Are druids currently bugged?

I have had this feral druid literally harrassing me by following me everywhere and using roots on me while i am mid air causing me to fall out of the sky and die. There seems to be no stop to it, and it instantly dismounts me everytime, am i missing something? or is this incredibly broken. Seemingly he is casting it out of flight form too.

It’s worked like this since dragonriding’s inception. (Doesn’t work against steady flight.)

Not just druids who can do it, either. Certain other roots work.

Also, you can avoid dying to it in any number of ways. Disengage, for one. Glider. Parachute.

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Okay thank you for the clarification, I should have clarified i was on my Paladin at the time, and he would get me again while i had forbearance going and glider on cooldown
 it was pretty relentless how much he targeted me.

I’d recommend just temporarily swapping to steady flight if someone tries to harass you with it.

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Really should be fixed. And I say this as a druid.

I mean you can crash head first going 900 miles an hour into the ground and take no damage, but if you get rooted in place you fall and die? Makes no sense.

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The only thing that should be really fixed as a druid is not being able to be dismounted through Whirling Surge or by Net-o-Matic (the whole touching the ground bs)

I don’t necessarily think the root thing is a problem, I think it makes sense, but it should put druids in combat like it puts every other class who uses a root on a person in combat.

This is the biggest point here, druids do not go into combat when doing this root so one of two things happen:

  1. the druid goes right back into flight form and follows you to catch you

  2. If the druid has steady flight active casting roots does nothing and leaves them in flight form

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Long-lasting CC generally doesn’t trigger combat for PvE reasons.

That doesn’t mean this situation can’t be addressed. Check to see if the player is flying, if you are flying and cast a CC spell then it’s combat for you.

It’s not limited to druids either. Take monks for example. Their cloud is castable in air and can be used immediately after being knocked or CCed off since they aren’t put into combat so it’s impossible to get a monk on the ground if they are paying attention. What’s even worse about this situation is the monk can summon certain mounts from that cloud, and if they are set to skyriding then after mounting from the cloud they are in steady flying until they touch the ground and then back to skyriding.

I’m not coming after druids here, I have 2 fully geared for wpvp of each faction, I’m just saying this isn’t how it should be.

That’s really only if it’s a true loss of control effect, like Polymorph, Ice Trap, Cyclone, etc.

This is a root, I can’t think of any other root at the moment that doesn’t put the player in combat. My Trackers Net is a root and puts me in combat, same with Tar Trap, Frost Nova puts the mage in combat, etc.

Entangling Roots is the only outlier.

No? It’s both Entangling Roots and Mass Entanglement which don’t, and they’ve been that way since anything else was. They are Druid’s way of pre-CCing trash in PvE. (Cyclone, conversely, does trigger combat because it’s set to be short-lasting.)

Tracker’s Net isn’t a long-lasting CC, and it’s a PvP talent to boot. Frost Nova is a short-range AoE, and Tar Trap is a short-lasting ground effect which all trigger combat.

It wouldn’t change anything pertinent to the thread’s situation, to be frank. Typically you only do this at such a height as to kill someone, which is also a height you’d drop combat from. (Druids have Wild Charge regardless, so aren’t going to die.)

By all means ask for it to be changed for an ideal world, but I doubt it will be. Blizzard doesn’t care about PvP, and it cares about War Mode least of all.

I’m almost certain that those spells used to put the druid in combat back when Entangling Roots and Mass Entanglement dealt damage to the target.

Water Elemental root wasnt short range but it still placed the mage in combat.

Doesn’t change the fact that every root in the game puts someone in combat but Entangling Roots / Mass Entanglement doesn’t

They did, because everything did. I forget precisely when it was changed, but they specifically altered the PvE vs PvP duration of various CCs to allow certain ones to last ~1min and be used for pre-CCing trash without aggroing.

Entangling Roots, and subsequently Mass Entanglement, were among those CCs.

All those other CCs you’re bringing up were not among them. You’re trying to draw the distinction along the lines of roots, when that category just isn’t what the determining factor was.

That’s because at the end of the day Entangling Roots and Mass Entanglement are roots. My point being, all roots in the game put the player in combat.

I get you’re trying to make the distinction between PvE and PvP, but Entangling Roots and Mass Entanglement are different in PvP, most obvious being it lasts the same amount of time as any other root. If it’s recognized as a root in PvP in the sense that it shares root DRs, and in the sense that it lasts the same duration as any other root, it should put them in combat like every other root.

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Do you understand my point
? Because you continue to willfully ignore it, lol.

All things are limited duration in PvP. That is irrelevant to the point. I’m telling you Blizzard’s reasoning for why it does not cause the player to enter combat, and that reasoning is the same reasoning for why things like Polymorph and Trap don’t, despite their likewise limited PvP duration. They are all considered pre-combat CC for the purposes of PvE, so that players can pre-CC packs without danger.

You can argue that all of them should enter combat for PvP purposes, but that simply isn’t the way they’re coded.

DR categories have nothing to do with it. This is an arbitrary distinction you’re making that’s irrelevant to why some things enter combat and others don’t. There’s CC on Trap/Poly DRs that aren’t combat exempt either. Because it isn’t about that.

I understand your point just fine. You don’t understand mine.

I don’t care how it functions in PvE because I’m strictly talking about PvP. You’re acting as if Blizzard can’t code things differently in PvE vs PvP. They already work differently in PvE vs PvP, one of which being one you already mentioned, the fact that the duration is limited in PvP. They also have PvP multipliers, multiple spells function differently in PvP than they do in PvE

For arguments sake, let’s create two fake scenario for a second:

Let’s say druid wants to go behind a pillar and drink, but melee-brain player A is trying to stop them. Druid is out of combat, can start drinking, but if he does, he won’t get very far because melee brain is on his way. Druid can peak from corner, root, and continue drinking.

Let’s say mage wants to go behind a pillar and drink, but melee-brain player A is trying to stop them. Mage is out of combat, can start drinking, but if he does, be won’t get very far because melee brain is on his way. Mage can peak from corner, root (let’s pretend it was frost elemental root), but can’t continue drinking because now he’s stuck in combat.

Why should these two scenarios be any different? If one root is going to put the player in combat, shouldn’t the other?

Your argument seems to be that because it was changed in PvE to be able to function a certain way, in PvP, it has to suffer and function the same, even though they’re capable of coding things differently in PvP vs in PvE. My point is, it already functions differently in PvP because of the duration and the fact that it shares root DRs. Entangling Roots and Mass Entanglement may have a longer duration in PvE, but that isn’t the case for PvP.

Cool. I’m telling you why all these CCs that don’t enter combat are the way they are. And unfortunately PvE is the reason. The same as other pre-combat CCs you don’t seem to take issue with.

No where have I suggested they can’t or shouldn’t code them separately; they obviously could. Please don’t put words in my mouth.

Quite literally all I was doing was explaining why they function the way they do, and pointing out that the distinctions of DR category and CC type aren’t pertinent to that ‘why.’

Not even sure why we’re having this conversation considering whether or not it entered combat would be irrelevant to the OP’s situation, seeing as a Druid Mass Entangling from height enough to kill would (a) leave combat anyway before they hit the ground, or (b) just Wild Charge, which is a shorter CD than Mass Entanglement.

Dude, I know why certain CC doesn’t make players enter combat. That doesn’t mean I can’t voice my opinion and say one CC, that’s arguably an outlier when it comes to other roots, should be changed to put the player in combat.

Because those are loss of control effects. Every loss of control effect functions the same way, which is why I don’t take an issue with it. Every loss of control effect, polymorph, frost trap, cyclone, sap, etc. work in the same vein that they are pre-combat CC effects and don’t put the player in combat.

I feel like that’s what you’re implying. I don’t care about the reasons why a change was made, I’m not questioning why it functions the way it does, I’m saying it shouldnt function the way it does.

I didn’t ask why it doesn’t put them in combat, I said it should put them in combat and you continued to go on a rant about why it does.

But what if your logical understanding of the situation, and thus why you do or don’t take issue with certain things, is built on a fundamentally incorrect premise?

Because this isn’t about hard or soft CCs, either! Just like it’s not about DR category / CC type. Cyclone does enter combat. Fear does enter combat. Sleep Walk doesn’t enter combat, despite being similar to and on the same DR as Fear. Some do, and some don’t, and they have functioned this way for years.

Blizzard decided that most classes should have a designated pre-combat CC that doesn’t trigger combat and lasts longer in PvE, and Entangling Roots – not Cyclone – is Druid’s. That’s it. That’s all.

Bro, what? You kept making rationalizations for why some things don’t and why root should. All I’m doing is pointing out that each of those rationalizations is wrong.

I don’t mind if you think it should put druids in combat. It’s nice to want things. I think Sap should break stealth and not have a 100yd range and also that stealth speed should still be slower, but none of those things are likely to happen.

What’s incorrect about my premise? It’s really simple — I believe Entangling Roots should put someone in combat because out of all the root mechanics we have, they all put you in combat. It’s mostly built on the idea of being fair. The example I gave earlier with the druid and mage was an example of why it could be unfair.

A better argument you could’ve made would be why you believe it’s fair for Druids to be able to root and not be sent into combat. Not necessarily why it functions the way it does, but why you think it’s fair.

For instance:

We could talk about why these CC function the way they do and why they trigger/don’t trigger combat in terms of fairness.

We could say, “Fear has no cooldown, causes the target to run in random directions, and also takes a threshold of damage before it breaks, which is why it puts you in combat.”

But then we could compare it to Sleep Walk and say, “Wait a minute, Sleep Walk also makes you move and takes a threshold of damage before it breaks, why doesn’t that put you in combat?” and then one could say “well, that’s because it has a 15 second cooldown.” Or something like that.

Notice how in these two conversations, we’re talking about why something is possibly fair in comparison to another, and not simply “it’s the way it’s coded!” as if the way it’s coded can’t simply be changed.

Here, we can start it off:

I think Sap not breaking stealth is fine, but I agree it should have a shorter range. Stealth should have slower movement speed.