it would make your opponent have to think more about dropping a few specific minions.
I wanna glide down, over Mulholland
I wanna write her, name in the sky
I wanna free fall, out into nothin'
Gonna leave this, world for awhile
this secret is just busted in any way you see it, it removes a minion every time + deals face dmg, that secret is better than patches ( where it had charge) imo