


Jetstream wrote:Uh, guys, do keep in mind that once they've officially hotfixed a thing and acknowledged it as being unintended, trying to replicate it would almost certainly be considered exploting.

Gromagrim wrote:'Workaround' might have been the wrong way of putting this, but it's something I happened upon by accident and shared in good faith.
I doubt the readers of this forum are the ones who blizz are worried about anyway.
Quintessence wrote:Jetstream wrote:Uh, guys, do keep in mind that once they've officially hotfixed a thing and acknowledged it as being unintended, trying to replicate it would almost certainly be considered exploting.
This. As much as I dislike the "fix", trying to exit a battle but not despawn a pet isn't worth getting flagged for an actionable exploit.
Also, suggestions for workarounds are appreciated, but please don't promote possible exploits via these forums. We may not always agree with the changes made, but we need to respect the developers in their decisions and work with them instead of around them to figure out a better compromise.
Mumper did mention some updates and changes will be coming in 5.2 regarding this situation, so maybe it will all work out. We'll have to wait and see.
Fleeing a pet battle will no longer despawn the pet that was being battled, but doing so will now inflict some damage on the fleeing pet battle team.
Disconnecting from a pet battle will once again respawn the pets you were fighting.
Any pet that has been killed in a pet battle will now never respawn.

Gromagrim wrote:If the motivation for them fixing forced logging respawns was to stop unscrupulous players 'selling' pet spawns, this 5.2 change doesn't stop that.
In fact, the only behaviour it curtails is re-spawning pets who you've tried to capture but have been killed by crits, dots or suicide attacks.
I'm confused!
Gromagrim wrote:I guess I just can't understand how an unlucky crit constitutes immersive gameplay. The difficulty in the system is finding the right rng pet, having that pet lost due to bad luck isn't compelling content.
Jetstream wrote:Gromagrim wrote:I guess I just can't understand how an unlucky crit constitutes immersive gameplay. The difficulty in the system is finding the right rng pet, having that pet lost due to bad luck isn't compelling content.
Meh. Level a turnip, never have the problem again.

Users browsing this forum: Giderick, Quil2, Tmptfate, Vegi and 2 guests