There are some glaring issues currently in Cyrodiil/PvP that either need fixing or clarification on intended mechanics. If anyone has anything add feel free to add below. Perhaps some of these could be addressed before go live or in preparation for QOL patch later this year which could lead to much better consistency in these interations.
Bugs:
- Tri-Focus passive is currently bypassing battle spirit when targeting pets
- Elf-Bane currently works with siege (Developer's have traditionally said sets should not work with siege - numerous fixes to Vicious death have been made over the years in regards to this)
- Vicious death currently works with siege
- Warden portals can pull through any wall/Door or surface
- Meteor (all morphs) can be used to knock players up into any wall or doors and get them stuck
- All knockbacks (Templar Javelin and Bow Scattershot) can "Desync" players so that the character cannot move or cast abilities until they are CC'd again. This can also be chained under heavy server load to where you can infinitely lock someone.
- It is possible to siege "underneath" players (Place a treb shoot up at a floor) and this will connect. (Maybe intended?)
- A lot of heal abilities and some damage skills can still bypass walls and floors even though this was addressed some patches ago
- Snow Treaders users can still be CC'd by immobilizations such as bombard... Sometimes (its widely inconsistent)
- Some Stamina skills such as Unstoppable cannot be cast in a negate
- Dark Talons will also fail to apply damage in some cases (I know the Devs know about the immobilizations already failing to apply in some cases)
- Volendrung never spawns outside of the 3 spaces around each faction base
- Volendrung can spawn on a faction that has all scrolls + emperor (This surely cannot be intended given its stated purpose?)
- Using gap closers including leap can sometimes "lock" the player using them so they can use abilities anymore
- Streak can cause a bug where the target can no longer sprint but can "break free" anytime they wish
- 4000+ day debuffs never went away and some sets can cause upwards of 20+ of these debuffs to stack
- Silver Shards in some cases can hit the same player twice with its second damage component
- You can jump through destroyed milegates
- There are many health desync's left that are cuased by some abilites. They are quiet hard to track given the nature. (Such one could be endless fury)
- It is possible to purge plaguebreak without an explosion using Renewing Undeath
- You can become locked into a heavy attack with a dodge roll interaction. (I believe this particular bug is known already, but seemingly no fix was every applied successfully)
- If you are out of a specific render distance to siege the incoming projectiles will not be visible nor generate a ground AOE causing siege to become "Invisible"
- You can become stuck into milegate bottom section rooms and scroll gate bottom rooms if leap is used on these areas. (It will knock players into the floor causing them to be stuck in the textures)
Potential issues:
- Guard debuffs are currently set to the following values for abilities and are far outside of other PvP values:
- Guard snipe defile - 50% defile (Can stack)
- Guard puncture - 30% damage taken
- Guards can chain through any surface / wall and can pull people under the map (Faregyl Inner main gate one area)
- Guards have access to a CC that is no longer accessible and can bypass players already on CC cooldown (disorientate) (Mender NPC)
- Similar to above guards abilities seemingly obey none of the imposed rules of Line of sight (Negates through 2 floors etc)
- Interactions with NPC's during peak times cause more lag. This could be a cause that the NPC's have never really changed or been updated. The team may want to look into the ability. See above for examples. There is also odd behavior of them also teleporting and freezing during heavy server loads.
Clarification needed:
- Should siege proc status effects? Currently this can enable some more sets other than the ones listed above to be able to proc certain sets
- 1-2 Patches ago shields could be rolled or blocked. Was this fixed or was this an unintentional change?
- You can re-spawn into combat. This looks like it's caused by longer duration effects such as DoT's. Should these be cleared on re-spawn? (Might help to fix in combat issues too)