Maintenance for the week of December 2:
• PC/Mac: NA and EU megaservers for patch maintenance – December 2, 4:00AM EST (9:00 UTC) - 9:00AM EST (14:00 UTC)
• Xbox: NA and EU megaservers for patch maintenance – December 4, 6:00AM EST (11:00 UTC) - 12:00PM EST (17:00 UTC)
• PlayStation®: NA and EU megaservers for patch maintenance – December 4, 6:00AM EST (11:00 UTC) - 12:00PM EST (17:00 UTC)

Invisible mechanics

BahometZ
BahometZ
✭✭✭✭✭
Has anyone else noticed that certain graphical cues aren't showing up consistently in more recent content? Since release the interrupt orbs on the first boss of Dreadsail Reef have regularly not appeared, nor has the wave that erupts from a destroyed weapon, same for the lines that project out of the runes. For the first two, there are secondary animations that are less visible that you can use, but the lines not showing up means you could be shooting them straight into group. It's very disappointing that this is still happening a year after High Isle was released.

Of the more recent dungeons, Scrivener's Hall has several visual bugs. One on the second boss, the giant worm, has synergies not appearing, despite many being available and off cooldown. This was noticed on several occasions in different instances, but seemed limited to the tank, and more noticeable on a necro tank. The other significant issue was invisible graphic cues for mechanics in the last boss on hard mode. The red icon above people's heads was not appearing for several people, this seemed to work on release, but now consistently it occurs that only one or two people have the icon, despite everybody getting the mechanic. This leads to people dropping AoEs in the middle of the arena because they had no visual cue. There have also been reports of invisible halos around people, which are one-shots if you step on them.

These have been reported, but considering how long gatekeeping bugs have survived in old content like Wayrest, Scalecaller, Stone Garden and Castle Thorn, not to mention others, I imagine we'll be complaining about the above until the game winds up.
Pact Magplar - Max CP (NA XB)
  • Necrotech_Master
    Necrotech_Master
    ✭✭✭✭✭
    ✭✭✭✭✭
    i have occasionally seen the issue in DSR where the teleport locations are not appearing, i dont think this was an issue when high isle released, we only started seeing this occasionally about 6 months later, sometime after firesong

    the only other consistent major bug ive seen is castle thorn, where the safety circle visually stops moving for someone even though it is still moving

    i never have problems with doors usually because i kill the mobs, and know which mobs are usually the problem (like the moat crocs in wayrest 1), the only time i would occasionally have problems with this was before the occult overload nerf and occult overload would get the final killing blow on the last enemy in a mob which certainly caused the door to bug (saw this in red petal bastion and dread cellar before, but i havent had an issue with this since they nerfed occult overload)
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
Sign In or Register to comment.