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)