AbysmalGhul wrote: »Did someone say L2P over a bug? *insert Nick Young meme*
Donny_Vito wrote: »*Crypt of Hearts skeleton boss (just before the bedroom with the two pillar locked door) fears players through walls.
L2P issue.
But yeah, a lot of these documented issues can be irritating.
Donny_Vito wrote: »*Crypt of Hearts skeleton boss (just before the bedroom with the two pillar locked door) fears players through walls.
L2P issue.
But yeah, a lot of these documented issues can be irritating.
luen79rwb17_ESO wrote: »Tamriel is a crazy place. Working as intended
wishlist14 wrote: »There is a sectionluen79rwb17_ESO wrote: »Tamriel is a crazy place. Working as intended
Yea, blame it on Sheogorath, the mad God. We need to feed him cheese to appease him and get him to ease up on his shenanigans😛😜
DreadDaedroth wrote: »If you're stunned by a npc both in cyrodiil and tamriel zones you could start to slide horizontally often going inside the enviroment and you can't do anything till the game teleports you back, this happens on xbox.
Donny_Vito wrote: »*Crypt of Hearts skeleton boss (just before the bedroom with the two pillar locked door) fears players through walls.
L2P issue.
But yeah, a lot of these documented issues can be irritating.
*Maelstrom Arena has extreme syncing problems; resources and health desync, roll dodge invisibility frames, and skills not registering. Enemy animations end after actual clipping with player.
*Pet's and mobs get stuck in IC sewers, too stupid to use stairs.
*Leaderboard scores not properly updating (afaik, weekly).
*Crypt of Hearts skeleton boss (just before the bedroom with the two pillar locked door) fears players through walls.
*Enemies dying at a distance then suddenly teleporting closer to you, telling you, "[out of range]" when you try to loot.
*Descaling the max resolution of furniture, especially in player housing.
*Casting Honor of Dead with a nearby player in mist form will twitch the caster and then fail, very annoying if the misted ally was inadvertently targeted.
*Casting Streak sometimes self stuns the player in place.
*Channeled, teleport abilities and heavy attacks sometimes makes the player's facing direction flash between the target location and their current movement/momentum of direction, causing the skill to fail and locking the player in what seems to be a mini seizure where they alternate between two different facing directions.
*The new jode player house causes (seemingly) random crashes, that, among its poor design.
*Missing or broken dye channels, especially on new crown store purchases. (Example being: Nightflame Arms Pack.)
*Some cone telegraphs that rotated have been desyncing with enemy animations such as Asylum Sanctorum where one of the bosses sprays steam, this can sometimes appear as a 360 degree turn while the boss continues to face, say, the tank.
*Also apart of Asylum Santorum, the poison AoEs that lock to player will appear centered telegraphically, but is actually offset to the side causing players outside of the visible retile to be harmed.
*The final boss of Maw of Lorkhaj causes random and multiple crashes, especially after a group wipe. This seems to happen to the same players within a group.
*Infusers in Blackrose Prison sometimes ignore bashes.
*The Blackrose Prison Battlemage and Tames-The-Beasts boss' projectiles ignores; Protective Plates, Shimmering Shield, and Ball of Lightning. As do their major and minor defile, bleed, and incrementing damage cannot be purged.
*The Blackrose Prison Lady Minara boss also suffers from AoE issues, causing players to take full damage regarless if they are in the telegraph or not sometimes.
*There are times where the player switches costumes when switching bars or appears completely naked OR even invisible, not sure what causes this, seems very random but not very occurrent.
*Mounting on a horse (more often while moving) can sometimes leave the player in a running animation while on top, "riding" it.
*The Windows client suffers from resolution and closing conflicts, it hangs up on players to force close via task manager / command-prompt.
*The daedric ruins battleground map has a weird terrain clip where if the player is hit with a knock back ability, close to the pillars at base (the ones that hold the relics), they can fall through and under the map. This leads to serious problems with relic games if they go through while carrying it.
*Stamnecro specifically seems to have a bug that locks player input, forcing them to block, only solution is to die. Doesn't always work.
*MMR for BGS, specifically over 50+ is a mess and discourages (but not limited to) new players from returning to it.
*Mend Spirit only applies major buffs via light attack, the heavy attack removes the major buffs immediately. This skill has also lost the visual circular aura it had on the affected player.
*Lottus Blossom with Mend Spirit has trouble recognizing itself, it's pathetic.
*Stamina/Spell cost reduction % bonuses are based on current spell cost values after cost reduction glyphs and flat values are added rather than the base cost of a skill, therefor, resulting in less multipliers as they will increase at a declining rate due to additive values.
*Tether skills for Necromancer flicker and give false positives when you attempt to interact with already used corpses by other necro. These abilities are already clunky to begin with and don't fire even if lit in skill bar because the cross hair is obstructed by other actors/npcs/rodents/pebbles.
*Broken queue, "unable to queue as of this time" because too many queue. This restriction was put in place because the server became encumbered with players and failed to make teams, resetting the queue into a ready state, prompting players to accept repeatedly.
*Trading furniture in houses may cause that furniture to disappear.
*Upon exiting a house, it's possible for the server to not save last removes/edits/additions, causing the house to appear the exact same way it did the previous time they stepped foot in it. This can result in lost of items (that were added to the house from inventory), duplicates of items (that were removed to inventory), and replaced furniture.
*Lakemire Xanmeer house has textures tares on the corner wall/entry way on the top floor.
*Mistveil has a hallway inside at the main entrance.
*Amaya Lake Lodge is missing an entire room on the bottom floor and the room at the very top is very huge to the outside.
*Strident Springs has windows all over that don't actually exist inside.
*Psijic villa has a similar issue, however, it has a one sided magically lit window in the main hall that you can walk behind and "poof!" Wtf?
*Quondam Indorilia has towers that you can see from outside, but when you walk under them inside, the ceiling is concaved the same way it is everywhere else on the upper floor.
*NPCs will refuse to talk to you if you just zoned into a location or are still loading something, forcing the player to face the NPC while nothing happens till you try again later.
*Channeled heavy attacks (resto, lightning, mend spirit) lock players in animation and/or not completing, preventing use of other skills till you hit block to override the action. (This sometimes happens with sprint.)
*There are still instances in group content were pets are expected to be invulnerable, yet, still receive damage and die. This generally happens as a result of mechanics.
*Locking players from mounting and weapon swapping, when previously was permitted, seemingly at random.
*Placing a volcanic rune under enemy spawn points in battlegrounds can auto kill players to take full health environmental damage.
*A chaos ball can be taken with a player to their spawn point when they res after dying within a small window upon grabbing the ball.
*Weapons and their particle effects/graphics appearing below the player's feet.
*Mounting will fail to summon the mount or show other player's mounts at times, making them hump the ground while gliding across the land.
*Undo and morphs sometimes fires without restoring resources or other times doesn't bring you back to where you were. (Example being, even after a fall.)
*Casting Channeled Acceleration slows you. Originally before 3.3.5 Dragonbones all cast time skills slowed you by 50%, but this one became an exception and still does. The ones that were excluded from this change were melee abilities (Uppercut, Puncturing Strikes) or channeled abilities (Soul Strike, Rite of Passage, Rapid Fire). Channeled Acceleration does not have a channeled function despite the reasonably misleading name, just read the tooltip or try it out.
*Turning the camera while trying to perform jabs on Templar while also moving may hinder it from executing.
*Dragon's fire breath while swooping from above kills everyone in path before it nor the telegraph actually reaches them.
*The golden vendor hasn't been updated for two years, there are lots of missing sets, post Morrowind.
*Several other telegraph issues, such as gargoyles in Hel Ra Citadel (which also don't hold aggro properly anymore and ignore taunts at random).
*Heavy Dead-Water helmet motif has missing meshes around the neck peice that allows you to see through it. Where is my neck?
*Wayrest Sewer I doors don't prompt to allow players to open for some group members, especially before fighting Varaine who sometimes gets stuck and won't come down from the upper wooden platform. Forcing to fight at a range and having isolated party members wait.
*Goliath Bash.
*WW LA.
*Sorc/Warden Pet collision and targeting obstruct intended targets and waste resources, players expoit this in BGs by standing in and behind their collision boxes.
*The housing permissions glitch is back, allowing people to revert previous permission changes with a prompt.
*Trying to visit a house that isn't public nor are you listed as visitor for can sometimes result in a crash.
*Guard no longer double dips into the targets mitigation and then into the casters, but now ignores the casters' resistance and increases the damage taken by debuffs such as vulnerability. The damage taken can result in more than the tool tip while still mitigating a static amount from the ally. This double dips if both are debuffed.
*Knocking back a Necromancer in backoning armor off a cliff or into lava results in pulls that can kill both of you. (Not really a bug, but not sure if intentional.)
*Casting ground targeted skills while ground targeted abilities auto is set to yes (instead of auto or no in settings), if by accident you hit the skill twice, it forces the second cast of the skill in a queue and ignores other input/selection till fired. This results in a GCD (Global Cooldown) of ~2 seconds.
*Crown store poisons that deal poison DoT damage no longer scale to player level properly, resulting in significantly low numbers.
*The unstable wall of elements morph of wall of elements no longer has three Aoes that explode, instead the closest one to you does and the other two vanish. (Noted from at least the lightning version of this skill.)
*Pet's still don't enter pvp areas with full health even after the apparent "fix" awhile back.
*Shadow Image fails to revert the player back to the shadow, usually prohibited because of a lack of LoS (line of sight) which can be caused by; small objects, divits in terrain, or seemingly by nothing. The shadow is thus removed at the expense of nothing.
*There are "stuck in combat" issues that are caused by NPCs resetting (but not stopping) or not resetting at all. This also happens in PvP, regardless of being in a group or not, the in combat status seems to flag and not reset until players die or "blood port". Dying doesn't always resolve the issue, some instances with bosses can lock whole dead parties of 4 in combat, leaving them to try relog before they are allowed to revive.
*In rare instances, seemingly after dying upon impact to a snare, you can revive with permanent slow movement speed that even after dodge rolling (sometimes works) doesn't resolve. This is apparent in PvP, however, it can also happen at random and without dying where the snare times out as a debuff but the snare persists. This then leads to another problem where purges don't work because the snare no longer has an associated debuff it's registered by. There is another instance where this bug is caused by canceling a heavy attack that gets the player "stuck" in animation.
*On lower end systems in large zones like Cyrodiil, traveling at a great distance can result in cell loading issues where large sections of land (cells) load nothing but low resolution and low poly terrain. Stepping on this terrain can result in the player moon walking (walking on the spot), locking them in sprint (if they were running), float (if they jumped into the area), and leaving them vulnerable to enemy players/NPCs till the cell begins to load.
*The HUD (Head-Up Display) for any queue counter and status will sometimes disappear from UI when switching zones or facing a loading screen.
*The UI for allies in the HUD can show false indications of health, sometimes players will seem like they are stuck at 60% health when really they are full.
*The last boss in Selene's Web can cause pets to go missing during the pull and drop phase when the web breaks, this can be avoided by pet command [F] + Right-Click so they ignore and follow, otherwise, resummons them.
*Veteran Frostvault vault protector lasers bug out, causing them to go through the bubble shield or sometimes won't even make the shield.
*The health scooter/over-head on players can (but more rarely) suffer from the same issue as the point above.
*The Warden's bear, Feral Guardian and morphs active ability, will be interrupted by teleporting the bear to player if the target out ranges the area which calls pets to ignore distant targets and come back. When this happens, ultimate is still consumed.
*The hunger summoned by the defiler set fails to start attack animation, even if the target is in front of it. It will just continue to face and turn till it times out.
*Stinging Slashes Master weapon doesn't apply bonus damage to the final tick of bleed. [Needs further testing, knowing if it's an issue with all 1H types would be nice.]
*Abilities that force a target to move (pull, knock-back, or teleport) that has a stun component can cause the target to drag and continue in the momentum of the moment they were put in. This has been exploited to scale keeps and get out of bound with terrain/walls. Sometimes this is only a visual error and not actually happening from the other end user(s), where the laying animation is not resetting, however, this is different as they will clearly be in control of their laying sliding body (lol).
*Players doing the quest for Wayrest Sewer I will not be able to hand in to proceed complete their quest if they do not kill Allene Pellingare within her room at the end of the dungeon (example; running out of the cavern area into the sewer tunnels).
*IC banners that channel abilities such as HoT AoEs can sometimes ignore interrupts/bashes.
*Dungeons with animated doors that open to proceed the groups after/before bosses sometimes appear closed visually but can be walked through. This is most commonly experienced within the Banished Cells I and II but also happens elsewhere. This is also sometimes caused by not being present at the scene the animation happens.
*The Dwarven Crystal Mechanism that sells for 50,000g by the Luxury Vendor turns on and off, however, every second "on" state doesn't seem to turn on the light and sometimes doesn't play the exploding cogs/gears and sound effects.
*The 6th house totem sold in Vivec has a red glowing hexagram that isn't visible in preview mode.
*Duplicates of the same furniture items exists but under different names, example being fighters guild Hall Stewarts has a Daedric Chest which is also sold by the Luxury Vendor.
*Some duplicates have been crown exclusive knock offs with better functionality, example being the Coldharbour Chandelier sold by the zone achievement vendor in the hollow city which was also sold in the limited time Molag Bal Bundle pack which glows much much brighter (and renamed as Daedric Fragment, Coldharbour).
*Casting Nature's Grasp as a Warden repeatedly over great distance in battlegrounds can result in automatic crashes to the login screen.