I woke up today and chose frustration over common bugs, many of which long-standing with no developer comment, or a single comment with no follow-up. Guys, please, you've been doing better on communication so can we please get public comments on these problems???
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Dungeon queue doesn't function correctly unless a DPS queues
8/24/26 Edit: If a group of two or three people queue for a dungeon, the queue times are different depending on what role is doing the queueing. For instance, in a group of two: one tank, one DPS, the DPS queueing is typically an instant pop whilst the tank queueing will go on for several minutes... even though it's the same group. Handing crown to the DPS and having them queue instantly resolves the problem, but this can be frustrating when the person given charge of what dungeons to queue for isn't a DPS. Likewise, queues with one healer and one tank are also longer than expected since there is no DPS to queue.
( 8 )
Vykosa's Chains on Her Pet Wolves No Longer Function Correctly
8/24/26 Edit: Whilst I named this based on one bug, this is really a report for two different bugs... both fixed in solo MHK but remain unfixed in group MHK. The chains no longer are capable of dragging a dog to the wall, they only prohibit the dog from moving closer to center. This is a problem throughout the fight but is apparent on first engagement with the boss as taunting one dog doesn't cause the other to go to the wall as expected, but rather both dogs will be by Vykosa until sent to cower. Thus, you can taunt one dog then switch taunt to the other dog and have them both stack on Vykosa (which isn't a good thing, this bug makes MHK harder in that, once the chains break, there is 0 time for the tank to taunt both dogs before they bite teammates).
The taunting segment is simply that if you taunt a dog before you taunt Vykosa, your taunt on that dog is cleansed. You have to taunt Vykosa then a dog, which isn't self-explanatory nor does it seem intended (after all, it wasn't always that way!).
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The Lurcher in LoM's "Maarselok in Flight" fight heals for an additional ~20 seconds after returning to full health, making it practically impossible to damage
Reference Number: 260622-002948
This happens every time. It does not matter where the tank takes it (if its inside or outside the enrage AoEs), it will continue to heal past full health for a little less than 20 seconds. There are no adds, literally everyone just has to stand there and wait for it to calm down. This became a problem when you
changed Maarselok to no longer strafe across the arena (I still don't even understand why you did that?).
Hmm... U38 breaking LoM AND MHK... suspicious.
[PC/NA] Dungeoneer (Tank/DPS), Semi-retired Trialist, and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore.
Current GM of Hard DungeoneersTanks: Sorcerer - Necromancer - Templar
DPS: Frost Warden - Stamarc - StamDK - Hybrid NB Healer
Ex-Healer: Warden - Arcanist
Dungeons: 34/34 HMs - 28/28 Tris