UI bug: Especially with the filter UI you can click ‘through’ the window, this causes your character to move and interact with things in the background. Some form of the UI seems to be simply visual and not related to any interactable (or well… non-interactable for the background at least) area.
UI bug: Regularly as you play the clickable buttons become gradually desynced, turning the hitbox pixel by pixel away from where they’re supposed to be.
UI design issue: UI windows overlap. Especially the idol enchant windows blocks the expanded tab overview.
UI design issue: Interactable windows allow interchanging items from the stash to the inventory during content. This seems like a quite clear exploit which circumvents the proper usage of the limited inventory capacity. If inventory capacity is of no issue then why have it? Could simply have a expandable list, would do the job as well.
Solution for that: Have the interactable windows be ‘placeholders’. The items not going inside directly but being ‘snapped’ back from where they were chosen. As a secondary measure having a toggle between stah and inventory to be opened so they cannot overlap by being open both at the same time and hence allowing potential exchange between them. Alternatively generally causing opening of a interaction window of some kind to only use ‘placeholder’ usage, returning it to the base after clasing.
Hitbox issue: Enemy hitboxes tend to be slightly inprecise. This has been substantially improved over the years but is still not perfect. This means when hovering over a enemy it sometimes can be off a few pixles, causing the wrong target to be chosen.
UI issue: Rarely Boss healthbars are not displayed. I don’t know why or how to recreate it, and it happened to me still in 1.2 at least.
UI issue: Tooltip DPS is ‘something’ indeed. I have no clue what exactly it maths out there but it’s not even remotely close to any actual damage, even for direct hit based skills. It somehow still has a rough relation to each other but for numerical reasons is entirely useless.
Skill related problem: Teleport has the chance to get you stuck inside of hitboxes. This has become better but is still existing. Collision is not causing you to get into a position where you could actually move away again, or there’s holes in some hitboxes which allow teleporting into the small gaps it creates.
Tomb related: The loading in of interactables like shrines takes a while. This means when you enter a Tomb you can miss out on one which loads in too late for you to see right at the beginning. Includes Nemesis as well.
Solution: Pre-load the map and the interactables before entering. For enemies it poses no issue as they first spawn location is substantially far enough in to allow the loading to happen.
Lagon Fight: You can safespot by using the few pixels at the edges near the tentacles blocking the arena. This isn’t supposed to happen and trivializes the fight substantially.
MG UI: More bad design rather then bug. When sliding the roll-range slider it should ‘lock’ onto the respective positions rather then smoothly slide. Unless I got it wrong it indicates that it displays the value showcased on the item but still uses the percentile roll-range in functionality. If I’m wrong great! Should still be changed. If I’m not wrong then that means if I just nudge it right before it flips over to the next value I’ll basically not get the roll-range minimum I declare I want to see as the majority of items in that specific roll will be excluded (since they include several percentile of the roll-range).
General issue: When interacting with UI’s the game simulation should stop. Accidentally clicking on a nemesis and then having a UI pop up in front of you is not a fun way to die. Not directly a bug but a very annoying way the system is handled.
Hitting through enemies: Especially with a melee detonating arrow build you can easily hit ‘through’ the enemy. Being point zero you often don’t do damage as you’re not perfectly in hit-range. This is extremely frustrating. Too far away is acceptable, but when clicking on a enemy while basically standing ‘in’ the enemy you should always hit.
Skill related bugs have all I’m aware of already been mentioned.