The spread works as intended. It does actually spread all stacks but because it doesn’t refresh the duration of the stacks you end up only getting a maximum of around 60% of the original targets stacks on the one you spread to (assuming base duration). I can’t comment on the damage inheritance since I haven’t tested that so that might be bugged but as far as the spread is concerned it’s working as intended.
One bug that has been around since beta is that the ‘From Blood’ and ‘Crimson Horror’ nodes in Sacrifice skill tree don’t work!!
I used to test the dps of a Blood Spectre. The damage numbers are the same no matter how many points I gave to these nodes.
I encounter an issue when playing in windowed mode, all resolution settings are not saved and revert to the maximum every time the login screen appears. I have to adjust them repeatedly each time I play
Death’s Calvary does not stack properly with Minion Traversal affix and this was bugged prior to release 1.0 and then broken again and still hasn’t been fixed.
Nothing more disappointing then getting a T7 rare experimental affix with a lucky slam then to find out it still doesn’t work.
I’m not sure if these are little bugs, but there are two things that bother me.
Ⅰ In Japanese (I’m not sure about other languages), the cause of death isn’t displayed on the death screen.
Ⅱ The issue of stuns on bosses making them attack more aggressively.
I haven’t used stun builds recently, so I don’t know how it works for the bosses added in 1.2 and 1.3.
Personally, I like the current stun system itself, except for the two issues below.
Therefore, I’d rather see these boss attacks reworked than a rework like the introduction of a stun gauge.
The following content will use the detail tag as it slightly deviates from the main topic.
Other issues I've feeled with stunning to bosses are as follows:
The boss stun duration is so short that Increased Stun duration seems almost useless against them.
Also, effects like "“Pummel and bash node (Werebaer)” that deal more damage to stunned enemies were almost meaningless against bosses.
It’s unfortunate that when bosses like Aberroth and Uber Abberoth deploy wards, the chance of stunning decreases, significantly reducing the return on my stun investment.
On the other hand, it essentially functions as a barrier for the enemy, which I also think is a good design. But I wish there was something…better.
Incidentally, if you're considering a stun gauge, I'd like to claim the following in advance:
"If I don’t invest enough for stuns, boss will be stunned around 2 times. If I invest enough, boss will be stunned around 5 times.”
This may be well-balanced, but personally I don’t think it’s much exciting if the investment results are like this. Of course, game balance is important, but I think it would be more exciting if the results were a little more extreme, like stunning the bosses 10 times or 20 times.
I don’t think the Hemophage node in Sacrifice is working correctly; my specters do not last any longer against the target dummy with 1 point vs 2 points, even though it should be doubling their leech. They do seem to be leeching and presumably it’s from this node. Possibly 25% leech is so much that they’re hitting a cap, but I know of no leech caps other than pending leech healing being dropped if you hit full health and that should not be affecting my tests.
Could not confirm the lack of intelligence scaling on blood specters, I don’t have enough gear with INT but not VIT.
I confirm that From Blood and Crimson Horror are both not working properly; I noticed no difference in damage when removing the nodes vs the test dummy. This means the build is doing 1/4th the intended damage. Possibly the nodes are implemented as increased damage rather than more damage, my testing was not detailed enough to distinguish.
Do you know how many hours I have put into this build? And it’s doing a QUARTER of the intended damage?
Just confirmed that bleeds applied by Bone Curse STILL do not scale properly; a single bleed stack from bone curse does half the damage as a single bleed stack applied by my basic attack.
I believe the Hemorhage and Toxic Transmission nodes in Spirit Plague’s tree have the same issue of not scaling properly but that’s a little hard to test.
Those are scaling issues that have been there SINCE EARLY BETA.
My two bugs - for everyone’s favorite bug form - Locust Swarm conversions. Both locust swarm conversions are bugged, and have been for a very long time.
The cold conversion (the Swarmblade Form node Frost Bites) stopped converting the poison half of locust swarm to cold in 0.9 when multiplayer released. Frost Bites converts all your poison chance globally, so there’s no reason why I would want to scale poison damage if I take that conversion.
The minion conversion (the Swarmblade Form node Soaring Scourge) might not have ever worked, not sure how long it has been broken. This one disables all damage scaling for locust swarm from the swarmblade form skill tree, as well as disabling attribute scaling, making it a completely unusable node. (If you fix this node, it might be a nice touch to have locust swarm scale from locust-specific stats, too.)
P.S. Does it count as a bug that we don’t have a swarmblade form / locust bee MTX yet?
Breakables in general have a VERY inconsistent hitbox. Different sets in different areas have their personalized glitches: some aren’t highlighted as breakables when hovering over, some can’t be targeted properly by projectiles (those just zip right through or overhead harmlessly), some leave behind their meshes as invisible obstacles, rendering the terrain they’re located on untraversable (looking at you, casket heaps in Majelkan Catacombs).
Traps spread out way too far apart in a fan shape when thrown in a cluster (No Man’s Land node in Explosive Trap tree, Server of Tricks node in Net) regardless whether thrown by a player or by a shadow, which results in traps landing in non-traversable areas. As a solution I’d offer using the “Grand Diversion” Decoy logic, as in placing traps in a tight circular cluster around the cursor and do preliminary traversability checks for each trap.
Summoning a totem consumes mana and cooldown but does no actual summoning when hovering over a non-traversable area (case in point: Totemic Grove enabled Thorn Totem).
Adding to what’s been said about subskills not inheriting damage multipliers: Ring of Shields (Immolation and Collateral Damage), Forge Strike (Shrapnel). Likely Shield Throw (Eruption of Coals) as well, but that’s a whole another issue in itself, given the node’s tooltip.
Sentinel: Shield Rush bug: It feels like whenever you change instances (going from echo to a tomb for example, or going into a rift beast side area, or coming back out from either of those) the first time you use shield rush, it uses it in place. Consuming the mana and cooldown, using the animation, but you’re standing in place.
Simgear is detected as controller and mess with game when game is out of focus.
Here is example of this issue. I have pedals connected and this happens all the time and I’m unable to play untill I disconnect pedals what is not convenient at all. I have this issue since season 2 and was not fixed. That is also a reason why I do not play anymore.
Link to post on bug report forum
The general lack of clarity on very important mechanics >> for exemple subskills.
The get more dmg from the parent skill but not if its based on a condition of the target >> This is written nowhere in the game, most people dont know the even benefit from More Dmg from the parent tree.
Same with the Attribute scaling (btw cleaning some of the tooltips like Lightning bolts in Smite, or Flame Burst in Shield Throw is very necessary to not throw off new player).
Also coming back on the tooltips situation, they need to be maintained better. Int in the character sheet still saying it gives 4% Ward Ret for exemple is pretty bad. I am sure they are a lot more.
Just fyi regarding wolves, you can summon whatever your limit is (with the Predator Node) by making sure 1) you don’t have Tyrant’s Skull equipped 2) Remove any other summon companion spells from the hotbar including Summon Wolf.
Then return all the Summon Spells, cast Summon Wolf and, if using the Claw or Fang, you should get the one default wolf + others up to your companion limit. You can then re-equip TS if using. You can also then summon any other companions (which of course will unsummon 1 wolf for each additional companion you summon).
It’s a pain to do that every time you transition or put points into Summon Wolf or any passive that impacts wolves.
I really wish a dev would acknowledge it as an issue and agree that this is not intended behavior.
Sentinel’s shield rush (And Werebear’s Rampage) when both have their cooldown’s removed, can get the worst stutter in the world, I believe because of server desync? Idk, its been an issue since 1.0, possibly before then.
Forge Guard’s Smelter’s Wrath Axe Volley apparently doesn’t benefit from anything else on tree, or has certain mechanics/stats to it that don’t work alongside it even though they should.
The armor/endurance threshold node in smelters, I can’t remember for sure but I think the endurance threshold part of it doesn’t work.