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My testing with static spawns appears OK ("Classic"). It's more about distance-from-mob than time.
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Fixed, pending update: The issue where you DOT a mob -> FD -> /q, then come back either oom or dead. |
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Did mob pathing after feign get fixed at all? Fixing feign death without fixing the mob behavior really screws with peoples abilities to function.
In classic, if you snared a mob and then feigned that mob would stay where it was when you feigned until the snare wore off or somebody reagro'd. When mobs returned to their spawn point (if static) they'd immediately clear their list and not reago once you stood up. Mobs in general would stand around longer then they do now before pathing back, and rarely would path back at the same time. Without fixes to these mechanics, giving mobs feign-memory really borks the ability to pull properly. |
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Never-ending agro on roamers = not classic...more research to come.
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I did some test with my necro.
Actually, with FD spell, yu can t lose agro. I stayed FD 10mn, no dots on mobs, and i never lost agro. I had to /q to clear agro list. I think its not classic, its a bug with the spell. Monk don t have this problem. Peace. |
Please keep in mind that while there are some bugs, it is intended that you will only have a 30% chance to drop aggro on a mob when you stand up (100% if the mob is a static spawn that has returned to it's guard spot). This is classic.
Certain bugs we will investigate such as /q changing your feign status and snared mobs trying to return home. |
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What is not classic is the fact when you feign death a second time for a split the mobs all instantly return home. The fd instant aggro clear balanced that out, but if you put in the classic and correct 30pct chance etc that you mention, what needs to be fixed is the fact that mobs should not be instantly all walking back to spawn points. Those combined ruin feign death.
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