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Bug - Doing more damage than an opponent has health displays their health lower than Zero

Description:

This is probably more of a suggestion, but it seems weird when I do 4 damage to an opponent who has 2 health that they go down to -2.

STR:

  1. Initiate a match (in this case, the first tutorial match)

  2. Play through the match and reduce the opponent health to a low number (1 or 2)

  3. Deal damage greater than their remaining health

Results:

Observe the life total drops below zero.

Expected Results:

The life total should stop at zero, regardless of how much overkill the user inflicts on the opponent.

Notes:

It could be cool, however, to have this be 'As Designed' and make some sort of an Overkill feature with some kind of small reward to go along with it. Maybe that's for a later time though.

Username: Krondor


  • Xeneth

    Posted 6 years, 10 months ago (Source)

    The fact that you can send an opponent into negative health at the end of a match is totally intentional. (In fact, back when you couldn't there was some strong feedback that stopping the number at 0 felt unsatisfying!)

    Queueing up actions at the end of the game isn't working the way we'd like at the moment, ideally you'd be able to cascade a bunch of final attacks at the end of a match, with a some sort of splashy "Overkill!" FX to celebrate the ownage.

    Rest assured that the "extra" damage dealt isn't allowed to warp standard missions and achievements that have to do with player life, (no need to build up the perfect overkill for farming purposes) but that doesn't mean there won't be some sort of challenge about it in the future. Attaching rewards to this play pattern can be tough, however; Toying with the AI is fine, but letting your opponent live in Versus just so you can score more overkill damage would be a cruel behavior to incentivize.




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