Gladiators Longbow - Explosive Trap
Unless this was changed sometime recently.
I believe that the issue is that Explosive Trap actually pauses your attack while the activation goes off, therefore not attacking and not immune. Its not obvious from either cards text but I don't think it is a bug. I don't think there is a way they could change the wording to make it obvious without it being awkward or too wordy but it makes more sense to change the interaction to make your Hero Immune to the trap damage.
03/17/2014 07:41 AMPosted by Bogrim
To all naysayers, you have to think about Gladiator's Longbow in itself. The whole point of equipping this weapon is that you can't die when using it. That's why it costs more 2 mana than an Arcanite Reaper despite having the exact same damage and number of charges.
Actually, I think the point of the card is to simulate the idea of a ranged weapon as opposed to a melee weapon. If you have closed to melee combat then you can take damage from the enemy you are in combat with. If you are firing from a distance then it makes sense that that enemy can't hurt you. However, other things that can hurt you even when you're not in close combat with it should still, logically, be able to hurt you. The longbow isn't supposed to be putting up a shield it is only simulating the idea of attacking from a distance and explosive trap can damage from a distance so it makes sense that you aren't immune from it.
I agree that the wording of the card would lead you to believe that you should be immune but the concept that the longbow embodies would not really lend itself to that interpretation.
So I think it's working as intended to reflect the concept of a long range weapon even if the card text itself is misleading.
03/17/2014 07:38 PMPosted by RaSTVaMPHuNT03/17/2014 11:40 AMPosted by KayasThis is an easy explanation. Just use stack mechanics which applies last in, first out rules.
1) Attack opposing Hero with bow. Bow triggers effect because you are attacking.
2) Apply Immune Effect.
3) Attack Hero triggers Explosive Trap because the Hero was attacked.
4) Apply Explosive Trap Damage.
Apply last in first out.
4) Damage applies. You go to 0 HP. Game over.
3) - 1) never happen because the game ends as soon as you hit 0 hp.
Then how do you explain the example above with a Paladin triggering Explosive Trap with Truesilver Champion, getting reduced to 0, then getting healed to 2 and KOing the opponent?
Two things happening in the same event but game engine resolving them in an order.
Why convinced it's a bug? You GET the blue immunity shield for a split second before the trap goes off, So it's not a matter of priority, the game already knows you're immune. I mean, how else could the trap trigger? Then, there's NO way a trap activating should change your status to not attack while it resolves, then back to attacking after. There's no mechanical or logical reason for it. These should be statuses that carry between functions, but my guess is the trap function is called, and when longbow status is checked it asks which function it's in, and if it's not in the attacking function it doesn't apply. But that's just laziness somewhere.
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