*These are specific to XBox NA, and while they may exist on other platforms, I have no other basis for comparison, since I don't play at the same level on PC yet. If they are occurring on another platform, comment with that and I'll add it in.
In Cyrodil:
- When you enter a delve during times when there is a high population, you often can't leave, and you get a message saying "this instance is full".
It can take 20+ tries to get out, and relogging will often kick you out of Cyrodil entirely, which means you get to wait in slow moving queues of 60+ again.
- The Cyrodil "stuck in combat, can't mount, can't switch gear, can't port, can't do anything even though I haven't engaged in a fight for 5 minutes" bug is STILL here, 2 years later. But hey, they "fixed it" so we can't swap gear again in that situation. Sure helped a lot.
- Also, you occasionally get the "slow bug" in Cyrodil where you feel like you're stuck in an 80% snare in perpetuity, and the only thing that works is dying, so you get to slowly crawl your way to a cliff or tower to throw yourself off. Rapids and other speed boosts do not help, and run speed does not function. The slow affects you while mounted as well. The slow bug has been happening everywhere in the game lately actually, when it used to be just Cyrodil. Maxed mounts feel like they've never had speed leveled at all.
- Random load screens at keeps seem to be not-so-random. Every time the keep changes, or is "visually upgraded/downgraded", a loading screen occurs. Since these changes quite often happen mid-battle, the loading screens have become extremely problematic for fighting groups. Those of us who PvP do not actually care about seeing the keeps changing stature and would prefer to not be overrun by screaming hoards while we're stuck in unnecessary load screens. Further, your environmental changes often prompt extreme lag and/or load screens. Incoming fog, rain, snow, etc all cause glitches to the game and, while visually beautiful, are not helpful. Immersion is wonderful, but not at the cost of playing the game. gamerdvr.com/gamer/p00tx/gif/NaiveTatteredAztecant
- Rams are now highly mobile, independently of any player action or intervention. Current behavior trends now include randomly spinning in circles, jumping to the side of a doorway while wedging itself into a corner and becoming inaccessible, turning tail and fleeing around the circumference of the keep before disappearing at some point, and the newest one...leaping up onto the d-ring where it stays until one of the dumber members of the opposing faction burns it (we can't put a new one down while it's sitting up there...sweet) or the owner goes up to retrieve it. Thankfully, my alliance is not known for being particularly inclined to put down siege in the campaign I play in (they prefer to stack 50 players to one piece of siege, then light attack the d-ring while doing cartwheels through the oils because we're super OP), so this isn't often a problem for us.
- Entire sections of the map will "disappear", leaving what looks like an empty space where players are suspended in various levels of mid-air. This is often triggered by performing the super complicated, performance draining action of turning your camera right or left. No other action needs to be performed. Usually just moving around a bit in any direction for a significant amount of space helps, but many times a restart is required.
- Players are still often unable to break free of one of the 208349738734596 CC/stun mechanics in this game, in spite of having full stam (I usually have at least 15-16k stam and run at least 40 CP into break free cost reduction on my mag toons in PvP, so please don't suggest speccing more into stam). This is a really old issue that has been around for years and numerous bug reports have been submitted over it.
In Trials/Dungeons:
- AoE indicators are off across the board. Strafe indicators in Lokkestiis fight in Sunspire will show the incoming AoE going east to west right next to us, but will actually hit north to south right on top of us or nowhere near us.
- The Warrior in HRC is having the same issue with the direction of his shield throw, as is world shaper mech on Felms, poison cone on lothis which now spins like a fidget spinner while the affected player stands still, and bubble shield in SCP.
- Conversion indicators in MoL are still not working consistently, and even the battle notifications that should accompany the visual indicator are not showing up. This happens sporadically throughout the fight with the Twins, and will work properly on occasion. The battle notifications (text on screen) has also been malfunctioning in Cloudrest (Relequen overload mechanic and Galanwe's Ice drop synergy mechanic) and Scalecaller (First boss ice mechanic).
- Players outside of the Will's jump radius in vSS are being tossed into the air, stunned, and dmged. If there is a space that we should not be standing in order to avoid dmg, then it should be clearly indicated by the accompanying AoE.
- In vAS, Olms will randomly spin around to spit at multiple players behind him, rather than the kite healer in front of him, even when fully taunted.
- When the group wipes in vet Sunspire, we are often unable to rez at all because it still indicates that one or two players are in combat, even though we're all very clearly dead. The only thing we're able to do at that point is have those stuck in combat relog to reset the issue.
- 2nd boss in Crypt of Hearts (Skeleton dude) will often schming a player across the room and out of the active play area, and that player will be stuck in the wall, forced to wait until the fight is over to use "Get me unstuck". This one has been going on for as long as this dungeon has been around. Seriously?
- Many times, when you try to look a boss after a fight, you will get a "target out of range" notification and be unable to loot them. You will be temporarily frozen for maybe 1-2 seconds while attempting to loot, but the action will not be completed.
- Players are still often unable to break free of one of the 208349738734596 CC/stun mechanics in this game, in spite of having full stam. This is a really old issue that has been around for years and numerous bug reports have been submitted over it.
- Enemies in instances will often spawn in completely invisible, which means tanks can't taunt them, DD's can't target them, and we can't see their AoEs so we can stay out of them and stay alive long enough for the game to catch up. This is usually accompanied by an audible desync (as well as an impressively low frame rate) where the sound cuts out, only to come rushing in all at once after the adds finally appear. It's going to be super fun healing people through this without the current crutch tools that enable us to survive the "mechanics" that are out of our control.
On top of all of this, the game is so slow, stuttery, and choppy, you can't move out of the broken parts even once you learn to play through them. The initial onset of fights seems to bring on the greatest amount of lagginess. I would suggest not pushing the healing changes live until you handle these issues, because we actually need the cheese healing to play through the broken parts of the game that we have zero control over. Without it, we're sitting ducks.
Please feel free to chime in with more Cyrodil, Trial/Dungeon, or overland bugs that you've consistently seen and I'll add them to the list. It might be nice to have them all in one post for them to see (and probably ignore).
Edited by p00tx on August 8, 2019 7:06PM PC/Xbox NA
Unchained | Unstoppable | Mindmender | Swashbuckler Supreme | Planes Breaker | Dawnbringer | Godslayer | Immortal Redeemer | Gryphon Heart | Tick-tock Tormentor | Dro-m'Athra Destroyer | Stormproof | Grand Overlord | Grand Mastercrafter | Master Grappler | Tamriel Hero