I’ve noticed several bugs with mob behavior. I play tauren so this may be exclusive or more common on tauren characters.
Mobs storing autoattacks
It seems like all mobs are storing autoattacks when the player is out of range, and unleashing them when back in range. Usually this happens when a mob is slowed or rooted and not otherwise completely disabled i.e. polymorph, but not in range to attack. The mob “stores” attacks and then unleashes them when back in range. The most well known of these is Princess in Mara who will store up 5+ auto attacks and drop them when back in range resulting in 2k+ damage instantly. This seems to be a bug for all mobs, not just her or elites. For mages, this bug is well known due to mobs routinely not being in range the entirety of combat, and resulting in a one shot if the mobs they’re aoeing get in range for even a split second.
I have noticed that Targeting mobs is bugged. When mousing over a mob, the mouse does not properly reflect the mob that the cursor is resting on. For example, a mob may be attacking a healer and you may be mousing over them but it still is indicating on the mob in front improperly because of hitboxes. It makes clicking mobs exhausting and forces players to cycle through with tab instead of just being able to click on a target to select it.
Here’s an image of what I’m talking about. I put an X where my cursor is since screenshots do not reflect this. The tauren in front is the one being indicated by my cursor even though my mouse is CLEARLY on the banker.
- Mob backpedaling - Mobs will routinely “back up” which is not vanilla behavior. Mobs only move in a straight forward line and turn to the player.
- Backpedal autoattacking - while backpedaling and autoing, mobs frequently lag outside of the hotbox so that the character cannot autoattack them, but they are still striking the player, resulting in a situation where the player must stop to actually hit them
- Mobs facing wrong direction - Mobs will face the wrong direction when stunned, appearing to look in one direction while the hitbox is actually different than what is seen in the client. Leading to situations where a player should be able to backstab but can’t because of a “must be behind” error
- Mob loot bug - Mobs are sparkling though they have loot without having loot on them.
- Agro sharing - mobs will agro onto players who are not grouped and have not assisted an engaged player in any way, especially after evading on that player if currently in the evade reset path of the mob.
- See through walls - mobs will frequently ignore walls and solid objects to either agro or cast when clearly they should not be able to. The most common example of this is ruin walls in STV around trolls and the Bloodsail ships which are especially bad. Houses in general also seem to be hit or miss
- Flee mechanics - mobs will routinely run in a straight line for hundreds of yards, even going outside of draw distance from the player. Also, instead of agroing allies immediately and returning to fight, they usually run the full distance and then agro on the way back which is improper. Mobs should run in random directions, usually towards allies, and stop when they reach them to return attacking and bringing them with them. They should not run HUNDREDS of yards and agro allies on the way BACK
- Mobs glitched underground - Mobs are frequently found glitched under the ground or in a location that causes evade errors if you attempt to go outside melee range. Usually around mining nodes
- Mob Tagging - Mobs are not tagged by Thorns, Fire Shield, etc after taking damage as is proper behavior. Upon taking any damage a mob should immediately be tagged by a player that causes passive damage from a shield. Direct damage is not required in vanilla
- Spell Batching - Mobs will attack/interrupt while stunned or incapacitated. Example: I had a mob interrupt a regrowth that was cast while the mob was War Stomped. Mobs should not have spell batching like players do. I’ve also heard of rogues getting killed after gouging a target from a white hit. There are plenty of other examples of this with stuns etc. Mobs should NOT have player spell batching at all
These are just a few I’m sure I’ll have more soon
I have more:
Mob taunting - taunting a fleeing mob should cause them to stop running and attack the player taunting.