0.5 Auto shot timer is still broken

It took me a min to figure out what was going on when kiting, some auto shots weren’t going off when they should after stopping and it was feeling random.

If I stand still any time longer than 0.5 sec left on the swing timer, the wind up only last 0.5… makes sense

However if I run/kite and i stop with anything less than 0.5 sec left on the swing timer such as 0.45, then the game will finish the swing timer and add an additional 0.5 sec, delaying the shot and costing 0.95 sec.

This is very clunky and punishing especially when you factor in latency.

UPDATE, looks like someone did more thorough testing and its bad (remove space in https):
ht tps://www.reddit.com/r/wowforever/comments/1xbcrpa/hidden_auto_shot_internal_clock/

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Bump but blizzard has been working on auto shot since the very beginning of beta and still can’t get it right so they either dont care or they will say it’s intended :+1:t2:

Mind you this isn’t the only bug. Tab targeting cancels auto shot, and auto shots sound doesnt play during aimed shots cast (this was reported a month ago and is still an issue)

This is intended and was mentioned in the patch notes for the Beta last week. In vanilla WoW auto shot would always make you wait .5 secs to shoot after moving, it was meant to be a cushion to help with latency issues and the precise timing of stopping. It’s not really needed anymore given the current state of the internet and average connection speeds, which is why it’s not in retail and wasn’t in the Beta at launch. But it’s a small point of friction that’s most Classic player expect to be there and it doesn’t just affect Hunters but any ranged shot including wands and (i think) thrown weapons. It also makes kiting and repositioning a little more difficult so you have to actually think about how you’re going to move and if it’s worth it to take that 2m step.
I’m pretty ambivalent about it myself, I don’t mind it either way. But it definitely didn’t feel like ‘Classic’ without the .5 sec after moving at the start of the beta.

Auto shots not firing during Aimed Shot’s cast time is intended afaik. It’s how it worked in vanilla, Your auto shot swing timer would continue during casting, but it wouldn’t fire the auto shot till you were finished casting. It’s why slower ranged weapons were generally considered better because it was easier to weave them between autoshots without clipping the swing timer.

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That’s not how Auto Shot works in Forever. It’s been confirmed that Auto Shot is supposed to shoot through Aimed Shot/Sniper Shot and not get interrupted by casts with windups like Multi Shot. Given that this is the intended behavior, it’s a bug that the sound/animation of Auto Shot doesn’t fire during Aimed Shots cast.

I think it’s stupid af that Auto Shot fires through casts to be fair, but if they’re going to stick with that decision the least they could do is not make it a buggy mess.

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Yes the .5 second windup is intended but we’re specifically calling out that the windup is bugged and causing it to have a significantly longer windup than intended.

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You’re right, I didn’t read the entire post and I should have. My mistake :smiley:

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Both your comments are completely incorrect. They’ve changed autoshot interaction with aimed shot. The 0.5 sec to stand still isnt what they’re describing. Theres an issues with a hidden “retry timer”.

Yep, so stupid. Feels like they added sniper shot and then realised.. ohh this will suck with autoshot. Then they bastardised auto to compensate. Going to have to create macros for sniper / aimed shot so we don’t accidently break our own ice traps.

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This is from my own testing using Blizzard’s combat logging system.

  • Starting Auto Shot while standing still: the shot fired 0.55–0.60 s after aiming began.
  • Stopping after running: the shot fired 0.67–0.93 s after you stopped, so noticeably longer.
  • Most likely Why: this is the game’s built-in Auto Shot aim time (about 0.5 s) plus latency. After moving, the game also needs a moment to register that you’ve stopped.
    Not sure if Blizz is going to be able to fix it. :frowning:
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Congratz Everyone!!!

None of you read past 2 lines of his/her post.

They said:

The reading comprehension on the forums never disappoints to not disappoint.

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I thought I was going insane when I noticed this the other day. Definitely feels bad right now.

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So glad this wasn’t just me. Was so confused why Autoshot kept stopping… seems super weird

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What are you on about? Pretty sure your comprehension needs work.

I read his post and seen what he was talking about.. Most everyone else only talked about the 0.5 delay for auto attacks. They never read down further to see that the 0.5 wasnt the issue, its that if a shot goes off, it takes part of the previous cast and delays the next auto shot longer then 0.5..

Or did I miss something, you didnt..

Those who actually read the entire post and seen what he was talking about got a LIKE from me..

You are so dramatic, how are you going to claim they’ve simultaneously been working on it the whole time and that they don’t care or plan to give up? Makes no sense.

It’s not being dramatic. They took basically the entirety of beta to fix the Auto Shot windup bug, and it’s now in a worse state than before. On top of that, they still haven’t fixed bugs that were reported before these new ones even appeared, so spare me the condescension.

They literally said everyone had comprehension issues

I seen 1 person whom didn’t read the full post.

All of that directly disproves that they’re going to ignore it. You are just mad you aren’t getting what you want as fast as you want it.

/facepalm… :weary_face:
Never disappoints to not disappoint..