Jump to content
FORUMS
Sign in to follow this  
Starym

The Final Not a Bug List Update Before Launch

Recommended Posts

45366-new-classic-wow-realms-opening-aug
 

The probably final update to the infamous "Not a Bug" list has arrived and we have a number of things from all over the place, from non-loot roll triggering chests to offhand Windfury procs, invisible quivers and, most importantly, the fact that logging into Classic or BfA while logged in to the other one will disconnect you!

Blizzard LogoNot a Bug (source)

Hi All,

I’ve just updated the OP with the following:

  • The chest at the end of the encounter with The Seven in Blackrock Depths does not prompt a loot roll. Beware of Ninjas!
  • Shield Slam and other off-hand abilities does not proc extra attacks from Windfury.
  • Logging into World of Warcraft: Battle for Azeroth while playing WoW Classic on the same game account will disconnect you from WoW Classic. This is true in reverse as well.
  • Other players do not see a Hunter’s quiver on their back.
  • Hunters can sometimes experience a slight delay before recasting Auto Shot after moving.
    • Note: There is a hidden “retry” timer that occurs if the hunter is moving when the normal swing timer finishes. This timer checks for hunter movement before trying to resume auto shot, and this timer refreshes every 500ms when the hunter is moving. This means that if a Hunter is moving and stops moving just after this timer refreshes, you need to wait until this retry timer checks again to validate that you are no longer moving before you resume casting auto shot. This is not a result of spell batching or server heartbeats, and is specific to the functionality of a Hunter’s Auto Shot and is consistent with Auto Shot functionality on the Reference client

And here's the full and updated list itself:

Blizzard LogoFull List (source)

As we’ve discussed before, the nature of WoW Classic sometimes invokes different memories for different players, and this leads to certain misconceptions for some about what is or isn’t working as intended.

The following is a list of commonly-reported gameplay in WoW Classic that is not actually a bug, and is working as we expect it to:

  • Tauren’s hitboxes and their melee reach is slightly larger than other races.
  • Being critically struck while using /sit to sit does not cause abilities like Enrage, Blood Craze, and Reckoning to activate.
  • Using the “Automatic Quest Tracking” option does not auto-track newly accepted quests. (It instead will start to track an existing quest once progress towards an objective is started.)
  • Warrior health Regeneration is working at the expected rate.
  • Quests objectives and points of interests are not tracked on the map or minimap.
  • Completed quests are marked on the minimap with a dot. (and not a “?”)
  • Feared players and NPCs run fast.
  • Standing on top of other players while facing away allows spells and attacks to be used.
  • Creature respawn rates are much slower than in Battle for Azeroth.
  • NPCs which offer multiple quests may inconsistently display them as a dot or a “!” on the available quests list. They were inconsistent in 1.12, and we’ve reproduced the exact inconsistency they had back then.
  • Quests that are too low level for do not show up as a “!” in the game world.
  • Available quests do not display a “!” on the minimap.
  • On level up, the message: “Your skill in Protection increased to 15” was added in 1.12.1, and we’re intending to keep that.
  • You are unable to Polymorph enemy targets that are tapped by players with whom you are not grouped.
  • At all levels of player characters and enemies, aggro radius is set to the intended distance.
  • Long quest objectives don’t have text wrapping.
  • Fall damage is equivalent to expected and verified values.
  • Broadcast text can be seen multiple times if multiple players interact with the same NPC.
  • WANTED signs do not have “!”, and are also not highlighted.
  • Player characters do not animate when looting/interacting with quest objects (e.g. collecting pumpkins).
  • Gnomes and Taurens are the correct size.
  • “Melee leeway” is working as intended in both PvE and PvP.
  • Cone of Cold is behaving consistently with the reference client.
  • Arcane Missiles does not put the caster in combat .
  • A Hunter’s Frost Trap ground effect will break Rogues out of stealth.
  • The Berserking Troll racial ability is behaving as expected and matches the reference client.
  • The pet that a Warlock has when initially logging into the game world does not restore a Soul Shard when dismissed by taking a flight path or moving out of range.
  • The trigger range on Hunter’s traps are reduced by Stealth when the stealthed player is a similar or higher level than the Hunter.
  • Soul Link cannot be dispelled by dispelling the Warlock’s pet.
  • A Warlock’s Succubus and Felhunter pet cannot cast spells if they are out of line of sight of the target.
  • Manually cancelling Stealth after using Vanish will remove the Vanish buff as well as the Stealth buff.
  • Escape Artist has a very small chance to fail when used to escape an effect that has a decreased chance to be dispelled (e.g. a Rogue’s Vile Poisons talent).
  • Rogues are not broken out of stealth by Blizzard until they take damage.
  • Taunting Hunter pets that are set to Aggressive or Defensive mode will cause them to attack the taunting player.
  • The threat generated by Battle Shout is not capped at 5 party members and is increased when affecting targets such as Hunter and Warlock pets within the same party.
  • The chest at the end of the encounter with The Seven in Blackrock Depths does not prompt a loot roll. Beware of Ninjas!
  • Other players do not see a Hunter’s quiver on their back.
  • Shield Slam and other off-hand abilities does not proc extra attacks from Windfury.
  • Logging into World of Warcraft: Battle for Azeroth while playing WoW Classic on the same game account will disconnect you from WoW Classic. This is true in reverse as well.

Hunter concerns:

  • Hunter “dead zone” is working as expected and is consistent with the Reference Client.
  • A wolf pet’s Howl buff is consumed by anything that causes damage, even if it does not benefit from the buff.
  • A Hunter pet’s Bite and Claw ability damage will not change in the tooltip based on the happiness of the pet. The tooltip will always display the damage as if the pet were Content (yellow). This is consistent with the Reference client.
  • Traps can sometimes not be triggered if a player moves over them very quickly (i.e. a Warrior’s Charge ability). This behavior is consistent with the Reference client.
  • Auto Shot does not make a sound when cast during the animation of Hunter’s Mark and certain other abilities.
  • Scatter Shot, Wyvern Sting, and Freezing Trap share diminishing returns.
  • A Hunter’s Frost Trap ground effect will break players out of stealth.
  • The rate at which pet focus regenerates is not always consistent.
    • Note: While the actual amount of focus that can be generated per tick is inconsistent, the total amount generated over time is flat and consistent. There are slight variations in the time between ticks that cause this to display inconsistently.
  • Pet aggro radius is working properly and as expected. This is to say, it was extremely inconsistent in original WoW, and it remains inconsistent in WoW Classic.
  • Pets “remember” targets that they have been instructed to attack previously and when sending a pet to attack a different target, the pet will return to attack any remaining targets they were previously instructed to attack when the currently engaged target dies.
  • Pets that have been instructed to attack dead targets with a special ability or attack will attempt to approach and attack the dead target, but will return to the hunter’s side when the ability fails.
  • Other players do not see a Hunter’s quiver on their back.
  • Hunters can sometimes experience a slight delay before recasting Auto Shot after moving.
    • Note: There is a hidden “retry” timer that occurs if the hunter is moving when the normal swing timer finishes. This timer checks for hunter movement before trying to resume auto shot, and this timer refreshes every 500ms when the hunter is moving. This means that if a Hunter is moving and stops moving just after this timer refreshes, you need to wait until the retry timer checks again to validate that you are no longer moving and can resume casting auto shot. This is not a result of spell batching or server heartbeats, and is specific to the functionality of a Hunter’s Auto Shot. This is consistent with Auto Shot functionality on the Reference client.

We appreciate all of your feedback!

The list is sure to grow once the game is released, so we're looking forward to seeing what other problems aren't really real problems but intended problems!

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Starym
      Achievements have come to Classic! Well, sort of, and not all of them. RinesThaix has put together about 140 achievements to collect, but the mod is constantly being updated so there should be more soon.
      The Classic Achievements addon lets you not only gather those points up but also share and compare them, as you can link them in chat!

      English and other languages are also supported.
      If you want to check out how it looks in action, here's MrGM taking it for a spin:
    • By Starym
      Blizzard have stated that the BC Classic beta is coming soon, but didn't specify when exactly. Today the Battle.net launcher's app catalog was updated with the TBC Internal Alpha, visible only to Blizzard but datamineable nonetheless!
      Right at the bottom there, the Internal Alpha most likely won't last too long and many have speculated that the beta won't be too long either, as there aren't as many issues to be dealt with as there were for Vanilla Classic. The release date is up in the air but hopefully Blizzard won't put it too close to patch 9.1, as many players will want to play both.
      In any case all we can do now is make sure we've opted-in to the beta (here) and wait!
      Source.
    • By Staff
      The level 58 boost option that is offered with the arrival of  Burning Crusade Classic has caused quite a bit of controversy and Blizzard have now tried to clarify the details on it a little, clarifying that the boosts will only be available on the new BC realms, while the Classic Era realms (where characters will stay if they don't transfer to the new BC  realms) will not have the boost available.
      Boost (source)
      Hello.
      I think it might be helpful to note that what we’re now calling WoW Classic Era realms start at Level 1, and we feel the same as we did two years ago: no Boost would ever be needed (or appropriate) there. When we originally laid out our principles for WoW Classic, the 1-60 experience was the only thing to which we could refer.
      Burning Crusade Classic begins at level 58, and we’re configuring this new Boost service to avoid minimizing the accomplishments of existing players or skipping any new content at launch. It’s for players who want a way to quickly join their friends in Outland.
    • By Staff
      While BlizzConline may be done, the interviews sure aren't, and we got a lot of new info on the Burning Crusade Classic from MrGM's interview with John Hight and Brian Birmingham!
      The biggest takeway from the interview is the fact that BC Classsic will work in the newest Shadowlands client, meaning we may get new graphical options like Ray Tracing and other goodies!  Raid attunements will mostly work as they did, but there will also be improvements, like everyone getting attuned instead of 1 person, and possibly non-current raids no longer requiring attunement at all.  The release Phases themselves aren't 100% set in stone, there's still room to tweak them depending on community feedback. Fresh Classic servers (meaning starting at Phase 1 of Vanilla) may happen, but not until after launch. They did not mention fresh BC Classic servers, however (meaning new servers that you can start on when BC launches). Leatherworking Drums will be changed/nerfed as they feel too powerful and mandatory. The fact that the whole expansion is based on the final patch, 2.4.3 was reiterated, and it was chosen because they felt that was the best balance the expansion had. We hope it won't have similar adverse effects they way Vanilla Classic's class tuning did. The XP curve will also be as it was in 2.4.3. There will be other quality of life improvements that came either with the final patch or even beyond it, like mounts at level 30. Collector's Edition items from the original Burning Crusade will be given to accounts that have it in Classic as well. And here's the full interview, very helpfully marked with each question in the video timeline/progress bar!
       
    • By Staff
      The Burning Crusade Classic will follow the same route Vanilla Classic did but with a twist, with a lot of the game being based off of the expansion's final patch.
      As talked about in many in panels and interviews, the approach to BC Classic is different than Vanilla Classic, with a new motto to replace "no changes". "Some changes" means that class balance will be based on patch 2.4.3 of BC, but the rest of the game's features might not. The developers talked about quality of life improvement changes from the final patch and beyond, but not everything will be taken from it - attunements will still be needed for current phase content for example, as well as both Paladin seals being availabe to both factions. The XP curve will also use the final patch changes instead of the BC start values.
      Luckily, the raid bosses themselves will actually be in their pre-nerf states (although we're unsure to what degree, as some were potentially impossible), so the difficulty should be significantly greater than in Vanilla Classic, where everything was much easier than the original, with more powerful classes due to the final patch tuning and some extremely nerfed bosses. 
      So the approach and "some changes" mantra seems like a good one, as each improvement/change is individually vetted and then added to the game if it fits and is a quality of life improvement. Not all details are clear yet as Blizzard are still deciding on what goes in and what doesn't.
×
×
  • Create New...