The bug
Wither Skeleton afraid to leave the shadows, when it is in the morning of overworld. Even if Wither Skeleton was attacked / being chased by a wolf.
And this makes the Wither Skeleton cannot attack the players.
How to reproduce
Confirm you at the overworld
Set the time to morning:
/time set day
Spawn Wither Skeleton to beneath the shadow
Related issues
is duplicated by
relates to
Attachments
Comments


So basically what you are saying is that Wither skeletons will not go out into sunlight.

Yes, that's what she's saying, they're immune to fire, so why hide from the sun?

When you give Wither Skeleton a shelter, it would to stalk there.
But if you push it to sunlight under, it will resume normal.

It seems as though Wither Skeletons don't know they're immune to fire.
Relates to MC-13497.

As of 1.12.2, this issue affects the wither_skeleton even in the END, where there is no sun. The wither_skeleton, once he travels under cover of any kind, refuses to leave from under the cover, essentially trapping him there forvever until the overhead blocks are destoyed.
In fact the END is very bright.
If you place a torch in the END, the zombie will burn.

Confirming Scott Miller's finding and also adding that it exists in the latest snapshot for 1.13 (18w20c)
I actually came to the bug tracker to report the same issue and stumbled upon this. Recently, I was attempting to move a Wither Skeleton into The End in 1.12.2 (and to an End City in pursuit of the "How Did We Get Here Advancement") and wondered why it would not move and instead simply flailed its arms around. The initial spawn point in The End happened to be underground. I moved the skeleton manually out into the open but the behavior was the same and I eventually had to use mine carts or boats to move it.
For 1.13, I didn't manually move a wither skeleton into The End, but I did reproduce the bug easily in creative mode with similar instructions to the original report:
1. Build a 3x3 shade platform 4 blocks above the ground
2. Spawn a wither skeleton under the shade platform
3. While near the skeleton but out of reach, switch to Adventure mode
At this point the skeleton should "do the dance" and not move out into the open
Notes:
If you spawn the skeleton in the open area, he will behave normally
If you spawn the skeleton in the open area, but then cover him in shade, he will still pathfind normally and leave the shade
If you spawn the skeleton under shade, he will not leave the shade
If you spawn the skeleton under shade and remove the shade, he will pathfind normally in 1.13. However, as I mentioned, this was not my experience in 1.12.2 so I'm not sure if it's been partially fixed in the 1.13 snapshots or there's another issue at play.

Can confirm for 19w39a.

Affects 1.16 pre release 4

I found this bug in MC 1.16.2 and created a bug report (MC-198279), but was referred to this report as the parent issue. This issue seems to have persisted from 1.9.2 to 1.16.2.
Can confirm in 21w03a.
Can confirm in 21w05a.
Can confirm in 21w05b.
Can confirm in 21w06a.
Video attached.
Can confirm in 21w07a.
Can confirm in 21w11a.
Can confirm in 21w13a.
Can confirm in 21w14a.

Wither Skeletons have the same ID as skeletons, and thus seek shade.
This is " Working as Intended "
Duplicate of MC-8671

@unknown First thing @unknown isn't spamming he is just keeping a ticket uodated with current versions. Second thing is that this isn't a dupe or WAI see the priority, Mojang plans to fix this. Please be more cognizant of these things when commenting in the future.
Can confirm in 21w15a.
Can confirm in 1.18.1.
Can confirm in 1.18.2 and 22w16b.

Code analysis (Mojang mappings, 1.19.2): Wither skeletons inherit RestrictSunGoal
and FleeSunGoal
from AbstractSkeleton
on the registerGoals()
method.
It could be fixed by removing the super.registerGoals()
line from the method and adding the other required methods present in AbstractSkeleton#registerGoals
; this might not be desirable from a design standpoint, though, because it means that wither skeletons will no longer inherit the goals from AbstractSkeleton
. Another fix could be moving RestrictSunGoal
and FleeSunGoal
from AbstractSkeleton
to the stray and skeleton's code.