WoW Classic “Not A Bug” List

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.

  • Damage dealt by elites is not too low.

  • 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 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!

  • 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.

  • "Melee leeway" is working as intended in both PvE and PvP.

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

  • 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

We appreciate all of your feedback!

106 Likes

Added to the original post:

  • 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.
13 Likes

We’ve added several items to the list in the OP:

  • 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.

The last one has been carefully verified.

15 Likes

I’ve updated the original post in this thread with:

  • “Melee leeway” is working as intended.

After careful study and testing, we’ve found that for players with low latency, the state of melee leeway is how they would have experienced the game in 2006.

There are more people with low latency now than there were in 2006, so we expect for some it might feel different, but it is working as expected.

6 Likes

The opening post has been updated with the following:

  • 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 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!

  • 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.

  • "Melee leeway" is working as intended in both PvE and PvP.

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

  • 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
7 Likes