Resistance has a chapter within the sewers where you need to fend off the karkaradons with Grizz but sometimes either the last wave of Mobs delay or don't show up
Grizz will be stuck in combat even after the last wave has been defeated causing the fight to prolong and not move on to the next cut scene to progress the story, some have been able to get grizz out of combat by simply walking all the way back to the beginning of the chapter but some folks don't know about this method making them quit the chapter
Whiteout: Several instances of player character doing the Juryrig slide in cutscenes. In the McReady cutscene in Whiteout #2, player slides by the "alien detector". In #3, both the player and Justiciar slide after scuttling Cyberlord's ship.
I believe there was some sliding in Resistance as well but I didn't note where exactly.
Roinesh knock-to powers don't seem to apply or check knock resistance.
In chapter 2, the investigation phase, there are six people in building 1, but only three of them can be suspects.
In chapter 2, the investigation phase, one of the dialogs from those six people doesn't have a name on it.
The steelhead flamethrower says on its tooltip that it can apply clinging flames. This does not seem true.
In chapter 3, the Cyberlord fight sometimes glitches if you don't have a nemesis. Also, cyberlord is super squishy (I didn't test if the fight would break by oneshotting him)
In chapter 4, the sasquatch boss has a very small aggro radius (smaller than the room he's in) and his aggro resets if you get outside of that radius. He also has knockback attacks that can knock you further than his aggro radius...
In chapter 5, the (second version) boss once again doesn't apply knock resistance, which can get you repeatedly juggled. Also, the targeting on his attacks is off, if you stand right in his face he can't hit you at all.
Resistance
I have in the past defeated Warden Arcana before she could trigger her immune rift phase (it triggers at 1/3 hp, just drop her from above 1/3 to zero in one hit). This breaks the fight.
There are also design issues with APs and comic series -- they have a lot of cut scenes, filler, and timed events that you can't accelerate, that are nice to look at occasionally but have very poor repeatability and mean they're a long grind to complete, and the rewards are very poor relative to the time investment.
Resistance: Character sliding during cutscenes occur when setting the charges during 'Multifaria Mayhem' (the sabotage objective).
Resistance, prison: If captured, there's a lot of character sliding along with collapsing guards (that rotate on the floor) while escorting my character away.
Resistance: During the final fight, after a little while Dr. Destroyer seems to spend most of his time on his knees despite being at close to full health. When this occurred I did not see his yellow force-field, which I have recollections of seeing when I first ran it. I ran it at Elite, if that matters.
Whiteout: As noted by Pantagruel, the Roin'esh knocks appear to ignore knock resistance. Chain knocks are exceedingly common.
Whiteout, ch. 4: The Sasquatch boss defeat animation consists of waving his armour and sinking through the floor, which looks quite odd.
Whitout, ch. 4: When the Roin'esh steal the power cube and blast a hole in the wall, there's a Roin'esh between the cube and the wall. Seems strange it doesn't get vaporized.
Whiteout, ch. 5: While not a bug, I'd humbly request that you avoid scripted defeats like in the beginning of chapter 5. Please handle this in a similar manner to the Aftershock, where you can defeat the army of Horrors without assistance for a perk. If it means missing a cutscene I've seen many times prior... even better.
Whip attacks are Ignoring Knock resistances and have no internal CD as players already suggested
The Final Boss still suffers from the old Visuals scaling with Target! Both his Attacks and the Player's attacks against him scales with his body size, causing lag and framerate issues
After the final boss battle, Interactive with the artifact has a low chance to not complete the Whiteout mission, having to do part 5 all over again
Aftershock
Entering Aftershock removes your Resource Boosts completely! Even those from Devices
Example: Last Anniversary, the buff from the Questionite Boost given from the celebration quests was stripped away complety after entering the Adventure Pack
Issue 3: A Long, Long Way From Home:
There's is no Reward circle anymore as the game states after defeating all the Horrors
Depending on your choice to use the helicopter to attack horrors, use Ripper's help or One Man Army Solo everything, it cause some issues with the NPC's interactions! For example Ripper won't move at all to help you
Operation Demonflame
Defeat Luther Black
During the Final boss fight, Luther will keep casting the MINION. BE EMPOWERED! Causing a Mutilated Scythehand minion to gain ridiculous size!
The problem is that, once again, the Attack Visuals scales with enemy's body size, causing lag
and the battle can stuck on an endless Loop since the Minion is not easy to be taken down at this stage!
This is a screenshot from 2013, I'm still reporting it for reference since I never seen a documented patch note for this
Post edited by avianos on
POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergies! Playing since 1 February 2011 128 + Characters (21 ATs, 107 FFs) ALTitis for Life!
Operation Demonflame Chamber Of The Queen Beyond The Pale
After defeating the final boss Jack Fool, the Demon Key gets stuck against the rightmost wall of the entry hall just before the doorway to the Avatar's chamber.
I have tried leaving/restarting the mission multiple times and exiting Champions Online altogether. In the former case, the mission starts over and the Demon Key gets stuck at the same place. After restarting Champions Online, I resume the mission exactly where I was and the Demon Key remains stuck.
I have played this particular Adventure multiple times since 2009 with multiple heroes and its the first time I've ever gotten stuck. In fact I just ran through it before the 11:45! event without fail on another character.
Yep, that bug with the Demon Key in Demonflame has been around forever! Happens to me probably half the time I do it (which isn't all that much anymore due to this particular bug and the poor rewards; revamping reward table is very time consuming, I guess).
Other bugs are more important, but what about several cutscene errors? Animations not playing, sliding in cutscenes, etc. Causing often also bugs like delays or getting stuck. That happens also outside Adventure Packs, in Demonflame tho personal annoyance to see Luther Black revert to his normal state and never his transformed state in fight, ruining the cutscene visual wise.
After I free Sgt. Blair, he says "Behind you" and aliens appear. If I get at a safe distance for ranged fight (played as Grimoire), the aliens kill Blair, he dies and disappears. I am more or less new to this game, was told that is not supposed to happen. As a result, the later task "Talk to Sgt. Blair" cannot be performed after all the aliens are killed. Filed a bug report, was told by GM to write here.
I'm not sure if this is new but I just saw this today. After taking the "Shadows in Sunlight" quest from Dr. Ka in the Ren Center, and then speaking to him again about it. The following text appears:
Aftershock 4 Descent into Darkness
Rescue Jarek Kovak.
Lieuts and Minor bosses are reading 62000 hp+.
Far harder to defeat than Desdemona at the end of it.
Painfully slow to solo.
I did do a bug report but it said failed to connect please try again later.
In Serpent Lantern, when you're at Bunker Site Bravo, destroying VIPER Python Tanks often do not register for the quest and we have to wait for them to respawn and try again. In the attached image, the log shows I've destroyed at least 3, but only have credit for 1. This is in checkpoint 2. I had completely cleared out all of checkpoint 1 and got no credit. Just not sure if a dozen screenshots are necessary.
-UPDATE-
I made the mistake of leaving the instance and rejoining. Am now getting zero credit for the tanks, even after wiping out every destructible item on the map.
Another thing I noticed with Serpent Lantern, and I don't know if it's a bug or intentional, but Viperia will drop a reward if you bring her health to zero. However, if you banish her without killing her (usually if your dps is lower and you get through 2 pillar phases) she does not drop anything.
Those tanks often fail to count if you kill them too quickly. I've ended up tapping them one by one with energy builder (1 energy builder hit will kill a tank) to ensure they count towards mission progress.
Comments
Grizz will be stuck in combat even after the last wave has been defeated causing the fight to prolong and not move on to the next cut scene to progress the story, some have been able to get grizz out of combat by simply walking all the way back to the beginning of the chapter but some folks don't know about this method making them quit the chapter
I believe there was some sliding in Resistance as well but I didn't note where exactly.
Whiteout:
- Roinesh knock-to powers don't seem to apply or check knock resistance.
- In chapter 2, the investigation phase, there are six people in building 1, but only three of them can be suspects.
- In chapter 2, the investigation phase, one of the dialogs from those six people doesn't have a name on it.
- The steelhead flamethrower says on its tooltip that it can apply clinging flames. This does not seem true.
- In chapter 3, the Cyberlord fight sometimes glitches if you don't have a nemesis. Also, cyberlord is super squishy (I didn't test if the fight would break by oneshotting him)
- In chapter 4, the sasquatch boss has a very small aggro radius (smaller than the room he's in) and his aggro resets if you get outside of that radius. He also has knockback attacks that can knock you further than his aggro radius...
- In chapter 5, the (second version) boss once again doesn't apply knock resistance, which can get you repeatedly juggled. Also, the targeting on his attacks is off, if you stand right in his face he can't hit you at all.
Resistance- I have in the past defeated Warden Arcana before she could trigger her immune rift phase (it triggers at 1/3 hp, just drop her from above 1/3 to zero in one hit). This breaks the fight.
There are also design issues with APs and comic series -- they have a lot of cut scenes, filler, and timed events that you can't accelerate, that are nice to look at occasionally but have very poor repeatability and mean they're a long grind to complete, and the rewards are very poor relative to the time investment.Epic Stronghold
Block timing explained
Resistance, prison: If captured, there's a lot of character sliding along with collapsing guards (that rotate on the floor) while escorting my character away.
Resistance: During the final fight, after a little while Dr. Destroyer seems to spend most of his time on his knees despite being at close to full health. When this occurred I did not see his yellow force-field, which I have recollections of seeing when I first ran it. I ran it at Elite, if that matters.
Whiteout: As noted by Pantagruel, the Roin'esh knocks appear to ignore knock resistance. Chain knocks are exceedingly common.
Whiteout, ch. 4: The Sasquatch boss defeat animation consists of waving his armour and sinking through the floor, which looks quite odd.
Whitout, ch. 4: When the Roin'esh steal the power cube and blast a hole in the wall, there's a Roin'esh between the cube and the wall. Seems strange it doesn't get vaporized.
Whiteout, ch. 5: While not a bug, I'd humbly request that you avoid scripted defeats like in the beginning of chapter 5. Please handle this in a similar manner to the Aftershock, where you can defeat the army of Horrors without assistance for a perk. If it means missing a cutscene I've seen many times prior... even better.
The Attack and Knock effect will happen at the start or middle of the lunge animation before it fully finish, without even the enemy getting into your melee range!
Sidenote because this happens in many places ingame:Please refer to my Bug report thread about this, there are many enemies with this lunge causing this issue, I provide visual GIF animations to pinpoint it
Aftershock
Example: Last Anniversary, the buff from the Questionite Boost given from the celebration quests was stripped away complety after entering the Adventure Pack
Operation Demonflame
- During the Final boss fight, Luther will keep casting the MINION. BE EMPOWERED! Causing a Mutilated Scythehand minion to gain ridiculous size!
The problem is that, once again, the Attack Visuals scales with enemy's body size, causing lag
and the battle can stuck on an endless Loop since the Minion is not easy to be taken down at this stage!
This is a screenshot from 2013, I'm still reporting it for reference since I never seen a documented patch note for this
Chamber Of The Queen Beyond The Pale
After defeating the final boss Jack Fool, the Demon Key gets stuck against the rightmost wall of the entry hall just before the doorway to the Avatar's chamber.
I have tried leaving/restarting the mission multiple times and exiting Champions Online altogether. In the former case, the mission starts over and the Demon Key gets stuck at the same place. After restarting Champions Online, I resume the mission exactly where I was and the Demon Key remains stuck.
I have played this particular Adventure multiple times since 2009 with multiple heroes and its the first time I've ever gotten stuck. In fact I just ran through it before the 11:45! event without fail on another character.
https://p27.zdusercontent.com/attachment/2110542/rGvJQXRJq4iphPDVinXzkKvva?token=eyJhbGciOiJkaXIiLCJlbmMiOiJBMTI4Q0JDLUhTMjU2In0..SH25w1Ux9Fhz-cyts5X7AQ.f4h3ClIfQHfMmoGMGdCvDQ8hBySxZgKSVb9mc5c-RcUwdh6jMW3qT9389bXuWN77XApyhS9d9ugk09LxBBsrqyu2zBaES8NlsG_5oduOWz6JmHKOZ7Khj2vLaCXJEbb7Dk8NPIGnffeznKGbCWmUOaWDJGHcnguJLHDWiWLcqR-Oe_4siOS9koWLUIXa5dizJrjHJlf7gOlgVb4sswC4kpL2wJDULxfhf3mjDQBzgybMaJgTow6te5cJKqYzrpjRkn4toVgLmuXc-rext4nECbX269vKlKMB94oUPbWgALk.sSRAibhADOATgenI4NfANw
This post shows how old the issue is (2011) and has the only know solution.
https://www.arcgames.com/en/forums/championsonline#/discussion/comment/1853763
Chapter 1, Snowcrash.
After I free Sgt. Blair, he says "Behind you" and aliens appear. If I get at a safe distance for ranged fight (played as Grimoire), the aliens kill Blair, he dies and disappears. I am more or less new to this game, was told that is not supposed to happen. As a result, the later task "Talk to Sgt. Blair" cannot be performed after all the aliens are killed. Filed a bug report, was told by GM to write here.
Rescue Jarek Kovak.
Lieuts and Minor bosses are reading 62000 hp+.
Far harder to defeat than Desdemona at the end of it.
Painfully slow to solo.
I did do a bug report but it said failed to connect please try again later.
-UPDATE-
I made the mistake of leaving the instance and rejoining. Am now getting zero credit for the tanks, even after wiping out every destructible item on the map.