Ninety-Nine little bugs on the wall

The text box on the pop-out stash tab panel to show only the tabs where at least one item matches is very useful; so is having it pre-populate with appropriate text when you’re using special crafting stations (e.g. Farsight Turtle). However, the station’s interface blocks the list of tabs on the right, so you can’t click on any of them – not even the ones partially exposed. So what would otherwise be a helpful feature is rendered mostly useless due to an interface quirk. This is on a 1920x1080 monitor.

There doesn’t seem to be a way to purchase stash tabs using only a controller. There’s no way to scroll past the last tab to the button to buy another one. I use my controller to play on my tablet using GeForceNOW. If I use the touchscreen to scroll to the right, suddenly the button appears (but this would be no help for players using GFN on their TV, for instance). Oddly, buying a new stash category works exactly as expected.

If I take Bone Curse’s Oppressive Gaze node, which makes it single-target, Cursed Ground and Bone Eruption stop working. This makes a certain sense for Cursed Ground, which relies on the area of effect that Oppressive Gaze removes; less so for Bone Eruption, which could just as easily be centered on the single target. In any case, if these are intended interactions, then both nodes should specify that they’re incompatible with Oppressive Gaze.

There is a newer bug that I believe should be addressed.

When opening the Stash to find an item to replace the Nemesis Egg, the LP0 is already in the search window but the tabs that do not contain appropriate items still listing (shows all tabs rather than just those with LP0). I have to replace the search, usually just replace the “0”, then it works correctly.

The skeletal mage damage mod on helm and armor not working. Made a bug report about it already months ago.

I posted a bug report on abom randomly despawning when summoning bloodwraiths with the sacrifice node a few months ago, and it has yet to be addressed.

I did some more testing since then, but due to the extremely random nature of the bug I couldn’t find anything conclusive. My two best guesses are:

1.) Abom is randomly sacrificing itself when it shouldn’t.

2.) A bloodwraith spawns in the abom, causing the abom to despawn.

I hope the devs can atleast confirm that they are aware this bug exists.

Edit: Here is a clip of the bug in action:

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Flayers Pride doesn’t work with Smite because Mana cost != mana consumption. However, the tooltip wording suggests otherwise.

Pretty sure i checked and this still wasn’t updated in season 3.

Heres a link to the forum report from 2021: Flayer's Pride not affecting Smite Sacrifice

  • Not bug, but issue. “Banish” option on a nemesis after upgrading it >=1x is technically useful in some cases, but relatively uncommon. Add confirmation dialogue since this can result in gear loss. Consider egg 0LP → misclick banish.
  • Evading into the bridge on the NE side of last refuge crosses it, even if it is still up. This skips a small part of the story iirc (pannion students encounter)
  • Lagon is unpredictable…especially when phased too quickly.

There are certainly more pressing issues, but those have been bugging me personally (except last one?):

  • In the stash with a search term, dropping a matching item into the stash doesn’t highlight the item and its tab. Only after closing and reopening it, the item is highlighted correctly.
  • “Click-through” in menu panels.
  • The Woven Enchanter panel is blocked when stash and tabs side-window is open.
  • WASD with a skill assigned to left-click does activate the skill, even if you click something to interact with (when that option is activated too).
  • Fangs of the Berserker doesn’t scale Frenzy per Strength properly, is what I’ve been told?
  • Dual Wielding Flurry (with Shockwave node) or Melee Detonating Arrow (Jelkhors) causes the enemy to take around 5x the normal damage depending on the position of your character/cursor to the enemy:
    Flurry (Bug showcase at 4:34):
    https://youtu.be/wRJ-cVx6KT4?si=hQ8y2_12iL3Oxmu_&t=274
    Melee Detonating Arrow (video is 2 years old but showcases the same behaviour today. This one is harder to replicate because the weapon range of melee DA is smaller):
    https://www.youtube.com/watch?v=7E-ypGZDmMk
  • Concentration (Marksman Passive): It does require you to be wielding a bow. Nothing mentioned in the tooltip.

  • Flurry (Billowing Waves) - Wave Range area not working

  • Zeurial Hunt - Haste effect is only active for 1 second instead of 2

  • Acid Flask (Hydrochloric Acid) - Global Poison Chance in character sheet also working outside of poison pool based on the duration you specced into (Lingering Toxicity)

  • Decoy (Rewired Detonator) 4/4 points generates mana on Remote Detonation.

  • Synchronized Strike (Crimson Storm) - Wrong Tooltip. Buff duration is always 3 seconds. Points invested only regulate the amount of Crimson Shroud stacks.

  • Lethal Mirage does not benefit from the 100% melee crit strike chance while in fighting arena while Gladiators Oath is equipped

  • Multishot (Point Blank) - Close combat/Far away enemies distance is very misleading for this node. Once you stand right ontop of an enemy you gain the full 75% dmg bonus. Standing away 1m or full screen to an enemy you deal the same less dmg penalty. Dmg should fall off per meter according to the tooltip.

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That’s likely because you don’t “use” Shadow Daggers, it gets proc’d, ditto for any of the “dusk shroud when you use a melee attack” effects.

The Arrow Traps node in Explosive Traps doesn’t cast Detonating Arrows if you have Jelkhor’s Blast Knife equipped.

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.

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By the way, it seems that the attribute doesn’t modify the Blood Spectre’s damage either.

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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

Old Post about Bug
Necro Death’s Calvary + Minion Travel Affix Bug

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. :butterfly:

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. :dizzy:

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:
  1. 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.
  2. 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.

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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? :honeybee:

  1. 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).
  2. 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.
  3. 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).
  4. 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.
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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.