Feels like they took the bfa engine and just put a vanilla mod on it.
Not only do enemies not stop a moment before they pursue you as they did in vanilla, their attack range is longer than yours meaning they can still hit you even when you are yards away.
In fact I have found running away (on any class) simply not viable in many cases you can still be attacked from behind even when you have a lead on your enemy farther than a paladin’s judgment spell.
Hope hunters have their kiting skills on point when they get the chance to get Rhok’delar, Longbow of the Ancient Keepers. Kiting those demons back in Vanilla was the most fun I had.
No, in vanilla, enemies stopped moving when you did for a second or so. This allowed you to bob into and out of enemy hitboxes so you wouldn’t take as much damage as you were waiting for your auto attacks.
this is not possible now, as enemies chase after you immediately just like in bfa.
they did because they would not chase after you until you were a certain range away. now they are stuck to your side, so hamstring does not allow the “dance” that allowed warrior leveling to be bearable.
this makes both tanking and warrior leveling worse.
If you’re so sure of your facts then raise a ticket as you’re alleging this doesn’t fit fit the #nochange mantra … for now, my money’s on Blizzard being right.
Sounds to me like the OP is having lag issues, which are either being covered up better with the new client, or were not being covered up by the old client.
In every game since Quake 2, the client makes an attempt to predict the position of things that are moving so it can render the animation smoothly without requiring everyone to have a 5ms ping time to the server. When the server updates the client with the actual position things are at, it has to adjust them in your display to match.
Older games would do this abruptly, making things around you seem to jump or even teleport, and in the case of someone that changed speed or direction compared to you, they might even seem to pause for a brief instant between those updates.
In newer games, the prediction is much better, and the corrections are usually more smooth, making it much more difficult to see the places where packet data got dropped or delayed.
Unfortunately, the only way to know for sure would be to compare a scripted combat scenario between the current game and an actual vanilla one, with the same random seed value used, so you’d expect identical results.
But yeah, if you really think it’s a mechanics change rather than a perception change and bad luck, report it and send them combat logs, maybe even a link to a video capture of the part covered by the logs.
This is not an unnoticed problem. Look for the reddit thread on it or comments in the past 2 days on hamstring kiting tutorials from years ago.
hamstring kiting that made warrior leveling bearable is not here anymore. Why? this uses the 7.3.5 engine. enemies act the same way in classic as they do in retail. even the infinite kiting from actual vanilla seems to be (thankfully) gone.
On BfA I can kite while strafing and still hit mobs. On Classic I have to do a 180 degree jump spin while strafing and land back into the strafe to hit the mobs.
The enemies and combat are definitely not the same. I’m also pretty sure it must have been this way in Vanilla because that’s how I originally learned to strafe kite and I still do it in BfA today, even though it’s unnecessary.
A lot of this stuff (including /sit abuse) has more to do with not being able to exploit server limitations than anything else. I distinctly remember playing in vanilla and having that very mob behavior you mention coming and going, probably based on latency or something.