The “bug” occurs on turn 8. Only one bomb explodes for 4 damage after the player drops to 0 health and the Khartut Defender heals for 3. Is this a bug or intentional? Couldn’t include the link in the post, so It’s in the title.
The forums don’t allow me to select the link to copy/paste it. Please put it in the post, and follow the instructions in the sticky post explaining how to share links. Summary here:
You need to paste the link inside single backward quotes (you can do that using the “preformatted text” </> button), it will look `like this` when you type your text, and like this
once shared.
https://hsreplay.net/replay/CECDtvNtUU8yfHxLuA6DJZ
It’s kind of tough to follow that replay, but from what I can tell, one bomb hit the reborn Khartut Defender and killed it, and the other four bombs hit your opponent’s face for 1 damage each, for a total of four. Unlucky, but it happens.
Also, once a character hits 0 health, it becomes ineligible to be targeted by most random damaging effects, as not to waste those effects.
This is most noticeable on spells like Arcane Missiles.
Pending heals, however, can restore a character up from 0 health, “saving” it, so to speak.
https://hsreplay.net/replay/CECDtvNtUU8yfHxLuA6DJZ
here’s the link in the body of the message.
However, one bomb does not hit the Khartut Defender. It’s at 1 HP when the warpath is played. 5 bombs, in an incredibly unlikely scenario, could amount to five damage at the least. If all 5 bombs went face and dealt one damage the heal effect from the Khartut Defender would’ve left him at 2 HP. So, it’s intended when a player drops to 0 to prevent all additional damage from random damaging effects? This seems more like a bug than intended design. Any explanation on why it’s this way and if so why this is correct/intended behavior?
When a character reaches 0 health, they don’t die instantly. They are considered “mortally wounded”, and stay on the board until death processing (which, typically, starts after all effects of a card have been processed).
A mortally wounded character is not included in the target selection for random damage effects, as explained by BrknSoul.
So Whirlwind mortally wounds all bombs, and two enemy minions. After all damage has been dealt, death processing starts. All bodies are removed, and all deathrattles are listed on a queue. This queue always follows the order in which the minions entered the field. So in this case, the bombs are first in line, and Khartut Defender is last.
Since the dead bodies are removed now, there’s just a single target for the bombs: the face. The replay shows the first bomb hitting for 4. And then the animation shows a long pause where nothing appears to be happening. That’s the deathrattles of the remaining bombs. They were next in the queue but they refuse to target the mortally wounded face and find no other valid targets, so they fizzle. And then, finally, the last deathrattle triggers. Being mortally wounded does not disqualify a target for healing effects, so the face now heals back by 3.
The intention is to make sure that damage is not wasted. If you cast Greater Arcane Missiles and all three hit the same Elven Archer, you’d be pretty upset at the wasted damage. Blizzard chose to prevent wasting damage by excluding mortally wounded characters. Now only a single Greater Arcane Missile can hit the Elven Archer and the rest finds other targets.
The replay you posted is an unlucky side effect of this mechanism. Same rules, applied in a different (and rather unique) situation, resulting in a perhaps undesired outcome.