Bug Fixes
Bandit's Guile now applies more consistently to all of the abilities it's supposed to modify.
Player guardians and temporary pets now stop attacking when a rogue uses Vanish, but city guards will not.
Well, why the F not?
I don't know if you rogues do any World PvP in major cities or not, but messing around in Ironforge is something I like to do when I'm bored.
Here's what happens:
One time, Open, Kill, Kill, Kill, Blind /Dance for the lols, Vanish, jump in IF trench and stealth away.
Another time, Open, try to kill, trying to kill some more, "God healers are so OP now, wtfzors!." anywho, it comes time for me to Vanish and get away safely, however, what actually happens is something completely different and here's my theory:
- 1). Vanish with like 30 guards on you (or mobs, as I've had this happen to me in Sethekk while farming my bird), they DONT attack you, they stop, turn around and reset. "GREAT!" However! If a guard spawns, which they do every 5 and a half seconds FFS, at any given time within a second or two before the vanish and a second or two after vanish, the newly spawned guard does not drop combat and B-lines it at you and will then aggro all the other guards (who were previously vanished off) to re attack you.
-2). *Sethekk (and stealthing through other instances accident). I'll try and be a cool and sprint through like 5-7 packs of mobs, where ever it may, and then vanish. Usually, it's no probably, however, if one of the 50+ mobs happen to be casting at any given time again 1-2 seconds before or after vanish, the cast goes through (working as intended) hits, but THEN, instead of dropping combat and running away, the spell that just hit, re tags thatat caster to my aggro tables, which they aggros the other 49+ mobs to attack me again.
If I am reading the patch notes correctly, by the blue's post about bug fixes, they think this is not broken?