This isn’t about the bugs/sound issues that have often plagued patrols in VT2 but rather the way they’ve been implemented in general. In VT1, the speed, pathing, sound volume/distance, start/end points, and detection level of patrols was such that you always could/should avoid them. In VT2, however, they march a little too fast, their pathing is on way too short a loop, and their start/end points are way too close to the active play area. There are very few instances where it’s worth sneaking by a patrol because their tight & fast routes make it extremely likely if you don’t kill them, you’ll just get them during a horde. I can’t imagine this is how you intended patrols to feel. In Legend, they’ve very much become just an ambient clump of mobs to be dealt with on our own terms like anything else because they’re simply too hard to reliably avoid in the long run.
A prime example of a bs horde path is right after the 2nd tome, just past the shipwreck in Skittergate. A Chaos Patrol often marches an extremely tight circle around the iceberg where the drop is such that unless you get through fast and hard, you will have to fight them during a horde, especially given nurglings’ penchant for immediately cockblocking the path with hyper-stacked instaspawns.
An example of a well implemented patrol is the first possible one in Skittergate that marches up the left side. This is the perfect patrol. Its path is reliable and once you evade it you’ll never see it again. Every patrol should be more like this.
Patrols should start and end their marching well outside the play area with soft-walls around them to prevent errant Trueflight Volleys and Burning Heads from cheesing their way into them from 10miles away.