Thanks for the commentary and replies about this. I wanted to take a quick second to point you all to the Not A Bug list and a comment I posted there on this issue:
While this is accurate, there is currently an issue that we are aware of that causes hitboxes, particularly Tauren hitboxes, to change size after being affected by polymorph effects until the affected character logs out of the game. We are going to work on a fix for this ahead of the launch of Burning Crusade Classic and the start of the first Arena season, but that would definitely explain some of what has been noted here.
Thanks for the commentary here and everyone’s reports so far in the Burning Crusade Classic beta!
We’ve gotten a lot of feedback about how much damage is necessary to break an enemy trapped in a root-effect, such as Frost Nova. Beta testers reported that it took too much damage to break root effects, and it turns out, they were correct. It took quite a bit of sleuthing to find the issue, but we ultimately found a bug that explains the odd behavior we saw in the Beta, and we should be able to fix it well before the first Arena season.
To start, one of the reasons this was such a challenge to find is that the behavior is intentionally random. There’s no fixed amount of damage that’s necessary to break roots; there’s a range of damage that might be necessary, which makes it a risk/reward calculation for the players. Reproducing the issue isn’t guaranteed, and testing it can look like normal luck streaks.
When this was first reported, we looked at the scripts on the spell, and verified that they matched the original data, which led us to initially conclude that this was just random luck streaks. However, we’ve seen previous examples of there being a deeper layer to issues like this one, so when the bug reports continued to come in, we knew it warranted further investigation.
What we’re looking at are scripts that are in data, so we can be confident that those match 100%. At the same time, we’re not using the exact same code as was used in 2007, so sometimes we see issues caused by steps we’ve taken to make the original data and the current code compatible with one another. Our next step was to examine the inputs to the spell script and verify that we really were sending all the same information for the script to evaluate. After completing an audit of that data, we once again concluded that this appeared to be just random chance. The data values that our code was sending the script matched, the things it did with the results from the script matched, and the script itself matched.
Everything we looked at appeared to be correct on all fronts, so after a second investigation we once again concluded that the random calculation was correctly matching our intent.
But it still felt wrong.
This is the point where uncovering a bug gets really challenging, and where sometimes we hope to get lucky. It turns out that after continuing to look at the bug and test it in the debugger, we saw an odd behavior: when the Waterbolt landed on a target that was in a Frost Nova, it was evaluated as though it was a melee attack, which is not correct. That turned out to be the clue that led us to the truth. There was no bug in the root-break calculation, the bug itself was a random.
The bug that would sometimes send the incorrect damage source to the formula. And since it wasn’t incorrect every time, we missed it on our code evaluation. It turns out that melee attacks are significantly less likely to break roots than ranged attacks are, and the bug was that ranged attacks could randomly be treated as melee attacks under certain hard-to-reproduce conditions.
What made this such a challenge to find was that it was a randomly occurring bug in a system that behaves randomly when it’s working correctly, and two sources of randomness combined to confound us.
Thank you to everyone out there who helped us find this one!
A Hotfix is on the Way
One interesting aspect of this is: with this fix, the chance to break roots with damage will actually be slightly higher than it was in the first season of original Burning Crusade in 2007. This is because we’re using the 2.4.3 data, which raised the chances for damage to break roots slightly on targets above level 60.
But don’t throw away those mage alts! They still have Ice Block, too.
RT @WarcraftDevs: For pre-patch and the initial leveling in Outland, we're lifting the cap on how many dungeons a Burning Crusade Classic c…
On Thursday, May 20th and Friday, May 21st, we will be continuing our raid tests in the Sanctum of Domination.
Once mythic testing has concluded on the 21st we will be opening the second wing of LFR, The Dark Bastille, for the remainder of the weekend.
Thursday, May 20th
Soulrender Dormazain - Mythic Sanctum of Domination
13:00 PDT (16:00 EDT, 22:00 CEST)
The Nine - Mythic Sanctum of Domination
14:00 PDT (17:00 EDT, 23:00 CEST)
Friday, May 21st
Guardian of the First Ones – Mythic Sanctum of Domination
13:00 PDT (16:00 EDT, 22:00 CEST)
Remnant of Ner’zhul - Mythic Sanctum of Domination
14:00 PDT (17:00 EDT, 23:00 CEST)
The Dark Bastille – LFR Sanctum of Domination
15:00 PDT (18:00 EDT, 00:00 CEST)
As always, this testing schedule is very fluid and subject to the realities of a test environment. We might have to change the time of a testing session, change the bosses being tested, or cancel a test entirely, due to bugs, server hardware issues, etc. Keep an eye on this forum for the latest information, and thank you in advance for testing and providing feedback.
Q: How do I get into the raid zone?
A: In Oribos, Dalaran, Orgrimmar, or Stormwind, you may speak to Nexus-Lord Donjon Rade IV in order to teleport into the raid zone while it is open for testing. (The option to teleport into a zone will not be available when the zone is not open for testing.)
Q: What character should I use to test the raid?
A: Whichever you prefer. We will be scaling players’ effective level to 60 for raid testing, and their item level to an appropriate threshold for the encounter(s) being tested.
Q: How long does testing last?
A: The primary purpose of testing is to give us the information we need to balance the encounters, evaluate how mechanics are playing out in practice, and identify bugs. Once we’re satisfied that we’ve received that information for a given boss, we’ll be shutting down testing. Usually this takes anywhere from 45 minutes to 2 hours, but there are no guarantees.
We appreciate you taking the time to test our content and look forward to reading your feedback.
Greetings and welcome to Burning Crusade Classic Patch 2.5.1
Below is a list of known issues for Burning Crusade Classic patch 2.5.1. Please note that this list is not comprehensive and is not a complete depiction of what we’re aware of, but a sampling of issues we believe players may encounter with some regularity. We hope to have fixes to these issues in place soon, but we cannot promise when or if any individual bug will be fixed.
Also please note that this list pertains to issues that are present and visible during the Burning Crusade pre-patch period for patch 2.5.1. We will update this thread again with new issues as needed after Burning Crusade Classic has fully launched.
Graphics and Visual Effects:
Combat, Spells, and Abilities:
What's the first thing you're doing once #BurningCrusade Pre-Patch is live?
As was the case with WoW Classic, there are many issues that have been reported to us in the Burning Crusade Classic beta as bugs, but are actually correct behavior in the original game, or are otherwise expected behavior in Burning Crusade Classic. Below you will find a list of issues that players have most often reported to us that we have determined are not bugs. This list is not comprehensive at this time, and more issues may be added in the future.
Combat and Class Mechanics:
Raids - Karazhan:
Dungeons - Blood Furnace:
Does this change just the daily limit or also the hourly limit?
The daily limit is lifted.
The hourly limit of 5 dungeons per hour has been a part of World of Warcraft for over 15 years and will continue to be in effect on both Classic Era and Burning Crusade Classic realms.
The daily limit was a setting that we chose with great care last year, as we measured that it would impact an extremely low number of legitimate accounts, while giving us a helpful means to limit the impact of exploitative accounts before we could detect them and close them.
Now, with The Burning Crusade Classic pre-patch upon us, we understand that players are about to play WoW in a different way as they level up their Blood Elves and Draenei and then go through the Dark Portal and level some more. Over the next few weeks, the impact of the daily limit is more difficult to know, so we’re going to remove the daily limit on all Burning Crusade realms, effective with the launch of pre-patch.
As before, we will carefully observe player activity so that we can decide what daily limit, if any, is appropriate to enact after Outland leveling activities have peaked.
EU server maintenance will begin at 4pm PT, midnight in the UK.
RT @WoWEsports: Announcing the Casters for The Great Push! There will be two more joining the desk - any guesses? The Great Push is the…