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Compiled List of Bugs Thread (v1.1)

championshewolfchampionshewolf Posts: 4,376 Arc User
edited July 2014 in Gameplay Bugs
This is a list of bugs, mostly minor, that I have noticed and have been listening about and includes QOL things that I think need to also be considered as well for addressing in the game. Will add others as they are presented to the list, as long as they are presented decently. I will add bugs to the list that can be confirmed by more than one party, as well as being presented in an understandable format.They will be listed where appropriate as well, if you are presenting something that annoys you but is not a bug, then at best you can hope for is a QOL concern.

As the other thread was getting a little long, not sure how long it could get before it would run into post limit problems, I've decided to create this post as a way to update and maintain them with their own individual post runs.

The format will be listing the bugs, and at the end will have a complete date of when they were added, or in the case of fixed bugs or QOL concerns, their fix date. RED will be when they were added, and GREEN is if they are fixed.

The List
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Comments

  • championshewolfchampionshewolf Posts: 4,376 Arc User
    edited April 2014
    The following bugs are of a graphical or animation nature.

    • Dx11 mode for Champions many of the city based textures have black void splotches in them. This can appear in other "artificial" building structures but is the most prevalent in Millennium City and Vibora Bay.
    • Dx11 mode appears to have a memory leak that will result in an eventual crash to desktop of the game.
    • Beast run animation for females the left arm wobbles comically when it makes contact with the ground just before the animation recycles and loops.
    • Werewolf 01 Monstrous head for females is using the male texture instead of the female texturing, and the head is comically too small for the body.
    • Many of the tight and skin tops for females have an unsightly seem under the left arm where the texture wraps.
    • Jersey Urban Tucked has holes under the arms for females.
    • The Armor Mech Leg Accessories mesh has a point on both legs where the vector doesn't appear to be connected right to the animation resulting in two very pronounced points appearing between the female legs when the avatar is in a motion other than idle.
    • Cloaks do not rest properly and waist cape based items, specifically coats, have a very unsightly hump, especially on female characters.
    • Bow strings have a tendency not to leave the hand of the character when the character was attacking while running with a travel power, such as mach speed.
    • Storm of Arrows animation continuously starts and stops during the entirety of the maintain effect.
    • Sometimes in combat your travel power animation will stop leaving you with the default run animation.
    • Emote animations are not active when another player who had an emote on loads into your view leaving them in their default stance. Leaving the area and coming back will also load them up in their default stance as well instead of the emote they were using when last seen.
    • Cars and trollies get stuck at points creating weird traffic jam chains.
    • Some non-combat NPCs seem to rapid fire through emotes while idling or walking, often creating some very "spaztic" walking animations as they go from a normal walk, to crossed arms to waving all within a few seconds.
    • The Alert bar will open momentarily when a new alert cycles, regardless if it is closed or not.
    • The sun and the moon are behind the stars instead of in front of them.
    • The ""raid" UI is currently not working properly in Rampages.
    • The Nemesis mission, Bunker Buster, sometimes fails to activate properly at the ending resulting in the Nemesis just standing there, unable to complete said mission.
    • Shadows will flicker on medium or high with SSAO enabled on certain video cards. (Added 10 April, 14)
    • When changing zones, the zone selection will always report double the amount of friends, SG mates or team members in a zone than there actually are. EG 1 = 2, 2 = 4, 3 = 6, etc (Added 11 April, 14)
    • If you are using spawnable critters in Hi-Pan it seems to sometimes break the final part of the encounter and he is not able to be engaged. (Added 11 April, 14)
    • Hi-Pan doesn't play his entrance properly at the beginning of the Hi-Pan special alert, just wandering in then does his celestial explosion then starts talking in his new voice, completely skipping over the intro text and voice over. (Added 11 April, 14)
    • Female characters cannot change their Power Armor weapons in the tailor. (Added 18 April, 14)
    • Cyberpunk Jaw/Mouth Accessory is metal-only. (Added 18 April, 14)
    • The 'Gunblade' and 'Revolver' Anime pistols still have a 'flash' that leaves the barrel sideways. (Added 18 April, 14)
    • 'Plated Muscle' leg tights are available in all materials. 'Plated Muscle' chest/arms tights are metal only. (Added 18 April, 14)
    • Spec Ops pattern in 'tight vest' is available for females only. (Added 18 April, 14)
    • Many costume parts are still available in only metal, or have no specified material at all. (Added 18 April, 14)
    • 90's Foxbat and Sci-Fi solder tights are not available in skirts/shorts. (Added 18 April, 14)
    • Mind Break - This power has NO Sound FX, nor does it have a proper FX'd charge up animation (stance is fine, charge up FX is lacking.) This power also lacks a distinct icon to differentiate it from Ego Blast (Added 18 April, 14)
    • When previewing fighting claws in the tailor, the left claw is backwards. (Added 21 April, 14)
    • Can't use Dr. Ka boots with Dr. Ka boots on female toons - A combination the female model that sells the costume pieces is wearing. (Added 4 May, 14)
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  • championshewolfchampionshewolf Posts: 4,376 Arc User
    edited April 2014
    The following bugs are related to powers, missions or NPC behaviors that aren't behaving quite right.

    • "Enter UNITY HQ" is still an option at the Blimp door. UNITY was moved a long time ago to the UNTIL building when it was added and this option on the Blimp should be removed completely now.
    • The Old "UNITY" Merits and Intelligence as well as "UNTIL" Merits are still on the currencies tab. UNITY Merits and Intelligence can also still be earned even though they have no actual worth in the game. These either need to be removed or converted to Questionite for those that still have it.
    • Several perks are not under their right heading.
      - Ironclad Offensive should be moved from Exploration to Heroic tab.
      - Voodoo Child should be moved from Exploration to the Collection tab.
      - The Gift of Winter should be moved from Character to the Events tab.
      - Above and Beyond, Army of One, Bunker Buster, Close Encounter, Cold and Calculating, Extraterrestrial Investigator, Extreme Spelunker, High Stakes and Adders, King for a Day, Malleus Maleficarum, No Sunglasses Required, Number Six, Qliphothic Warrior, Resistance Fighter, Snowcrash, Terminus, Touched by an Avatar, Veteran of the Qliphothic Wars, and Who Goes There? should all be moved from Heroic to Adventure Packs tab.
      - Vanguard should be moved from Heroic to the Character tab.
      - The Chapter 5 of Chapter and Verse tablets for Therakiel's lore do not seem to be properly spawning resulting in this Perk being uncompleted.
      - Daikaiju is listed in the Rogue's Gallery when it should be listed in Adventure Packs. (Added 11 April, 14)
    • Apocalypse Aversion is only able to be granted once a day, which is the only way to enter Therakiel's Temple, unlike other instanced dungeons. Players should be able to enter Therakiel's Temple without the need for this mission.
    • Only two of the bosses in Therakiel's Temple give Questionite reward boxes. They should all give Questionite reward boxes.
    • Hostile NPC grenades and shotguns have a very high knock rating to them, almost always being able to knock a high strength player that is blocking. This should be toned down.
    • Massacre refreshes bleeds, but the tooltip does not mention this.
    • NPCs tend to be way too chatty. Every now and then is fine but not every 3 seconds.
    • NPCs in Ren Center are too quick to congratulate people for their missions. This should be toned down as well.
    • Vehicles do not warn that they will bind on equip when placed in the devices tray. (Added 10 April, 14)
    • Aspect of the Bestial will not apply Giant Growth if you have rank 2 or rank 3 of the power. (Added 10 April, 14)
    • Ascension still allows people to fly in the Hi-Pan special alert when it is not suppose to resulting in people abusing this to bypass the mobs. (Added 11 April, 14)
    • Action Figurines Dissapear when you are getting Hold (Added 11 April, 14)
    • the option "Always let me pick which instance I go to" is NOT working! It will only show you the instance your were before without giving option to chose other Instances (Added 11 April, 14)
    • Firewall in Cybermind alert is getting Immune to all damage when you are using Crowd Control attacks with Debuffs on them (Added 11 April, 14)
    • Bionic Shielding is NOT effected by the Healing SPEC trees (Added 11 April, 14)
    • Team Teleport and Teleport to Other devices and abilities are being used to bypass boss lockout fields that players would have to otherwise wait to drop. (Added 11 April, 14)
    • Let's not forget the widely forgotten PFF regeneration bug that halves the regeneration just for entering combat. (Added 14 April, 14)
    • Ice grenades work on enemies they are not supposed to work on. You can use them to interrupt Gravitar's sphere attack, or Cybermind's rain attack if you use it while they are charging their attacks. (Added 18 April, 14)
    • New Telepathy as a whole (excluding Congress of Selves for obvious reasons) does not work or correctly activate the energy unlock [Telepathic Reverberation]. This bug covers the following powers: Shadow of Doubt, Mental Leech, Mental Storm, Mind Break and interestingly Mind Link. This is because they do not count as Mentalist attacks for Telepathic Reverberation (Added 18 April, 14)
    • Congress of Selves Advantage, Conditioning, does not appear to work with the following Mentalist powers; Ego Placate, Ego Sleep and Mind Lock. It also doesn't appear to work with any other form of control power that is not a part of the Mentalist tree. (Added 18 April, 14)
    • Rebuke does not work with the Preemptive Strike spec. (Added 21 April, 14)
    • Powers knock much faster than they do damage, it is even possible to knock your target out of reach before the power has a chance to do damage. This happens regularly with Force Detonation. (Added 21 April, 14)
      Blocking too fast after finishing the Thundering Kicks combo, causes the dodge buff fail to activate. (Added 21 April, 14)
    • SMASH:Trainstopping Defeating Enemies behind the Barrier while waiting for players will make the alert Unbeatable because the Enemy Counter doesn't appear during the waiting progress like Stich in Time! (even if you kill 1 Hechman you bug the alert, really frustating because some people actually attack them :|) This has been like that since the Alerts update... and still not fixed. (Added 21 April, 14)
    • Neither Vengeance nor Condemn with the Redemption Denied Advantage Triggers Manipulator (Added 21 April, 14)
    • Rebuke with Admonish doesn't trigger Manipulator (Added 21 April, 14)
    • Energy Builders DO NOT generate Energy against Firewalls in Cybermind (apparently because they are classifieed as Objects and NOT as enemies) (Added 21 April, 14)
    • You cannot apply FEAR on Cybermind's Firewall, leaving characters with Spirit Reverberation as Energy Unlock helpless (again that's because the firewalls have been marked as Objects) (Added 21 April, 14)
    • Cybermind can be "Teddyfied" by the Experimental Blaster's random effect! The teddy form is KNOCKABLE, if the Teddy Cybermind gets knocked from the center, this cause him to be unbeatable (for Melee characters at least) (Added 21 April, 14)
    • The Tough spec in Con tree still only gives 0.75 hp per pt of SS instead of 1.5 (at 3/3) (Added 21 April, 14)
    • The "Rejuvenated" spec does not work with most HoT effects. (Added 21 April, 14)
    • Radiance does not proc the "Twist Fate" spec on any target. (Added 21 April, 14)
    • Radiance does proc the "Exhausting Strikes", "No Escape", "Initiative" or "Can't touch this" specs on a friendly target when healing them. "Exhausting Strikes" and "No Escape" can also affect your own character. (Added 21 April, 14)
    • PvP maps with auto-teaming (UTC, Stronghold, and King of the Hill) will randomly kick players, leading to lopsided teams. This did not happen prior to On Alert, which is making me wonder if something related to how Alerts queue might be causing it. As a consequence, most people simply play BASH or Zombie Apocalypse, as you don't get kicked from those. Fixing this bug would bring more players to the other three modes (Added 22 April, 14)
    • Turrets in the PvP stronghold map randomly turn invincible, with no warning and no discernible way to prevent the immunity (Added 22 April, 14)
    • Hex of Suffering (Rank 2) with Rune of Lethargy advantage will not proc Manipulator stacks. (Added 28 April, 14)
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  • championshewolfchampionshewolf Posts: 4,376 Arc User
    edited July 2015
    The following is a list of desired QOL changes to the game.

    • Tank role has a -20 energy penalty that is outmoded and a legacy of when Tank role did the same damage as hybrid role. Now that tank role actually does less damage by default, the -20 energy penalty should be removed.
    • The costume creator is getting really big for its breeches. As new costumes are added they just seem to get tacked onto the end. The creator needs to be alphabetized, desperately, to help make finding costume pieces easier.
    • The costume creator should be opened up more to allow the players to decide what does and doesn't look good, clipping issues or no. Not every possible combo but there are some questionable lock out choices, like no hair for beast heads or things of that nature, or specific body types not allowed with jackets.
    • The 3 level split for resources is a weird choice thing. The Global, National and Local tags should be removed and just left as Reosources with comas appropriately placed between 0s. Especially considering when you earn resources the game reports it to you in total Resources, not whether if it was Local, National or Global amounts.
    • The Theater in the powerhouse was a great idea, but it kind of sucks you have to zone twice to reach it through the powerhouse. Can an option be added at the powerhouse entrance to go straight there, or barring that, maybe create another door in Millennium City that leads to the Costume Contest Theater and divorce it from the powerhouse?
    • The Auction House really needs to be streamlined desperately at this point. More options and the game stop defaulting to level selection when you want to just search before narrowing down by level.
    • An option to draw weapons or pose in a "combat" stance without the need of having to use a reset bug to maintain said poses.
    • The ability to have a second chat box if you choose for additional chat conversations that you might be interested in.
    • The UI streamlined and updated. Currently, the game has two separate UIs now... the original UI we currently use as well as the alerts and pop up UI that has the comic book flair. Maybe update the UI to the more comic book look.
    • An actual raid UI removing the excess from current party UIs (such as their pictures) which are unnecessary.
    • Target nearest to ONLY target the nearest opponent. Currently Target Nearest will cycle to targets which seem to be near the center of my screen, not the actual mob that is nearest to my character. There should be an option that also makes it target only that nearest and will not leave that target even if tabbed multiple times until that target is no longer the nearest. This option existed this way in CoH, for example.
    • Chat bubbles for emotes in the thought bubble style. Again, using CoH, it existed. Also a chat bubble for zone chat as well with the yell style look. This provides both a visual signal to players when someone is chatting and in which channel they might be chatting in.
    • Tone down the graphical effect of Millennial Flight, please.
    • Combine all bags into one bag please. having to open multiple bags is kind of annoying and I would personally just prefer one GUI.
    • Loot all or auto loot feature that automatically lets us just pick up things as we run by it. Have it as an option for those that just want to farm without the hassle of junk.
    • A memorial of City of Heroes in the park as well. Though Cryptic might have bitter feelings towards their past game, or they might not, this would go a long way to opening up a gateway to those players.
    • Animation overrides tend to be too prevailent for several powers, making it difficult to impossible to tell if you did a previous action or not. Powers like dodging, certain heals, and a few other powers, the animation will override any other animation which tends to get confusing leaving you wondering if you actually performed the action. (Added 11 April, 14)
    • Laser Sword's 3rd attack is NOT 100% chance to apply Particle Burn, but only a chance to. (Added 11 April, 14)
    • Auras should go back to aura storage (or where ever they were before being slotted) when being removed via changing builds. (Added 11 April, 14)
    • Pet AI needs to be looked at, Pets sometimes stop attacking opponents, or lack the ability to start attacking obvious targets. (Added 18 April, 14)
    • Chill, Clinging Flames, Negative Ions, Poison, Bleed and other Debuffs and DoTs on Black Harbinger, cause Huge Frame rate issues due to the size of the Boss (It's not my PC, other players have been reported that) Removing the Visuals side-effects from Black Harbinger would fix that (Added 21 April, 14)
    • Black Harbinger's Hitbox is ridiculous small for a Giant enemy like that (Added 21 April, 14)
    • The water levels of the map makes the Short and Small characters... Swimming (this also happens in UNITY missions and whenever the map is flooded) (Added 21 April, 14)
    • Make Particle Burn stacks last longer (set it the same duration with Bleed) (Added 21 April, 14)
    • Allow Hairstyles, Hats/Helmets, Head Accessories, Side Accessories, Mouth Accessories for Bestial and Monster Heads (this is more like a Suggestion I know) (Added 21 April, 14)
    • Necrullitic elixir has buggy visuals. The flames only randomly show up at higher video settings, and all the visual effects appear and disappear randomly when changing instances. Also the visual effects are much to strong for such a long duration item. (Added 21 April, 14)
    • Tails for females in beast post will disappear into the ground and out during the idle animation. (Added 21 April, 14)
    • The Superconductor Torso is male only, when the UNTIL person, a female, is wearing it. The superconductor torso needs to be for the female also. (Added 21 April, 14)
    • Team/Raid leaders should have a ready-check feature that allows them to know all team members' status (Ready/Not Ready) (Added 4 May, 14)
    ​​
    Post edited by championshewolf on
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  • championshewolfchampionshewolf Posts: 4,376 Arc User
    edited July 2015
    The following are confirmed fixed or added changes to the game.

    • A statue for fallen players who have passed placed in the park with a fountain just to the west of the Ren Cen and south of the plane. (Would help bolster community relations feeling) (Added to the Game 17 April, 14)
    • All the signs with Liberty Airlines on them are not connected to its base, floating at least 20 feet "behind" the actual base. (Fixed in Game 21 April, 14)
    • Silver players still do not have an option in the C-Store to purchase a higher Resource cap. They are still stuck at a maximum of 2,500,000 (250 Global) maximum. There should be a purchasable option in the C-Store for them to buy up their Resource cap. (Resolved)
    ​​
    Post edited by championshewolf on
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  • championshewolfchampionshewolf Posts: 4,376 Arc User
    edited April 2014
    This is the new compiled bug list, because the other post was getting really bloody long. So long that I think I was really close to actually hitting the post limit so for easier placing of reports and to avoid that for a bit, new thread.
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  • flowcytoflowcyto Posts: 12,859 Arc User
    edited April 2014
    So, continuing from the other thread, concerning Rebuke..
    Aqia wrote:
    It is one or the other, either it is a blast and it should proc the buff, or it isn't and it should consume the buff. But is there a confirmation about the blast description being a typo, or is that an assumption? I would prefer it just being tagged a blast attack, it does seem like about the performance of a normal blast attack, and that would give it some more utility.

    Yeah, the attack version of Rebuke is not working as a Blast- at least last I tested, all the blast-related specs were not impacting it at all. It is also not benefiting from the buff for non-Blast ranged spells from Preemptive Strikes. Makes me wonder if there's anything else wrong w/ the ability..

    The preemptive buff is not bugged for Conduit, at least.

    Other tool-tip typos that mislead as to function: Frenzy is labeled as a combo but doesn't get boosts like one. Shotgun Blast is also labeled as a blast, but obv isn't working as one. Lightwave Slash is mislabeled as a 'Bleed' (PB =/= Bleed mechanically), and Land Slide is not a Disorient.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • aiqaaiqa Posts: 2,620 Arc User
    edited April 2014
    A few more spec issues.

      The "Rejuvenated" spec does not work with most HoT effects.
      Radiance does not proc the "Twist Fate" spec on any target.
      Radiance does proc the "Exhausting Strikes", "No Escape", "Initiative" or "Can't touch this" specs on a friendly target when healing them. "Exhausting Strikes" and "No Escape" can also affect your own character.
  • p0temk1np0temk1n Posts: 222 Arc User
    edited April 2014
    A PvP issue, I know, but it's been around since On Alert launched:

    PvP maps with auto-teaming (UTC, Stronghold, and King of the Hill) will randomly kick players, leading to lopsided teams. This did not happen prior to On Alert, which is making me wonder if something related to how Alerts queue might be causing it. As a consequence, most people simply play BASH or Zombie Apocalypse, as you don't get kicked from those. Fixing this bug would bring more players to the other three modes.

    While I'm at it:

    Turrets in the PvP stronghold map randomly turn invincible, with no warning and no discernible way to prevent the immunity.


    [SIGPIC][/SIGPIC]

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  • aiqaaiqa Posts: 2,620 Arc User
    edited April 2014
    flowcyto wrote: »
    So, continuing from the other thread, concerning Rebuke..

    Yeah, the attack version of Rebuke is not working as a Blast- at least last I tested, all the blast-related specs were not impacting it at all. It is also not benefiting from the buff for non-Blast ranged spells from Preemptive Strikes. Makes me wonder if there's anything else wrong w/ the ability..

    The preemptive buff is not bugged for Conduit, at least.

    Other tool-tip typos that mislead as to function: Frenzy is labeled as a combo but doesn't get boosts like one. Shotgun Blast is also labeled as a blast, but obv isn't working as one. Lightwave Slash is mislabeled as a 'Bleed' (PB =/= Bleed mechanically), and Land Slide is not a Disorient.

    Making a wild guess.

    Rebuke probably has 3 relevant parts as far as the game is concerned, one part the damage effect, one part the heal effect, and one part that activates on of the two other effects depending on the target. The power itself is probably tagged as a blast attack, which stops the Preemptive Strikes spec to be consumed, but the damage dealing part of the power is not tagged properly as a blast, so non of the blast specs work on it.
  • flowcytoflowcyto Posts: 12,859 Arc User
    edited April 2014
    oh yeah, also forgot some tool-typos: Last hit of the single TK blade combo doesn't hit twice (and the anim doesn't imply it either, unlike Reaper's Caress). Vicious Strikes is called Righteous Fists in the descript. Chest Beam and Gatling Gun aren't labeled as AoE (though they are working as such). And Seismic Smash is labeled as Ranged, though it scales w/ Strength and that's not clarified in the descript.
    aiqa wrote: »
    Making a wild guess.

    Rebuke probably has 3 relevant parts as far as the game is concerned, one part the damage effect, one part the heal effect, and one part that activates on of the two other effects depending on the target. The power itself is probably tagged as a blast attack, which stops the Preemptive Strikes spec to be consumed, but the damage dealing part of the power is not tagged properly as a blast, so non of the blast specs work on it.

    not a bad guess!

    It does seem curious that the Radiant pet's 'Rebuke' is split in name between its attack and heal type, whereas ours is not (choosing between attacking or healing is also responsible for some odd AI pathing behavior that's unique to that pet, and in the past that pet had issues just being active at all).

    Something about making a heal/attack mix is cursed in this game's code :p Even if Conduit doesn't have the same issue, its chaining w/ Illumination is also kinda spotty when used offensively (though that could also just be lag).
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
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  • sinistro1978sinistro1978 Posts: 280 Arc User
    edited April 2014
    Last year I compiled a list of cc that wasn't proccing Manipulator stacks for the forum. They were addressing the issue on PTS at one point before I took a break from the game. So now I'm back and I decided to test Manipulator again. Thunderbolt Lunge still doesn't proc it. I won't bother compiling a list a second time, but I wouldn't doubt it if this is the only power that got overlooked again with Manipulator.
    [SIGPIC][/SIGPIC]
  • chaelkchaelk Posts: 7,746 Arc User
    edited April 2014
    Power
    Particle smash
    - listed under close , single target.
    it's 35ft ranged AOE.

    This is NOT melee range, which is 10ft
    , concentration gets set off at 25ft

    it was changed on the PTS from Melee to ranged but put out as Melee.
    Please put it into Ranged, area attacks where it should be.
    typoes

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  • novaninja555novaninja555 Posts: 839 Arc User
    edited April 2014
    Certain bugs I observe:
    -Mechassassin shield does not face enemy on blocking (while standing)
    - savage: use of massacre fires animation even when out of energy
    - invincible: use of tactical missiles during mini gun does not creat animation for missiles sometimes

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  • flowcytoflowcyto Posts: 12,859 Arc User
    edited April 2014
    I'm not sure if its technically a bug, but it'd be nice to see addressed anyways:

    -Gravity Pulse, when interrupted due to a control effect on the user, allows the final charge and release to occur. This is not like normal powers where if you get controlled, the power or effect is simply cancelled and not allowed to fire.

    In this age of knock and root spamming mobs (many of which don't build up resistance properly), this is quite annoying a side effect of the vehicle changes to have to deal with. The user should be given full control of powerful AoE knockbacks- not have them go off at the whims of mob AI.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • sinistro1978sinistro1978 Posts: 280 Arc User
    edited April 2014
    Hex of Suffering (Rank 1) with Rune of Lethargy advantage will proc Manipulator stacks. Hex of Suffering (Rank 1) with Rune of Lethargy and Nailed to the Ground advantages will also proc Manipulator stacks. Hex of Suffering (Rank 2) with Rune of Lethargy advantage will not proc Manipulator stacks. It seems Rank 2 is glitched.

    Oh, and Imbue still has the wrong amount of break free.
    [SIGPIC][/SIGPIC]
  • highrealityhighreality Posts: 402 Arc User
    edited April 2014
    Bug : none of the "superspeed" travel powers have a jump animation. This is horrible.
    Alert bugs :- Devana Hawke (I think ?) still has "Master Villain Default" in her alerts.
    -Gigaton still has gun wielding Lemurians labeled "shock trooper" in his alerts.
    -Juryig still landslides at the end of "stitch in time"

    (°∇° ) #megalodon2015
  • flowcytoflowcyto Posts: 12,859 Arc User
    edited April 2014
    Gumby Syndrome has affected other NPCs as well- usually if they had tried to move too quickly after doing another action or animation (like emoting a line, or in Jury's case fixing up the machine). That sorta anim overlap can happen to player ones too.

    Juryrig's cutscene never works though. If ya never did VBA, you'd think the guy didn't even have a normal walk cycle in him :p

    Our good old friend, Master Villain Default, also doesn't seem to perform any combat actions at all. He's in most factions w/ gangs (save for the New Purples, I think).
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • championshewolfchampionshewolf Posts: 4,376 Arc User
    edited April 2014
    Bug : none of the "superspeed" travel powers have a jump animation. This is horrible.

    Not a bug because it does have a jump animation.
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  • championshewolfchampionshewolf Posts: 4,376 Arc User
    edited April 2014
    Certain bugs I observe:
    -Mechassassin shield does not face enemy on blocking (while standing)
    - savage: use of massacre fires animation even when out of energy
    - invincible: use of tactical missiles during mini gun does not creat animation for missiles sometimes

    Don't think much can be done with these as they would have to create a special animation for mech's shield, and your other two issues are probably can be attributed to either lag or just how the graphical limitations of the engine work.
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  • soulforgersoulforger Posts: 1,654 Arc User
    edited April 2014
    Not a bug because it does have a jump animation.

    No it doesn't. When you are using a superspeed TP and you jump, your character leaps into the air but is still doing the running animation, not a jump animation.
  • highrealityhighreality Posts: 402 Arc User
    edited April 2014
    Not a bug because it does have a jump animation.
    Did you even check it out ? It lacks a jump animation since the implementation of "side jump" also know as "mario jump"

    (°∇° ) #megalodon2015
  • championshewolfchampionshewolf Posts: 4,376 Arc User
    edited April 2014
    Did you even check it out ? It lacks a jump animation since the implementation of "side jump" also know as "mario jump"

    Yes, I have a super speedster, they have a jump animation. It uses the default jump animation everyone has.
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  • flowcytoflowcyto Posts: 12,859 Arc User
    edited April 2014
    A minor bug related to power aesthetics:

    -Rank 2 and 3 of Fire All Weapons and Conviction have them lose their audio effects on use, which were present w/ rank 1 of the spells (Conviction also loses its 'aura vestige' visual effect).
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  • soulforgersoulforger Posts: 1,654 Arc User
    edited April 2014
    Yes, I have a super speedster, they have a jump animation. It uses the default jump animation everyone has.

    Really? When ever I use them they keep doing the running animation.
  • highrealityhighreality Posts: 402 Arc User
    edited April 2014
    Hmm. Tested with superspeed, mach speed, light speed and flag speed. When I jump while pressing forward, the running animation goes on. When I stop pushing forward in mid air I get a jump animation.
    For some reason when I bought lightspeed and noticed it didn't have a jump animation I sent a ticket, and got answered "We just gave you your zen back : enjoy !". I indeed had received 500 zen and I kept light speed. Is the bug so deep that they'd rather give away 5 bucks of free zen than fix it ?

    (°∇° ) #megalodon2015
  • championshewolfchampionshewolf Posts: 4,376 Arc User
    edited April 2014
    It might not be a bug you are seeing and something dealing with how animation interrupts work in this game, IE something that can't be fixed. As for me maybe it's because I am always fighting when I use my speedster thus at never at full speed so I don't see it. In any case, with how the animation system works, I think it's more likely they can't fix it without gutting the entire system.
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  • highrealityhighreality Posts: 402 Arc User
    edited May 2014

    (°∇° ) #megalodon2015
  • soulforgersoulforger Posts: 1,654 Arc User
    edited May 2014

    That just proves that its a bug and not an animation limit.
  • yvonnedyvonned Posts: 147 Arc User
    edited May 2014
    Some bugs I've noticed:

    * Can't use Dr. Ka boots with Dr. Ka boots on female toons - A combination the female model that sells the costume pieces is wearing.


    Suggestions:

    * Team/Raid leaders should have a ready-check feature that allows them to know all team members' status (Ready/Not Ready)
    *
  • aiqaaiqa Posts: 2,620 Arc User
    edited May 2014
    • If the game crashing while it is loading a rampage, you are not getting any reward.
  • flowcytoflowcyto Posts: 12,859 Arc User
    edited May 2014
    • The tool-tip for Rush, on all abilities that have it, is not updating w/ the correct energy return amount.

    • Power Armor toggles are not disabling/stopping any currently channeled non-PA maintains or toggles if activated before the disabling period. (I assume this is unintentional)
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  • aiqaaiqa Posts: 2,620 Arc User
    edited May 2014
    • Frosticus and Kenina only have a 100feet range, allowing for sniper "tanks" who hardly take any damage.
    • Frosticus prioritizes his most dangerous attack against players close to him. Using a melee build against him you are sure to be the target of the ice prison lots of times, while ranged players are completely safe from that.
  • flowcytoflowcyto Posts: 12,859 Arc User
    edited May 2014
    I think Kenina does actually have >100ft range on some attacks, but I'd have to check again. There's the same range issue for Gravitar, too (or are we just supposed to accept that as normal by now?).
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  • championshewolfchampionshewolf Posts: 4,376 Arc User
    edited May 2014
    aiqa wrote: »
    • Frosticus and Kenina only have a 100feet range, allowing for sniper "tanks" who hardly take any damage.
    • Frosticus prioritizes his most dangerous attack against players close to him. Using a melee build against him you are sure to be the target of the ice prison lots of times, while ranged players are completely safe from that.

    First one I don't know about so not commenting on.


    Second one, he doesn't prioritize melee, he prioritizes the highest threat target, and places the living ice prison near that person. It just happens that melee get hit by it if you have an effective tank holding aggro.
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  • aiqaaiqa Posts: 2,620 Arc User
    edited May 2014
    Second one, he doesn't prioritize melee, he prioritizes the highest threat target, and places the living ice prison near that person. It just happens that melee get hit by it if you have an effective tank holding aggro.

    That is still unfair for melee builds, but guess better than it being random and having the healer randomly held now and then.
  • oobtreeoobtree Posts: 1,068 Arc User
    edited May 2014
    Thanks for including the Hero Game kicking issue.
  • championshewolfchampionshewolf Posts: 4,376 Arc User
    edited May 2014
    aiqa wrote: »
    That is still unfair for melee builds, but guess better than it being random and having the healer randomly held now and then.

    Not really. You have an effective ten foot range to melee, and one of my pet peeves are other melee that stand on top of me when I am trying to angle a boss away from the rest of the group and they wonder why they die to AE and other such effects. Basic group mechanics 101.
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  • aiqaaiqa Posts: 2,620 Arc User
    edited May 2014
    Not really. You have an effective ten foot range to melee, and one of my pet peeves are other melee that stand on top of me when I am trying to angle a boss away from the rest of the group and they wonder why they die to AE and other such effects. Basic group mechanics 101.

    That is not enough to avoid being targeted by the ice prisons.
  • championshewolfchampionshewolf Posts: 4,376 Arc User
    edited May 2014
    aiqa wrote: »
    That is not enough to avoid being targeted by the ice prisons.

    Welcome to raiding. It isn't going to be fair it requires the group to act as a team. People going in trying to be a lone hero should and will likely be punished for it.
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  • flowcytoflowcyto Posts: 12,859 Arc User
    edited May 2014
    Kenina's Firestrikes (instant, single target only, tends to use 3 in a row) can reach >100ft, as can the Rimefires in phase 3 from either Frosticus or her- found this out when testing w/ my Soldier tonight. I am unsure about Ken's Fireball and charged Fire-Vengeance thingy, but I think both can also reach >100ft. Living Fire_Ice can also still spawn on a player >100ft out.

    Gravitar's Geyser and Grav Pull both can reach >100ft too, but notably not her Gravity Cascades or bubbles.
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  • ninjapiffninjapiff Posts: 283 Arc User
    edited May 2014
    You could also add more of the 'missing' costume pieces. For instance, the Red Winter Helmet that was supposed to be a drop from the Custom Alert. Instead, the Costume Unlock [Red Banner Dragon Helmet] has the [Red Winter Helmet] unlocks' item icon (incorrectly), and the Red Winter Helmet unlock is completely gone.

    This could probably be a fairly simple fix, and it was due to (no doubt) Developer oversight. I mean, just because they both start with 'Red' doesn't mean they're the same item >_>
    It makes sense, if you don't think about it.
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  • shadowzero66shadowzero66 Posts: 335 Arc User
    edited July 2014
    Smoke Bomb Energy Cost is not Capped

    The energy cost of Smoke Bomb is not being capped at some percentage of maximum energy. Currently, with Recovery as a Primary Superstat, equilibrium can greatly exceed maximum energy and Smoke Bomb will become unusable since its cost exceeds maximum energy.

    Compare Smoke Bomb with the Sorcery Circles and (especially) Ice Barrier, powers that cost the lower of half maximum energy and some percentage of equilibrium.


    Shuriken Storm is using old Tier 3 requirements

    Shuriken Storm is using the old Tier 3 requirements of 5 framework powers or any 8 non-energy builder powers. At some point, the tier requirements were relaxed and the Tier 3 requirements became 5 framework powers or any 6 non-energy builder powers. Shuriken Storm was not updated to the new standard.


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  • stellariodragonstellariodragon Posts: 588 Arc User
    edited July 2014
    I dunno if these were listed:

    In the Gigaton City Hall Alert (and I *think* a few other alerts that use Destroids) The storm trooper destroids have been replaced by Lemurians since the Lemurian Invasion.

    0FtYaG6l.png

    The alert window for Dockside Dust-up with Hrodiger the Unending is still missing the face asset.

    bWvujUDl.png

    And I'm not sure if they ever fixed Master Villain Default's name in the goons mob group.
  • chalupaoffurychalupaoffury Posts: 2,559 Arc User
    edited July 2014
    MVD not only still has the same name, he also runs up and stands near you, very passive aggressively. I like to think of him as the annoying roommate of super villain henchmen. He won't swing at you, but he'll sure leave the dishes piled up on the dinner table with a note affixed to them.

    I actually don't want this fixed. I like trying to save those guys for last and pretending I have angry mobster pets.
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  • magpieuk2014magpieuk2014 Posts: 1,268 Arc User
    Bug: The Specialist AT is not correctly implemented. It's supposed to offer a choice between Blade Tempest and Burst Shot at level 6. However the choice occurs at level 1, which means the game makes the selection for the player (Burst Shot) when the character is created. There is a workaround - go to the Powerhouse, remove the powers you were given when the character was created, put them back in, and then you get offered the choice. Not intuitive and not signposted in any way, so certainly qualifies as a bug.
  • championshewolfchampionshewolf Posts: 4,376 Arc User
    Holy Thread Necromancy, Batman.

    4Zeah.jpg​​
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  • magpieuk2014magpieuk2014 Posts: 1,268 Arc User
    I said to Crypticarkayne that I'd put it on the Bugs thread. Then I realised there isn't one. So this looked like the nearest thing. <<Vincent Price laughter>>
  • championshewolfchampionshewolf Posts: 4,376 Arc User
    I said to Crypticarkayne that I'd put it on the Bugs thread. Then I realised there isn't one. So this looked like the nearest thing.

    Did you look at the various stickies at the top of this forum?​​
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