Round 6 - The Wood Elves (Rangers) and the 5th round boss (Pishna) attack animation for the "green arrow/draining shot" also has desync issues when you try to roll dodge the attack. Your character is able to be hit during a roll dodge and after on many occasions. You can roll dodge multiple times and it will still hit you. (This is arandom issue, and very difficult to reproduce, but it happens too often to be a coincidence.)
Round 6 - The Wood Elves (Rangers) and the 5th round boss (Pishna) attack animation for the "green arrow/draining shot" also has desync issues when you try to roll dodge the attack. Your character is able to be hit during a roll dodge and after on many occasions. You can roll dodge multiple times and it will still hit you. (This is arandom issue, and very difficult to reproduce, but it happens too often to be a coincidence.)
I have encountered this issue and figured out how to consistently roll dodge the draining arrows. The dodge window is at two distinct times:
1. During the drawing animation. As the archer begins pulling the bowstring and before the bow is fully drawn and aimed.
2. During the arrow's travel time. When the arrow has to travel a long distance, it can be seen mid-flight and dodge rolled.
Dodging as the archer has aimed or is about to fire does not dodge the attack, and the arrow reliably hits the target when dodging during this timeframe.
Dodging the draining shot is unintuitive but reliable. Roll dodge when you see the attack initiated.
Hypertionb14_ESO wrote: »any time a Ranged enemy is rooted they can still use their "get away" animation where they slowly walk backwards.. dragging the root with them.
this happens any time you chain in or charge and use a root right after.
note there is a cool down on the "get away" animation.
Round 6 - The Wood Elves (Rangers) and the 5th round boss (Pishna) attack animation for the "green arrow/draining shot" also has desync issues when you try to roll dodge the attack. Your character is able to be hit during a roll dodge and after on many occasions. You can roll dodge multiple times and it will still hit you. (This is arandom issue, and very difficult to reproduce, but it happens too often to be a coincidence.)
I have encountered this issue and figured out how to consistently roll dodge the draining arrows. The dodge window is at two distinct times:
1. During the drawing animation. As the archer begins pulling the bowstring and before the bow is fully drawn and aimed.
2. During the arrow's travel time. When the arrow has to travel a long distance, it can be seen mid-flight and dodge rolled.
Dodging as the archer has aimed or is about to fire does not dodge the attack, and the arrow reliably hits the target when dodging during this timeframe.
Dodging the draining shot is unintuitive but reliable. Roll dodge when you see the attack initiated.
I would prefer to keep any L2P issues out of this thread.
They actually do! I got a multifaceted eye from one of the Nix Hounds on round 4.Personofsecrets wrote: »@ZOS_GinaBruno Monster Trophy Items don't drop in dsa or vdsa. can this please be a thing?
Gilliamtherogue wrote: »
All "casters" in DSA that use a power attack like a fire line or ice line (Round 2,4,8,9 Ice mages, and Round 5,7,8 Fire mages as well as Bosses such as Mavus) are able to hit people behind their cast, and is a one shot in most circumstances (Even with my current 60 points in Elemental Defender). Enemy casted Wall of Elements operates the same way, their telegraph begins in front of them yet hits people behind. Is no place safe for melee?
thomas.k.grayb14_ESO wrote: »
- The yellow centenarians are untauntable on stage 8.
quote]
If I'm not mistaken. This is an actual round mechanic and those particular centurions are untauntable.
Gilliamtherogue wrote: »They actually do! I got a multifaceted eye from one of the Nix Hounds on round 4.Personofsecrets wrote: »@ZOS_GinaBruno Monster Trophy Items don't drop in dsa or vdsa. can this please be a thing?
Personofsecrets wrote: »Gilliamtherogue wrote: »They actually do! I got a multifaceted eye from one of the Nix Hounds on round 4.Personofsecrets wrote: »@ZOS_GinaBruno Monster Trophy Items don't drop in dsa or vdsa. can this please be a thing?
I honestly report that I nor any of my friends have gotten monster trophy item. some of us are top ten leaderboard and run vdsa all the time.
thomas.k.grayb14_ESO wrote: »
- The yellow centenarians are untauntable on stage 8.
- One stage 2 round 1 the group receives no cold damage if standing away from the fires.
thomas.k.grayb14_ESO wrote: »
- The yellow centenarians are untauntable on stage 8.
If I'm not mistaken. This is an actual round mechanic and those particular centurions are untauntable.
Gilliamtherogue wrote: »thomas.k.grayb14_ESO wrote: »
- The yellow centenarians are untauntable on stage 8.
- One stage 2 round 1 the group receives no cold damage if standing away from the fires.
Yellow centurions are intended to be immune to taunts.
Round 1 of stage 2 there is not supposed to be cold damage, as the mechanic doesn't start until it begins heavily snowing. Paying attention to the weather is the indicator.
As for everything else in your post, you're referring to internal bugs with the game, not with the instance. This thread is not aimed at global bugs, but rather a few distinct bugs in the instance. It's not about being biased or not, its about remaining on topic or not. Many of the listed bugs have a work around to them so they don't effect time, so your idea that this thread is aimed at faster DSA's you are incorrect. These problems are toxic to normal or speed runs alike and do not discriminate to who they act upon. No one wants to experience bugged combat that has detrimental effects on combat or game play, and that's why this thread exists. Getting these issues fixed would simply make DSA more enjoyable for all as a healthier operating instance. Regardless of that, it was designed as a competitive instance, and any bugs that can hinder or increase performance should not exist. With that being said, it is up to Zenimax as to what they consider to be intended or not, so we will just have to wait till the conslow hype dies down so that a Green may bless this post with their attention.
thomas.k.grayb14_ESO wrote: »It could be argued that every single bug listed in this entire thread are internal bugs within the game as none are DSA specific.
- Ice wraiths, dunerippers, and stranglers have the same mechanics throughout the entire game, the listed issues are not a DSA only thing.
- Enemy abilities like ice line, fire line, ice ring and negate behave the same whether in DSA or random world mobs.
- The visual queues for telegraphed abilities are screwed on any map or in any instance.
- Lag and desync are, once again, not DSA specific.
The only thing different in my list than the others is that I listed bugs that are benefiting the speed runs rather than hindering them. The items I listed are as valid as any you or anyone else listed.
Biased is biased no matter how you try to spin it.
Hypertionb14_ESO wrote: »any time a Ranged enemy is rooted they can still use their "get away" animation where they slowly walk backwards.. dragging the root with them.
this happens any time you chain in or charge and use a root right after.
note there is a cool down on the "get away" animation.
Gilliamtherogue wrote: »Personofsecrets wrote: »Gilliamtherogue wrote: »They actually do! I got a multifaceted eye from one of the Nix Hounds on round 4.Personofsecrets wrote: »@ZOS_GinaBruno Monster Trophy Items don't drop in dsa or vdsa. can this please be a thing?
I honestly report that I nor any of my friends have gotten monster trophy item. some of us are top ten leaderboard and run vdsa all the time.
I've gotten ~ 3 since I've started doing DSA since its release date. They are extremely rare, but they exist. It also might be dependant on the mob, as the 3 items I've obtained are all beast related. Troll skull, multifaceted eye, and spriggan heart(taproot?).
Hypertionb14_ESO wrote: »any time a Ranged enemy is rooted they can still use their "get away" animation where they slowly walk backwards.. dragging the root with them.
this happens any time you chain in or charge and use a root right after.
note there is a cool down on the "get away" animation.
Not a bug, that is CC immunity. A chain or charge causes the enemy to become immune to Crowd Control for 4 seconds, which is why they can move with the root on them.
A work around is dropping something that slows enemies (Caltrops/Cinderstorm/etc.) where you are grouping enemies and then chaining them to you. A snare is not technically a Crowd Control and therefore isn't negated by CC immunity.
@thomas.k.grayb14_ESO
Let's be honest, this is a thread to call out bugs that hinder a speed run in any way, not one that mentions how stupid the whole thing is. Have you seen the most recent vDSA run of Hodor? The whole reason why their team works so well is because they exploit the fact that enemies are killable in their portals (which I doubt is an intended "feature") and they, like many other teams, are able to kill the enemies before they even materialise, which as you mentioned is a way to bypass most stage mechanics (for example stage 5 shadowcasters).
If they were to "fix" Dragonstar Arena they should do a proper job of it.
- Remove the ability to damage portals with AoE.
- Revampt the scoring system so it doesn't only reward speed, but so that is also punishes deaths.
- Make it so mechanics cannot be skipped especially stages like 5, 9 and 10.
Most of the issues mentioned by the OP is stuff that just makes a stage last a few seconds longer sometimes, which at the moment is devastating because of how the scoring works.
From Patch notes of 1.6.5:
We have reduced the penalty for losing lives within the Trial or Arena. It still matters, but not nearly as much as it did previously.
Maybe this in itself is a bug, because according to my own calculations a death matters not a single point whatsoever..
Before 1.6 a top run was 50 minutes, but you knew that the team had to be good because they did not have a single death. That is not the case anymore, now a top run is whoever runs the fastest.
The fact you can "no phase" hiath and skip the second set of mini bosses or sometimes the first is poor game design by zenimax.
Wipe the leaderboards, fix the issues and fix the score system. Correct the broken system that trials has became, can you just imagine when we get 500 champion points, theres already people getting under 40 minute clears now, it's cool and fun but it's just a broken game design.
FIX IT
@ZOS_GinaBruno
Its meant to be hard, just what devs said, VDSA is 15 timer harder than NDSA. If everything is easy then players whine well, everything is too easy.
To be fair VDSA has been nerfed 3 times, as for bugs I think the whole arena needs to be revamped completely and worked on, instead of fixing single bugs, that's just me though.Its meant to be hard, just what devs said, VDSA is 15 timer harder than NDSA. If everything is easy then players whine well, everything is too easy.
I'm not looking for anything to be nerfed. I would be happy if they made the content harder. What I'm looking for with this thread is to identify all the bugs inside of Vet-DSA and let the devs know about them....and hopefully get them fixed.