https://us.forums.blizzard.com/en/hearthstone/t/current-wilted-shadow-function/149013
i just put up that post after doing a bunch more testing on how the hotfixed wilted shadow is working … 3c. is of note as a potential bug still since full hp targets do not take healing from effect that triggered any wilted shadows to attack … i can understand perhaps an argument for cutting off the healing at both ends of the interaction, and it sort of makes more sense to cut it off when the target goes 0 or below as it now does, but it makes less sense then to deny that healing to a full health target then since the wilted shadow is effectively interrupting the attempted healing, dealing damage (potentially), and then the healing should resolve regardless of the starting hp, imo (even tho it nerfs my deck a bit again) … again, i can see an argument for it, but something still seems off about it
honestly, i think the simplest solution (and that makes the most sense, imo) is to just switch the order (or as i saw someone mention, “the wording on the cards to ‘after’ instead of ‘whenever’” … if the heal happens first, then none of this convoluted checking and after-healing needs to take place … at full hp, the healing happens, but can’t get fuller than full, and the damage then happens … in a damaged state, the healing happens then the damage happens … until the damage overcomes the healing and the target dies … this seems to make the most sense, and would be much more intuitive in trying to both do the mental math of it on the fly in the game as well as reducing the complexity of whatever checks are being done … tho maybe there’s some other reason coming down the pipe where interrupted healing needs to be a thing, idk
in any case, i’m gonna still call this out as a bug, and i’m sorry to make more work on something you just fixed … i appreciate it, but this is still a little wonky … as i said in the other post: 6 bandages to otk a 30/30 hp hero, 7 to kill a 29/30 hp hero … huh? =/