These events that have objectives that require a player to bring his life to X or lower should not impose the need to use potions to refresh. Why have that penalty? That seems to be a bit contradictory when faced with more than one match in the associated node.
That’s what I usually do… but like many who argue about refreshes in here, I , like them, have little time alloted to clearing nodes. so I often don’t have the time to wait out on a potion or a full regeneration to occur. I often use those potions in other nodes for a good reason, but honestly, I think it’s pretty tinykitty to reward a good effort in achieving an objective like that by making you burn a much needed potion. I get the potion, I do. But maybe such node objectives should have “win the match with 40 life or less. If you achieve this objective. After the match ends your life will be refreshed to full.”
I don’t think this is a bad objective at all. This does take some strategizing. Whereas kill X creatures… you have absolutely no control over that objective. The latter should be removed imho. Not the X life or less.
agreed, winning this objective also relies heavily on luck not skill.
Too many times I’ve waited as my opponent widdled down my HP just to have them kill me because they finally got their combo just as I complete the objective. Who would have thought that doing nothing and giving the AI extra turns might end up with the tables turning on you.
That happened to me, an 8 shield magma vortex got stuck between the field gems on the red node just as I hit the lower HP. Instant Loss. Cost me 50 spots on the leaderboard (and the massive payoff that goes with it).
When I run out of potions, I go to training grounds, make a deck full of lifelink with the low-health PW, and fight to gain all my life back. Then I go back and do what I need to do again.
I feel like extra objectives should reward excellent playing, and playing to lose life feels like the exact opposite of that. I’d like to see this go away as an objective.