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over 6 years ago - /u/anet_ianim - Direct link

Originally posted by Chris2899

Nice work lads ^ As for the broken mess that is KC, can anet please for the love of god get their heads out of their asses and start fixing it? Countless bugs have been reported for years, yet nothing has been done. Spaghetticode hype!

List out some bugs, preferably with some repro steps, and I'll make fixing as many as possible a priority for the next raid release.

This one has been fixed internally.

over 6 years ago - /u/anet_ianim - Direct link

Originally posted by EmmaGifu

Can we have any word on the bugs that exist for other bosses as well?

*The death on teleporting from platform to platform on Deimos is particularly annoying. It appears to happen only when you get teleported while using a skill that locks you in place or in movement.

*VG disappearing from platform sometimes. Seems to happen depending on where the tank is standing.

Sure!

The first bug is a desync issue between client and server, and is rather difficult to isolate but also to remedy without significant engineering time. The work around, in the short time, is to refrain from using skills that control your movement when a teleport is about to happen. Anything that moves you or locks you down.

For VG, refrain from tanking him while hugging the wall. What is probably happening is that the pathing AI is attempting to run somewhere outside of the arena boundary. When he leaves, the encounter resets.

When we have more engineering time to dedicate to these bugs, we will get them resolved properly.

over 6 years ago - /u/anet_ianim - Direct link

Originally posted by LunarStrikes

Wing 3 is known to be full of bugs. Why is it that when there's something that's actually beneficial to players, it gets fixed the moment it's found out, but the bugs that are really annoying (especially the recent one that messed up the aggro mechanic), it takes so much effort to fix it, if at all?

Perhaps not all situations, but definitely for the raids team, it is that players tend to be more vocal about bugs that are particularly broken. It gets more vision, and that means we are able to see it. If bugs are reported on Reddit, that doesn't guarantee that we will see it, but we certainly try! Some bugs, like economy issues or constant client/server crashes, etc. we have a better ways to be automatically alerted.

I can't cover all situations - certainly not in a few sentences - but I hope that explains a little bit.

In the future, if you encounter a bug in raids, report it through in-game means, but also send me a DM. Bugs need squashin'! We just need to be aware of what they are and where they are.

over 6 years ago - /u/anet_ianim - Direct link

Originally posted by Chris2899

*Statues move in a circular fashion rather than towards the fixated(often causing merges if doing midstrat). Replicated by the fixated player moving in any way that isnt linear to the "fixation beam".

*Colored phantasms not despawning after cc(https://youtu.be/1z5St4YHsd0). Seems to be caused by breaking the bar too quickly.

*KC not spawning after orbs/invisible - don't know how to replicate

*Statues not removing stacks once killed - replicated by killing both as they are about to merge

*KC moving away from tank(seems to be related to the general pathing issue in raids) - replicated by running through hitbox at the start

These are the main bugs i can recall at this moment, but I'll ask in guild if they have anything further to add.

I've sent these over to QA to get tracking bugs on, and I'll aim to get these fixed for the next release.

The first bug sounds like a pathing issue, and not one that I will likely be able to fix without an engineer digging around through some deep code. Same with the KC moving away from the tank. But that doesn't mean I won't look into it!

Cheers

over 6 years ago - /u/anet_ianim - Direct link

Originally posted by Sly_Allusion

To add to VG, we had a revenant die outside of the arena while we were tanking vg in the middle(couldn't have been UA taking him outside). We aren't even sure if it was a blue port or something else, he was just dead with nothing in his combat log.

If I'm reading this correctly, it sounds like the Revenant was outside of the arena when he died instantly? That sounds like he was killed for leaving the encounter boundaries, which doesn't report to the combat log because that particular death is the game saying, "nah, you dead."

over 6 years ago - /u/anet_ianim - Direct link

Originally posted by -Kahera

There's also the issue of some raid bosses that randomly decides he doesn't care about who's tanking anymore. MO is exceptionally bad, but other bosses such as VG, Xera and Deimos also like to go for random dances elsewhere from time to time.

On MO the soldiers have started exploding every single time they are killed. Afaik it used to be that they only exploded if they died (or timed out?) on a field that was lit, but now they explode every time. Super annoying since it's pretty much a one shot if it isn't mitigated.

Deimos have the issue where if a small group of people get ported and can't kill Saul on time, it kicks the next Saul instantly to the main platform (instead of when it hits 50%). The people from the first and second port is stuck on the platform you're teleported to with nothing to do except get damaged by the ticking damage. This also happens if someone goes down right before the port and stays in downstate until the next port.

Tell me if any of these explanations don't make sense. English ain't my native language

The issue of raid bosses seemingly at random disengaging the tank is a problem with how the creature is attempting to navigate. It's a deep coding problem, and one that we are trying to find a resolution for.

The MO soldiers is interesting. I've notified the designer and QA. Same for Deimos. Thanks for reporting!

over 6 years ago - /u/anet_ianim - Direct link

Originally posted by Photoloss

Not sure how many qualify as "bugs" and how many are "design errors":

  • fixated phantasms seem to have a longer combat range than any of their skills. Standing still while fixated will sometimes make them pause unable to actually hit you, but also not drawing closer.
  • fixation sometimes does not display/render, announcements are delayed.
  • mesmer illusions (probably other pets too) follow the KC core during the push phase, attack it and deal damage, but do not seem to trigger the actual push. Mainly a problem in less skilled groups where you then cannot tell what else is hitting it amongst the damage floats.
  • overlapping orange telegraphs, such as when the timed bomb and the rotating smash fire at the same time, will cause the area of overlap to render neither telegraph or hide one of them completely
  • the coloured orbs are oversensitive to the extreme. <100ms ping, camera looking downwards and yet some still fly right through me while others don't. Not only me either, probably a general position desync issue.
  • general aggro/pathing issues, not as bad here but you still notice it occasionally.
  • phase changes are all kinds of buggy. Skipped phases, delays and inconsistent timings, you name it. Basically any time something else is going on when KC phases something will go wrong:
  • The dark illusions can still time out and kill you.
  • The rotating slam continues and deals damage ~1s after it goes invul.
  • If a phantasm is killed after KC goes invul but before it initiates the coloured orbs the boss will lose a stack and not regenerate it after the nuke.

Some non-KC ones:

  • you can teleport out of at least VG's arena. Illusionary Riposte managed to do this yesterday somehow, tank insta dies.
  • VG greens seem to only update their player count once a second or so. A clutch "save" via dash/blink will still get everyone nuked
  • the "strip boon to hurt mob" buff sometimes remains even when you strip the Protection off the blue guardian. Might be an update timer issue, with mesmer autos it doesn't last long enough to tell.
  • if Gorseval is killed during the final second or so of World Eater the party still wipes after receiving loot and event credit, seemingly to no ill effect - conversely quite a few bosses can be killed ~1s after a wipe from residual condition damage, whether or not this grants loot varies by boss and exact timing.
  • Pioneers at Sabetha will wander into the centre and get killed, despite having valid targets in range of their attacks. Can you please swap their AI with the KC phantasms? XD
  • the heavy bombs thrown by Sabetha often explode for heavy damage if kicked on the last slice of their pie timer telegraph. Occasionally I've had them update the timer to full instantly and explode when they were 2-3 slices from detonation, despite having no other lag issues.
  • the AoE-dropping effect applied in tandem with White Mantle fear effects does not always get removed when the fear is broken/cleansed. Mostly observed with cleanses via Restorative Illusions or Mender's Purity.
  • if Continuum Split ends while being sacrificed at Matthias your health resets to your "normal" value, essentially an instant death.
  • targets under sacrifice gain increased health and damage reduction (armour?), but take full condition damage. This often leads to deaths from condi AoE where equal direct damage would leave but a scratch.
  • mines respawn erratically while escorting Glenna, including 2-3s after they're destroyed at times.
  • mesmer illusions (and probably all other companions) cannot deal damage to McLeod's split clones even if their master has the correct buff
  • Tides of Time fails completely at certain locations, some of which are clearly arena design issues and not just general terrain limitations. The outer wall at VG is inconsistent, sometimes absorbing it other times reflecting properly. Most notably during the Xera fight the centre of her main arena destroys the projectile (no spin-in-place "collision fail") and displays "obstructed" of all things. The three "stand here to make shard vulnerable" spots in the opening phase show a similar behaviour, ToT instantly gets obstructed but here it manages to bounce back at you. Any chasm surrounding the arenas will also often swallow the skill, an issue some other areas manage to cushion by respawning the return stroke at a nearby point on the platform, but this is a general design issue with the skill and not directly tied to raids.
  • Cairn's teleport AoEs have TERRIBLE!!! telegraphs! Yes they're pretty but the fancy effect is overwritten by e.g. my own well animations sometimes making it impossible to see the actual danger zone. Please draw the outer red circle as an actual attack telegraph rather than a skill effect.
  • Deimos sometimes seems to spawn way too many tears flooding the arena with 5+ while we still have the debuff.
  • some people cannot see the Mind Crush shield bubble/telegraph (render issue), not good when they're on hand kiting duty.
  • if you are in Continuum Split during a teleport between realms, you're dead.

Generally most of these are either animation/render issues or related to specific skills (don't mess with the timeline, folks!) but some like ToT (and other piercing projectiles I would expect) getting stuck/destroyed are specific to arena designs with invisible helper objects and others (like pets doing no damage to McLeod) pop up time and again regardless of what content you're playing.

Mmmmm... delicious feedback. Thanks! Added all of that to the list :)

over 6 years ago - /u/anet_ianim - Direct link

Originally posted by Chris2899

Cool, it is very appreciated! On a different note, can you please clarify something about Mursaat Overseer? From release and up to somewhat recently, soldiers would only explode upon death of they were standing in a claimed area. Now however, they explode regardless of if they stand in a claimed area or not which seems like a bug or unintended effect? I'll try to find footage of this later in the day.

They always explode when they die. /u/CrystalRAID may be able to expand on that if necessary.






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