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Starym

Major Feign Death Bug Hotfixed

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We have some more news on the Feign Death bugs and problems, after Blizzard acknowledged them and announced a hotfix for one aspect of the issues. It seems they've identified the major issue causing the problems and the fix is already live on NA servers and is coming to EU with the weekly realm restarts. Check out the detailed explanation as to what exactly went wrong below:

Blizzard LogoFeign Death (source)

I wanted to give a progress update, since I know this is a particularly frustrating issue. We think we found the major source of the issue and it should be fixed following this week’s restarts (already live in North America). The cause was pretty ironic; the reason you can’t drop a trap after casting Feign Death is because you’re actually leaving combat TOO EARLY. I know that sounds counter-intuitive, so let me explain.

When you cast Feign Death, there are two parts to the effect:

  1. Leave-Combat (on yourself)

  2. Drop-Target (on opponents that are targeting you)

The Leave-Combat part was happening instantly, while the Drop-Target part was going through the normal message queue. When the queue processes events, one of those events could be an attack from an enemy, which puts you right back into combat, before the Drop-Target part removes you from their threat list.

So the bugged sequence of events was:

  1. Enemy queues an attack against you

  2. Cast Feign Death

  3. Leave-Combat

  4. Get hit by enemy (their attack was in the queue)

  5. Re-enter combat

  6. Drop-Target

  7. You remain stuck in combat for up to 5 seconds

We’ve just deployed a fix which puts “Leave-Combat” in the queue where it belongs, and where it was in the 1.12 code, which makes the sequence:

  1. Enemy queues an attack against you

  2. Cast Feign Death

  3. Get hit by enemy (their attack was in the queue)

  4. Leave-Combat

  5. Drop-Target

  6. Enemy is no longer targeting you, and you’re out-of-combat.

The previously mentioned turning fix still isn’t live yet, because it’s actually a more complicated change, and we’re also still investigating to see if there are any other issues at play, but we think this was the biggest problem, so it should be significantly improved at this point. Let us know if this change helped at all, and we’ll keep checking to make sure there aren’t any other edge cases we missed.

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