Hello Slayers,
with the upcoming weapon reworks, I felt like it could be relevant for my list to appear here so we could refine it for the devs. I think most of the points are not very complicated to address, and they are NOT necessarily bugs, but missing features or misunderstandable features.
I try to include the last known state for the topics. Be aware that the idea behind them is to make the game more fun to play, more understandable, not necessarily harder. Some of the points could be categorized for use of teaching, maybe those could be handled as features with an opt-out option for the veterans who already know those.
GENERAL ISSUES
- There are no training dummies to test builds and combos [being addressed with the new Ramsgate]
- The UI does not guide the players in combat for the combo options [N/A]
- Damage numbers are too slow, often bugs out [N/A]
- There is no combat log for the tactician people [N/A]
- There is no death summary window, often people don't know what killed them [N/A]
- Trading an interrupt when the client-side shows a clear interrupt is not intuitive [client-authorative hit-detection should address it]
- Some modifiers hitbox is not where the client-side renders [client-side hit detection will help in this
- Some behemoth movements are displacing the hitbox, and we get hit by visually nothing [client-authorative hit-detection should address it]
- When breaking and stagger the same time the part break is prioritized (would be nice to get that knockdown) [N/A]
- A part break can interrupt a stagger state even if its the long one [N/A]
- Part breaks, Interrupts would be nice to be announced in the chat [N/A]
- Mastery, Bounty completion would be nice to be announced in the chat [N/A]
- There is no option to switch the HP/ST bar to percentage mode [N/A]
- AFK/Griefing player can stall a Danger 100% hunt without being in combat [N/A]
- Last Hit damage numbers are not shown [N/A]
- Party damage numbers are confusing what the logic behind them to show [N/A]
- Party damage numbers are not configurable (to show, color, thresholds, etc) [N/A]
- Inventory notifications are way too slow [N/A]
- Global timer actions (Aethercharge, Interrupt windows) is not a great experience, make those into a triggerable state [N/A]
- There is no indication for Elemental effects being close to applied [N/A]
- Staggered slayer does not have a visual indication like stars around the head [N/A]
- Staggered slayers have no cooperative counterplay, like make others hit you to recover [N/A]
- Dodges are highly unstable with latency [client-authorative hit-detection should address it]
- It's hard to know which dodges are perfect and which re don't (maybe a flying text saying "Perfect!" would be nice to have) [N/A]
- It is not intuitive when does the dodges have iframes, true it is something that people get used to, but a little guide would not hurt on this front [N/A]
- Hazards with counter-play (shock orbs flying towards you, koshai wines) not intuitive how to counteract them unless you try, maybe in the bestiary or via loading screen tips these could be hinted [N/A]
PERK/CELL/AMP ISSUES
- Rage does not have a visual effect on the slayer [N/A]
- Ragehunter does not have a visual effect on the slayer [N/A]
- Overpower does not have a visual effect on the slayer [N/A]
- Aetherhunter does not have a visual effect on the slayer [N/A]
- Player visual effects are not shown for party members [intentional, but would be nice to have it as setting]
- Buff icons are not unique [N/A]
- Ther is no hover state on the Buff/Debuff icons for PC players to get tooltips [N/A]
- Shield status is not visible on the party [N/A]
- Debuffs should color the party HP bars for more visual feedback [N/A]
- Conditional perk activation should be notified in the center of the screen [N/A]
- Health-based perks are not visible on the party members, it confuses people why someone at 50% [N/A]
- Lady Luck's barrage cannot be targeted, would be nice if it focuses on the behemoth which is being hit when it's available [N/A]
- Lady Luck's barrage does not stop when a behemoth dies, would be nice to make it stop and reset the cooldown so the remaining shots could be put onto another behemoth [N/A]
- Lucent perk is would be nice to be stackable [N/A]
- Using Insulated +6 homing shock orbs still able to lock onto you, it is not logical if you supposed to be immune to them [N/A]
- Molten drops sometimes do not fall all the way down to the ground, making it extremely hard to pick up in the air [N/A]
- It would be nice to have a perk overview where we would able to see the descriptions of the effects and not which perk we have (to aid players to understand their own builds) [N/A]
WEAPON/GEAR ISSUES
- Repeaters FOV limit is the worst experience in the game [N/A]
- Stamina-Movement based actions are hard to pull off from a standing still position, sometimes does not even work when doing it correctly due to latency issues [N/A]
- Evasive Blast interrupt hitbox is highly inconsistent [N/A]
- Some Unique effects are visible from teammates some are don't, make it behave the same way as a standard and let us decide to display it for the party or not [N/A]
- Legendary Repeater Barrels don't have prismatic cell slots like all other weapons [N/A]
- Repeaters do not have an initial perk/extra cell slot to bring their total amount of perks to the same total level as other weapons [N/A]
- Exotic gear do not have an extra perk on them to bring the total perk economy to the same level as any other gear (perhaps, switch the slots on them to prismatic?) [N/A]
- Repeater empowered state is not intuitive what it does or how to get it if you do not know it already (maybe have some clear indication like +20% damage on a pike?) [N/A]
- Weapons with highly mobile attacks often can glitch into the behemoths and cause acceleration bugs where we can still visit the stars [N/A]
BEHEMOTH ISSUES
- Stormclaw cage should be canceled when getting an interrupt [N/A]
- Heroic Stormclaw pylons have a shock puddle which makes it hard to play against with many range limited weapons (would be nice to get rid of it by hitting the pylon with enough damage or something like that). [N/A]
- Nayzaga shielded pylons are not clear that they shock you if you hit them without Insulated (maybe this can be hinted via the loading screen tips) [N/A]
- When reflecting a shock orb, it is not intuitive where should they go? Once you do reflect one, it is clear where it goes, but before that, there are no hints [N/A]
- Boreus shielding phase is not fun to play against, a suggestion could be to drop it and agro the minions instead and when clearing a wave to trigger Boreus to jump back to the fight. [Brainstormed internally]
- Boreus minion spawn is way too Random, fix the composition of each wave to make the fight tactical [N/A]
- Rezakiri actions are Random, update the AI to react to the slayers and have a tactical fight [N/A]
- The new sentries at Valomyr are not fun to play against, the old one which could not pass the shield was much more enjoyable [N/A]
- Valomyr orbs are not very fun to play against when you get chain-staggered (maybe cause a bigger knockback to clear the galaxies when you get hit?) [N/A]
- Molten drops can fall into the vulcanos of Hellion, it makes it really hard to pick them up [N/A]
- Hellion quite often clips through its vulcanos, making it hard to damage it, get Iceborn or Molten value [N/A]
- Enrage and Aethercharge is not well described in the leveling experience (maybe Bosun could have voice lines to guide slayers in the first few encounters) [N/A]
- Behemoths wander off and heal for no good reason far too often. [N/A]
- Behemoths can stop their attacks on the slightest Terrain bumps, which feels quite often really weird [N/A]
- Damage threshold interrupts are still missing from Quillshot, consistently showing these are extremely helpful for players [N/A]
- Some behemoth spawned objects can be damaged by the behemoth, this is either sometimes only one particular attack or sometimes any. It would be nice to know if this is intentional or a bug, in which case make it consistent would help a lot [N/A]
- Attacks and states on a global timer are not very intuitive, it would be nice to be able to trigger them with a particular attack [N/A]
END-SCREEN/LOOT ISSUES
- There is no retry/rerun button in every hunt [N/A]
- In escalation, it would be nice to group the loot based on the rounds or behemoths [N/A]
- The current grouping would be nice to describe from where did it drop each item [N/A]
- Parts are not grouped together, would be nice to have a better overview of the total numbers instead of this source-based loot list [N/A]
- Instance-based loot is very frustrating in groups (maybe let the parties trade loot at the end screen?) [N/A]
- A quick salvage button would be nice to convert loot into rams [N/A]
- When there is no need for a specific loot (as every weapon an gear is maxed out) it would be nice to auto-salvage the parts for rams [N/A]
- Loot orbs are not intuitive that you don't need to pick them up (maybe don't even spawn it, just pick it up automatically?) [N/A]
- Tracked objectives are not shown unless there is a progression in them [N/A]
- Loot tables are still not fully up to date, does not guide players to go for part breaks for the chance of getting epic drops [N/A]
- Chance based drops are at times impossible to get for days if you are unlucky, it is one of the most frustrating things in regards to the loot (maybe implement a probability increasing chance?) [N/A]
Which one is the one you would like to see, or which one you don't? Quite it in a comment!
Maybe add some insights on how would you imagine it or why is it not a good idea!
Clear Skyes!
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