My understanding is that these powers are meant to expire with the end of each campaign. The idea (from my viewpoint) is that this allows the devs to temporarily give players unusual or even superhuman abilities. For example, a minor power might be granted early in the campaign, but it something potentially borderline gamebreaking might only be available on the final week of the campaign only. In that way, the devs can spice things up by granting differing powers and superpowers on each campaign without allowing gamebreaking stuff to exist for more than a few days.
Folks like myself, Lorien, Smash, Grundulum, Redi, and the other beta testers are out here trying to fill in the holes (as best as we can, as much as we are allowed to) on missing information.
We can’t guarantee in any way if what say is 100% accurate when the patch goes live this coming week. The devs are very careful to only show us the minimum amount of information needed to conduct whatever testing needs to be done.
Does it suck that we have to act like this to tell the forum things and act like “look what we know and you don’t?” Without a doubt, it sucks. But, without being able to directly give reports to the forums on what happened in beta, there’s no way to avoid this perspective from occurring. We are walking a tightrope on “the line that shall not be crossed” by even trying to provide insights that weren’t discussed on stream by Salty.
For me, and possibly others, we do this because we believe that you should know these things and not be completely blindsided. I’m thankful Salty tolerates us doing this, as long as we are not too specific about things that may or may not occur in the final version of the patch.
Well… umm… it’s possible, maybe? The sky’s the limit on what they could up with regarding with Artifact powers. If a campaign ever focused on gnolls in the future, it could happen. That would probably require new coding that doesn’t exist yet to override card abilities, so I’m not sure the devs would want to invest the effort in that.
Maybe, it might be easier to code a power to allow for second attack that is guaranteed to hit original target (which would grant double damage on the original target if the first attack didn’t miss)?