View Full Version : Enemies appear to continue running when rooted
I am having an issue with enemies appearing to run towards me after casting root. They are not actually running but will continue to phantom run until I move my character. They will frequently phantom run after casting a damage spell that didn't actually break root. They will continue to run until they eventually disappear or I move. It is extremely annoying.
This is a widespread issue and is "being worked on". It's been going on for about a year I think.
Edit: You can force a client update by briefly stepping within melee range of where you know they actually are. Then they'll reappear in their actual "rooted" location.
-Mcoy
BlackBellamy
01-23-2021, 11:10 AM
if you see that just strafe sideways one tap, that will force the client to reset the mob position
Hey that's a good tip! Much better than getting swung at to force an update.
Thanks BB!
-Mcoy
jolanar
01-23-2021, 02:00 PM
if you see that just strafe sideways one tap, that will force the client to reset the mob position
Why does this work? Definitely a nice trick.
nilbog
01-23-2021, 02:42 PM
Is there a bug thread or video example somewhere showing this behavior?
Here's one thread:
https://www.project1999.com/forums/showthread.php?t=343325&highlight=rooted+mobs+moving
It's super easy to replicate. Get something to run at you, and root it. Often it will appear to continue running at you (and through you and off into the distance) but the mob is actually still where you saw root land on it. Casting on it will show your spells land on the running mob, and it can even run out of range (despite still being where you rooted it) unless you do something like move within agro range of where you know it to be, or apparently strafing like BlackBellamy said.
I'll see if I can't grab a video of it happening.
-Mcoy
Of course I had to say it was easy to replicate... I fire up OBS and 4x in a row now it's behaving properly.
-Mcoy
So after trying unsuccessfully several times, I thought maybe it works vs mobs that don't run at the default speed. Fortunately, I was able to get Hasten to spawn pretty quickly and sure enough it worked the first time on him:
https://youtu.be/oTmDWruaRn4
-Mcoy
Toothed
01-24-2021, 08:45 PM
As a shaman that is usually opening up on a hill giant or other similar mob with a root spell and following up with a dot I see this all the time. Usually I can tell when it is happening because the mob will appear to run slower than normal. Seems to be triggering an animation issue when the mob is cast on while rooted.
Nilstoniakrath
01-24-2021, 11:26 PM
Just watch for the yellow "root has broken" message, and ignore the graphic of the mob running at you
Here's one thread:
https://www.project1999.com/forums/showthread.php?t=343325&highlight=rooted+mobs+moving
It's super easy to replicate. Get something to run at you, and root it. Often it will appear to continue running at you (and through you and off into the distance) but the mob is actually still where you saw root land on it. Casting on it will show your spells land on the running mob, and it can even run out of range (despite still being where you rooted it) unless you do something like move within agro range of where you know it to be, or apparently strafing like BlackBellamy said.
I'll see if I can't grab a video of it happening.
-Mcoy
I wonder why the post was closed?
Kendrite
02-13-2021, 06:44 PM
This is a widespread issue and is "being worked on". It's been going on for about a year I think.
Edit: You can force a client update by briefly stepping within melee range of where you know they actually are. Then they'll reappear in their actual "rooted" location.
-Mcoy
I am hopeful that they are able to fix this. You mentioned it is being worked on so does that mean the devs know about it (like a ticket or something has been submitted)?
All I know is that there are several threads about this in the bug forum.
-Mcoy
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