Excluding the lags and bugs and skills not firing, we have also many bugs that plague specific dlc dungeons.
I will probably forget some, but let's start making a small list. Anyone that has anything to add feel free:
Scalecaller : inconsistency of the stone mechanics, most apperant in hard mode tries. Sometimes it stones if your feet merely touched the ray. Sometimes you need to run in it for 5 seconds for it to stone you.
Fang lair + moongrave : I put them together since they are plagued by the same problem, wrong aoes. Both tail swip (aoe from thurvakun that knockbacks) and fus ro duh (from grandwulf) are many times wrongly telegraphed, bringing to random one shots if you don't roll (in vFL, #pushed into walls) or block (vMGF, hardmode).
Frostvault : ok this one is a pain point, the obnoxious crush at last boss was fixed (finally), but with the fix, lasers are even less consistent, killing people that hide, ignoring people that run through them, makes a very "unique" experience running it, especially with weaker groups that get more phases per fight.
Additionally let's address avalanche. I am very, very happy there is a boss with unique tank mechanics. Very happy. There are just 2 smallllll problems.
1. If you are 5m+ away from him and he casts his dance you get late telegraphed one shot that you can't do anything about.
2. He just disappears after first wipe. Making it almost impossible to complete "cold potato" achievement.
Those are the major ones I can remember (which means there are probably many more, like the non working synergy in vICP that I initially forgot because I don't run the dungeon.)
In addition to the major ones, we have many, many, minor ones. Many. I mean seriously, one man walls in vDoM, once I had Mylenne mooncaller drop her enrage randomly, giving me and my group the achievement of killing her without cleansing the enrage, and boy we didn't have the damage for it. fv is so broken that even the mobs spit in your face, you can get cc'ed 3 times in a row, shield bash into shield bash into two handed heavy, which is against the zos "cc immunity" policy.
I will stop with the minor bugs and go to the next section. Bad design.
I know I know, bad design is not always warrant for "fix it", but hear me out, especially since some of those might be bugs.
Let's start with fv. 2nd boss. His fire jump. When fv first came out, it was consistent, he did the animation, jumped, ended up in the same place, started channeling. Now: he does the animation. Then 30% chance he throws the bolas
then 50% chance he will jump to a random place on the map, starts channeling.
Next on the list of bad design we have vMGF, and the phases with stones (1st boss) and geysers (3rd boss) now, ignoring the fact that the boxes are clunky in 3rd, the amount of projectiles (4) makes it very bad design. First, if a heal/dd by chance gets x4 of them, if he by any chance didn't block or roll or shield (which nobody got stamina for) he is dead. Chances for that are 3/256 per volley (if everyone are alive), which is very low, but still rarely happens, not to forget that you "need" to drop block for heavy attacking orb or light attacking boxes. The real problem is not only that the chance exists to begin with, but becomes much much higher, when group is weaker, and loses a member or two on the way. And let us not forget the horrible box moving in 3rd boss, which gets bonus points of bad design because the best strategy is just to stack in middle and let healer outheal (lol)
Let's track back to vFL, the beetles. Long ago, before the "cc immunity changes", tanks could literally stun/root/snare beetles, and then do it again when it ran out, and after 10 seconds beetles died on their own. It was a neat tank mechanic. Then, zos decided to "address" stuns and the like, making beetles cc immune. Creating"rng based" beetle race, in which if *** doesn't line up well (walls, aoes, etc) tanks don't have counter play for beetles and will be forced to get the unpurgable DoT on them. Long story short, there was a dungeon mechanic, combat changed in a way that hit that mechanic, mechanic was not addressed to compensate the changes.
Now to close the thread in a positive note, have a picture of me falling below the floor in vLoM after maarselok pushed me below it with his fat booty.