Hello,
Today I played my Death Knight deathrattle deck against a Death Knight starship deck. At a later point in the game, I had at least over 60 corpses saved up, against their big starship. I decided to use Corpse Explosion to clear everything out on their side, including whatever came out of the deathrattles from their starship. Unfortunately, it seems there’s either a massive bug in the game or some massive oversight on how a player’s turn is timed when dealing with Tortolla taking a lot of individual damage from a spell like Corpse Explosion.
I used Corpse Explosion within the first 2-3 seconds of my turn. It probably took 90% of my turn for the game to register the Tortolla dying. It took a decent amount of time after the Tortolla dying for the enemy’s reborn deathrattle minions to register their effects as well. I had a sliver of rope left in my turn when everything was said and done, so I couldn’t do anything and my turn ended, leaving me without the ability to play any other cards I wanted to.
I lost a whole turn because either there’s some big issue with the game where it can’t fast forward, knowing that the Tortolla will die because I have more than enough corpses with Corpse Explosion to kill it OR the current developers of this game know this is an issue, and don’t see a problem with it/think that it’s intended behavior for a player to lose their turn because they’d prefer the game plays a long animation every time the Tortolla gets hit with 1 damage, instead of letting it go faster (normal) like what happens to the vast majority of other minions when they take damage.
I understand why the developers want certain cards to look very cool/have fun animations wit them. But when it affects gameplay, why keep it in during that specific point? It ruins the fun.