One rule changes, and it changes a great deal: combat sticks. As long as a living mob keeps you on its table, you are in combat — even if you stop acting, even if you walk away. And inside a dungeon, mobs never go home any more: dragging a pull around the corridors resets nothing. No spell value moves, but several habits become impossible.
Released September 3, 2026Since v0.41.222 commits0 spell values changed
💡 Click a card for details.
01Combat sticks
Until now, "in combat" meant "something happened less than five seconds ago". Simply stopping was enough to drop out of it, even in the middle of a boss fight. Now the mob decides: as long as it keeps you on its table, you are in combat.
As long as a mob holds you The rule
You stay in combat while a living, engaged mob carries you on its hate table. Healing is enough to put you there: a raid healer is therefore held for the entire fight, even if nothing ever targets them.
See when you actually get out
No more mid-fight mass rez Closed
A caster who stepped back and waited five seconds dropped out of combat, cast a group resurrection — which is barred in combat — and went back in. The game already acknowledged it two days ago by putting those spells on a five-minute cooldown; now it shuts the door itself.
See what it changes class by class
Your pet no longer traps you Absent from the notes
The official notes do not mention it. A pet now holds its owner in combat only while it is genuinely trading blows: five seconds after its last one, you are out. A pet chasing an unreachable target no longer costs you your regeneration.
See the detail
The 100 yards, in the open world Numbers
Beyond 100 yd of an engaged mob, you leave its table on the next tick.
An engaged boss holds every living member of its attackers' group within that same radius: one number for both rules.
It is measured flat: someone on another floor of the same building still counts as present.
100 is not a round number picked at random — see the card for where it comes from.
One trap worth knowing Important
Leaving the 100 yd does not pause your threat: it destroys it.
So if something knocks you back or teleports you beyond it, you return to the fight on zero threat — not the threat you had.
For a tank that is the difference between picking the boss back up and watching it walk to the healer.
The game knows and says so: the safety margin in that number exists precisely so no ordinary ability carries you that far.
When you do leave combat The cases
The mob dies, or evades home.
You die.
You escape through stealth — so the Rogue keeps its exit in full.
You leave its reach (open world), or leave the instance (dungeon).
Abilities marked "cannot be cast in combat" finally respect this held state instead of trusting the timer.
02Inside a dungeon, mobs never go home
This is the most visible half of the hotfix, and it closes a way of playing that had become a farming method: dragging a big pull around until the mobs give up.
No more resets The change
Inside a dungeon or a raid room, a mob never sheds an attacker for walking away, and neither the soft leash nor the hard tether sends it back to its spawn. Its table is scoped to the room: you leave it only by leaving, dying, or stealthing out.
See the evade stance
A stuck mob can't be farmed New
A mob that cannot reach you freezes in an "evade stance": immune to damage, no swings, no casts — but it keeps you.
After 10 seconds, it phases through the obstacle to come at you.
And while phasing it becomes hittable again: you see a killable mob coming, not an invincible one.
A perch is therefore worth a few seconds, no more.
Leaving mid-fight The normal case
Leaving the dungeon mid-fight triggers the classic behaviour: mobs evade home, return to full health and empty their table.
The old 30-second memory — which handed your threat back if you returned quickly — has been removed.
Instance doors now release cleanly instead of leaving someone stuck in combat.
Rifts and delves are unaffected Scope
Rifts and delves keep their own records and the open-world rules: the 100 yd reach, the leashes, and the evade-home stall.
The official notes say "dungeons and raids" without spelling this out — it is verified in the code.
What does change there is only the general sticky-combat rule.
Each raid room is separate Useful detail
In the Ignivar raid, every room is its own instance.
So crossing from one room to the next does drop you off the previous room's tables.
It is the only "reset" left inside the raid.
Why the change Our reading
The game says it plainly: dragging a big pull should neither reset the pull nor allow chipping a pinned mob down for free.
That had become a farming method, not an accident.
For a guild playing normally it changes nothing — except that a botched pull now genuinely costs you.
03The rest
One thing only, but a well-judged one: the game finally explains why you are still in combat.
/combat tells you why Comfort
Before, it read only the timer and could promise a countdown that never arrived.
It now knows whether you are held — because an enemy carries you on its table, or because an engaged boss is holding your group.
Useful at exactly the moment you wonder why you cannot drink, eat or mount up.
What does not change Scope
No spell, talent, mastery, set or item value moves.