General mob behavior and flee mechanics

Mobs back peddling during combat is the worst, it’s really annoying

I clipped a perfect example not even 30 mins ago of how bad it is.

Also, why is the gate closed? it shouldn’t be

clips.twitch.tv/DeliciousFragileKumquatCoolStoryBro

edit: somehow my clip got deleted I have no idea how because I didn’t do it. It showed a mob getting feared through the huge BRD gate, which was CLOSED, into a pack on the other side of the wall, and agroing said pack which then wiped us.

Two things: why is the BRD gate closed, and why is a mob getting feared through a solid wall that players can’t walk through.

And thirdly, why was my clip mysteriously deleted?

Edit edit: I can keep clipping this all day whoever keeps deleting my clips.

https://clips.twitch.tv/SpoopyFunnyConsoleSwiftRage

Adding even more to mob behavior - the mobs in the classic client stick on you like a NBA shooting guard on defense.

The vanilla behavior is that if running head on to a mob, a mob will run through you and turn around. It doesn’t wait for you to run through it. This makes it very difficult to not get tagged more than once even if you’re mounted/travel form/ghost wolf/etc.

Mob run speed is also pretty insane across the board. Many mobs in vanilla (maybe aside from certain beasts) did not run at a 35-40% faster than normal run speed. Having spent years gathering as a druid, travel form (40%) was plenty enough to get around mobs fairly easily, especially given the old pathing mechanics where getting hit more than once was extremely rare when running through a mob.

These mechanics are pretty game-breaking. I really hope they fix it because the mob mechanics are trash. Sad to see the state of the game is so different from the original.

I’m extremely surprised that the “no changes” community hasn’t even picked this up on their radar.

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I will agree that mobs do seem very fast. Now I know that mob base run speed is usually 110-120%, and beasts especially Stranglethorn Tigers can be much faster (150%) but you really notice it in flee mechanics and fear, that’s where it starts getting nutty.

A mob will take off and if it isn’t already snared somehow there is no hope of catching it. That, coupled with the bugged flee mechanics where they run in a straight line means some mobs can literally go beyond draw distance and disappear which is absolutely insane

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Want to add the run/charge mobs do while aggro’d to Hunter’s pet to close the distance to hunter even though they are correctly aggro’d to the pet. Seems about 50% of the time the mobs will run right at my hunter while attacking my pet until they get into melee, forcing me to constantly move, which can be brutal or deadly depending on mob density. The mob doesn’t re-target, it just closes the gap while attacking my pet.

I opened a Bug report on this a few days into launch, but have not seen any attention to it. @ level 44 I’m still dealing with mobs closing to melee but not attacking, and then stopping to fight my pet.

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Everything in the game is delayed. It’s ridiculous as hell.
After cheap shot ends the mob lags for 0.3-0.7 sec or so before turning around essentially giving you increased stun duration. Not sure about players yet.
Lots of others i have noticed.

The “free” versions always felt smoother

Not sure about this one.
Hunter pet - send to attack one target but switch to another immediately, after killing the mob the pet will bee-line for first targeted but never aggro’d mob.
So you can pre-chain a kill route with some quick target/macro. I think its worked up to 3 accidentally. I know for fact it will for 2 mobs.
Sometimes will do it in mid combat.

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I’ll add this here as well. It involves Warlock mobs. In Vanilla when you killed a warlock mob the pet would disappear as well. This was one of my favorite things in vanilla actually because I thought it was cool that it worked the same way a player would.

That and Warlock mobs are brokenly op when this does not happen. Their pets are tuned to be stronger because they could dissappear. Hunter mobs were fundamentally different. Their pets were weaker but didn’t disappear and they did a lot of damage themselves. Hunter mobs are actually working the correct way.

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The mob backpedaling is very annoying as a tank. When you are trying to move to the far side of a mob so it faces away from your party, more often than not it will just back up and you have to keep moving. Even if I try to make a wide circle around it it still backs away from me screwing up the positioning

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Sorry friends I had a 3 day ban for “trolling”. Maybe blizzard should check out the good bug reporting work I do for them before they make such a baseless claim at a veteran like myself.

I will go through the list and break it down further when I get a second. Thank you all for your responses they are very constructive

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Added target selection to the bug list even though its not a mob mechanic it still plays into mobs and behavior playing the game

Have had big problems with this. Healer seems to be getting aggro from othber group mobs, even when we have not touched their mobs or the players…just because we are somewhat near them.

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I have seen every single problem in this post except the mobs being underground. It is really frustrating seeing how much has changed, and making “mistakes” because the game does not work how it is supposed to.

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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.

this has been driving me crazy, it keeps happening for seemingly no reason what so ever. I’ve died a bunch of times because of this bug

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I have seen bears underground in hillsbrad.
Only their nameplate is visible. I will re-check this area today.
I have seen mobs flee and die inside of solid structures also hillsbrad.
I travel in stealth so i see alot of things. Will have to make a list i guess.

Dun Garok i think it 8s. Hillsbrad elite quest inside the tower - go up take left, then right into the main area with mobs on topfloor; they aggro every single time you pull the 1st floor main area middle mob and the priest mob toward the back guarding upstairs. It only seems to happen when both mobs are alive. We always kill 1-3 before death, then your good to go. Out of the 2 mobs kill order does not matter.

Ive had this happen on 4-6 separate occasions with others. Area is lvl 31-34 elites i think and we pull from dead center on bottom floor. The Groups wiped everytime, that’s about 6-9 mobs up there that aggro every first try in this area.
One time the captain from the downstairs came up with everything. Instant death pretty much for my 2 man group on 1st attempt.
<3 vanish

Maybe they have an “aggro call” when first attacked and their radius is larger than vanilla. Idk it was annoying as hel.

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Exactly, mobs who have evaded shouldn’t attack another player until fully reset back to their original location. They should never attack a player simply because that player is close while engaged with another player, unless that player somehow assists the agroed player or happens to be hit by an aoe ability that mob casts while in combat

obviously the only exception to this is in an instance, where mobs have an agro radius even when engaged

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Not to mention mob attacks are double speed… I can get hit 2-3 times in one shot. Mobs that are nowhere near me, manage to hit me anyway I guess, because their attack is in the “queue” even though they are miles away from me?

Nonsense.

Doesn’t anyone at Blizzard know how Vanilla actually worked?

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I remember mobs sticking to you like a turd stuck on a poodles a** from vanilla (excuse the avgn reference).
No strange backpaddling, repositioning and suddenly standing behind you.

You could literally stand inside a mob and do one more step forward and it would do a 180° turn instantly. It was actually really responsive.

Now try pulling two mobs in classic and then try positioning them.
It’s an absolute mess and annoying as all hell.

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I’ve also noticed some mobs (specifically the undead at Sorrow Hill in Western Plaguelands) seem to almost “store up” hits when they’re out of melee distance of you. But once getting into melee range, will hit 4-6 times with a single swing before returning to their regular swing speed. It doesn’t seem be any special ability, and I’ve noticed it with plenty of different types of enemies. The ones at Sorrow Hill seem to display it more prominently, though.

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Mob run speed is also pretty insane across the board. Many mobs in vanilla (maybe aside from certain beasts) did not run at a 35-40% faster than normal run speed. Having spent years gathering as a druid, travel form (40%) was plenty enough to get around mobs fairly easily, especially given the old pathing mechanics where getting hit more than once was extremely rare when running through a mob.

This explains why Princess in Mauradon isn’t nearly as kitable as she once was. I was run down and “windfury” bugged into oblivion just now. She was never that fast and never hit 5 times in one swing. It’s beyond frustrating to know that I could go play on Elysium and get a more authentic classic experience. Blizzard, you’ve screwed up BIG time.

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As other have said, this is a Legion client issue and is incredibly annoying when tanking groups. In an ironic bit considering the targetting issue, it was made to spread out enemies in groups so you could target specific ones better. And, no one likes it.

This actually existed in Vanilla. I have to ask before making any claims on it, were you doing it in shapshifted form? That is because feral had an issue for many versions of WoW (at least until Cata and if I remember, even later) where your hitbox is too far forward for your melee hit to strike. This was proven in TBC where specials and white would hit at different distances.

Definitely a bug.

This was also in Vanilla. It has to do with how quest item looting worked back then. If there was an item you could not pick up on it and nothing else, that happened.

Not going to claim this is correct, but I seem to remember that when a mob aggro’ed its aggro range increased. Dont that that as cannon thugh.

Another Vanilla issue. It was annoying in many of the houses with mobs in them. If their or your hit box when through a wall even slightly, they would aggro players. Very annoying.

This was also a good one in Vanilla. Darkshore in Vanilla had a lot of these, usually with the mob in a tree. I was actually surprised to see it still in. There ARE ways to kill them, but the vast majority of the time, it just is not worth it.

This is one I am going to say I am not certain on. I seem to remember it being different for different abilities. Some worked fine, like thorns, others did not work at all.

The only time this should happen is if there is a special batched for the mob. I have noticed it happening more than it should as well.

This one is correct that it is a bug to my memory.

So yeah, some of those I know are not “bugs” in classic because they were in Vanilla, but others are definitely bugs.