gamefreedomgit / Frostmourne

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Standard mob leash applies in dungeons and raids #1315

Closed BalanCV closed 3 days ago

BalanCV commented 2 months ago

Description: Currently, the mob leashing system from the open world (hit to extend leash range) applies in dungeons and raids as well. This should not be the case and creatures aggroed inside dungeons and raids should have infinite leash range by default and only deleash/deaggro in case a player sits in evade spot (or vanish, feign death, etc)

How to reproduce: Pull some mobs from far away with a hunter and run without touching them

How it should work: This is pretty bad for running dungeons and raids fast having a hunter pull mobs with minimal interraction after first md hits.

Database links:

Manpower99 commented 1 month ago

Yup, tried to pull alot of mobs in zulfarrak and they all reset halfway through the dungeon.

Riztazz commented 1 week ago

Any other instance besides ZulFarrak? It was zulfarrak specific issue

Riztazz commented 1 week ago

There can be other cases where mobs evade in instance after they are cannot find path to target for a bit and this won't be changed, it is to prevent a bunch of exploits.

sputnikk commented 1 week ago

I have first noticed this in Halls of lightning. After that it happened once in naxx as well. Its been almost 2 months since this report and I haven't been in HoL anymore and also didn't notice anything strange in naxx since.

Basically this bug seemed to happen when tank body pulls a lot of minions but doesn't attack them, or when hunter pulled with misdirect while the tank was running - indicating something similar to the "extend leash range" that should only happen outside.

Manpower99 commented 1 week ago

There can be other cases where mobs evade in instance after they are cannot find path to target for a bit and this won't be changed, it is to prevent a bunch of exploits.

Understandable but it is preventing a regular way of playing the game which is just chain pulling multiple packs, they just reset. we all assumed its an anti boosting measure but it is actually making alot of pulls undoable ( even in 80 instances )

Riztazz commented 1 week ago

Well i could disable this for non-bosses i guess :P @RadeghostWM how should i tweak the "Cant reach player" system in instances?

sputnikk commented 1 week ago

Keep in mind that there are legit cases where mobs should evade, basically when there is no path available due to player being in an unreachable spot for the mob to path, the so called "evade spots/safe spot". There's a chance I haven't noticed this recently because of the improvements in mob pathing that happened during these 2 months (or just because I haven't been doing dungeons) Idk how hard it is to differentiate between the two code-wise.

RadeghostWM commented 1 week ago

Yeah, that should be reworked for non-boss mobs and if there's something wrong, we can fix it by case-by-case basis if its reported. dungeons should be mega-pullable.

Riztazz commented 5 days ago

Fixed, will close once it's live