We’ve been tracking an issue in the WoW Forever Beta where the 0.5-second cast time that precedes a Hunter’s auto-shot or the use of a wand is not functioning properly.
Due to a bug, these auto-shots are currently incurring a much shorter cast time, which in practice means that Hunters and wand users don’t need to stop to shoot for as long as intended.
This is something that we will fix in an upcoming Beta build, hopefully next week.
This is a let down for casters. It wasn’t going to be viable in raids or battlegrounds, but would have made wanding better for leveling and questing. Oh well.
I hope this can possibly be reconsidered for casters in the future. Wands should not just be unused stat sticks.
This was the main reason i was thinking of playing Lone Wolf MM hunter. With the gigantic deadzone and without this QoL, i think i’ll play another class
“We want to confirm that this feature that has received nothing but praise and enjoyment from players is in fact a bug and we will 100% be making these classes more annoying to play for no other reason than it used to be like that. Cheers!”
Playing hunter just feels so sluggish with the era style auto shot, crappy swing timers and no melee weaving. I just had way more fun leveling on era than I had on day 1 beta where the auto shot wasn’t “bugged”.
Could you guys at the very least make sure the built in swing timer is not as bad as compared to what we already have in era through addons, we need to be able to track auto shot cast timer and retry timers.
I agree with that! Wands should scale with bonus spell damage and be the mana refiller option so that a caster isn’t completely useless after popping a mana potion if they even have one (haven’t found one while leveling to 14 thus far). This would lean more into the tactical/situational gameplay of exploiting spell school weaknesses/overcoming resistances/immunities and incentivize casters to carry multiple wand types like some do in Vanilla (and as an added bonus, potentially more opportunities for wand crafters).
The ranged and melee swing timers are linked, so a melee swing putting Auto Shot on cooldown is intended behavior. I wouldn’t expect this to be changed, since it’s part of how the combat system currently works.
… If that’s how the system currently “works”, then why change the auto shot and wand timers back to how they worked pre-whenever?
If it’s going to work how it works in vanilla, then so should melee swing timer being a separate timer.
Having it both ways is even worse than any place in the history of wow for both.
If I’m getting smacked in the face by 1 mob, and another one is at ranged (either being tanked by my pet, or is a ranged mob itself) I should be able to smack the mob smacking me in the face, and shoot the other, independently.
Classic Era isn’t really the relevant comparison here. WoW Forever uses the combat behavior from Wrath and later expansions, including the linked melee and ranged swing timers. So what works differently in Classic Era doesn’t mean it should work the same way in WoW Forever.
There is that .5 sec timer at the end of your swing timer(weapon speed).
You don’t know what you’re talking about.
Sure, but you can’t have the system from cata—> with linked melee and ranged, and also have .5sec cast timer to shoot wand and auto shot. It makes NO sense, and it feels absolutely horrid.