Shadowmoon Valley (Outland) - Stuck in combat bug still present to date

I’ve seen posts about this bug since February this year, but I am making a post with my own findings (as well as reporting it in-game).

In Outland’s version of Shadowmoon Valley, there’s a persistent bug that locks you in combat if you fight a mob or just approach too close. Insofar the only effective methods of breaking free were to leave the zone entirely, or die; and even then it has to be your health reduced to zero. Jumping off the side into the void doesn’t clear the status. If you have pets or minions, they also have to die, or else you’ll be in combat as a ghost, and still in it when you revive at your corpse. Alt + F4 and Hearthstoning also don’t seem to clear it, unless your HS takes you to another zone entirely, as it counts as leaving SMV, I guess.

The bug only started happening once I picked up the quest “Harbingers of Shadowmoon” from Zorus the Judicator in Wildhammer Stronghold. You have to don quest-given goggles to see neutral-yellow ghosts around camp, and fight 12 of them. Once done, I noticed I couldn’t re-equip my normal helmet as I was in combat, even though no ghosts were aggro’d on me any more. Later stages of the questline also give you goggles to see specific ghosts, but they won’t work in the Stronghold anymore - I went back to see if there was some ghost stuck in aggro state, to no avail.

I came in with a high-level Horde character to see if the Horde-side equivalent of the quest will do the same, but the bug didn’t occur, so it might have been just completely random. I’m hoping it won’t come out on this character as well, because it’s quite the hindrance in getting Loremaster completion. Regardless, seeing how long people have been getting this bug, seeing it fixed would be nice.

P.S.: Forgot to add, but the whole process of cache clearing and AddOn-disabling yielded no results neither.

Being stuck in combat is actually generally not a bug per se but rather a function of how the game defines “combat” to begin with. In somewhat simplified terms: as long as something is trying to attack you, regardless of how successful that attempt may be, the character will be (and remain) in a combat state.
Moving out of the effective range of the aggravated NPC would generally cause said NPC to “leash” back to their origin point and forget about the player character they tried to attack, but if that for any reason is not possible the result generally looks like described here.

Possible reasons here include relatively trivial matters like the movement path to the origin point being somehow obstructed so the NPC just can’t get back to where it should go (and thus never gets to the point where it could forget about the planned attack), or the NPC still being engaged in combat with something else but not actually dying to that. There are a few zones where this is part of the “scenery”, including indeed Shadowmoon Valley.

We’d much appreciate a bug report via the dedicated option in the in-game help menu directly from the specific area this happens in - said reports collect a wealth of environmental data on top of any information typed in, which in many cases proves highly useful in figuring out the root cause of the problem. :slight_smile:

Thats the biggest bs i ever heard. Everytime i finish a fight in shadowmoon valley i have to wait 3-4 minutes to leave the combat… And that is also when im next to the inkeeper, so your explaination is completely mistaken. Just admit there is a problem there instead of trying to sugarcoat everything…

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There really was no need to bump a thread that’s well over a year old for this.