Cant open the door into MSVA with less than 10 people even though you can queue in with less
Founding Member of "Wrong Side of the Stronghold" Ravenskya - TR / Krisha Chaos - OP / Waffles - GF / Dex Domitor - HR Becky the trendy GWF - GWF / Too Toasty - SW / Falcor - DC / Morrigan - CW / Sir Didymus - OP
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
Also annoying: companions also go out of their way to attack nearby enemies in Chult even if the player is not attacking and not in combat. Easy example: if you run into the little spider alcove that contains the the northernmost shrine to ubtao for the consecration weekly quest and kill that pack of spiders and begin consecrating the shrine, 9 times out of 10 your companion will go attack the pack of spiders in the next alcove over, they'll run over, and interrupt you.
This is/was related to deflection issues that should be improving in the 12b build. You're deflecting something related to those mobs even though you're not close enough to be in combat with them, but the companion AI interprets the proc as you being in combat anyway so your companion barrels into range. That's how I interpret it anyway.
Masterwork II waist/neck set bonus does not proc when using Bane to bless an ally on devotion OP.
Bane does not benefit from cooldown reduction when "Judge" is activated.
Sacred Weapon does not deal additional radiant damage for devotion OPs.
Radiant Champion feat only procs during combat, not sure if this is a bug or not but the tooltip doesn't specifty in combat.
Companions doen't get any benefit from some OP auras. The buffs appear next to their HP bars but they don't seem to work, Courage/Vengeance certainly don't, the others are a little more difficult to test. The only one I can confirm DOES work is Aura of Divinity.
Sanctuary bug: pressing shift doesn't always activate sanctuary, instead you're just slowly creeping around with the shield in the GF defense pose, but with no protection. This is extremely annoying and frequently gets me killed.
Rubberbanding when using dash moves: relentless avenger and radiant strike both sometimes appear to activate, then fail and you snap back to where you were at the start of the skill animation. Not sure what causes it, possibly being at the extreme edge of the targeting range, but it's a little disorienting in a fight.
Icy terrain covers red areas on floor, making it very annoying to run difficult content with a CW in the group.
Finally, not so much bugs as nitpicks; There's a logic fail with Absolution on devotion OP. The shield boosts incoming healing for the character it is applied to, but a shielded character won't be taking any damage and therefore doesn't need incoming healing. if the shield breaks the buff is lost, making it utterly pointless. As a devotion OP I'd much rather have the protection version of the power, as better damage prevention is actually useful.
This is a familiar theme with a lot of OP powers, the protection ones generally seem well thought out, but for devotion it seems someone just decided to slap healing, or bonus healing % on all of them.
Edit: forgot to mention. Overflow rewards still give you power points when you already have all skills maxed. Why?
Also. Not sure if this is bug related or not. But if executioner's black attire is supposed to give 5% more damage is it on all attacks that proc a capstone effect or just an attack itself? I am because while it works on encounters and at wills, it does not work on blade hurricane's flurry proc. Might be better on trapper and archery than combat.
If it works with the at-will it will work with the Blade Hurricane since BH is based on the damage done by the at-will. Same goes for Piercing Blade.
It's an additional proc like wheel of elements or piercing blade, so it doesn't actually.
Are you sure of this? Did you test the EBA recently cause I thought they had changed it to an actual damage buff instead of extra attack when they fixed its bug.
I don't have one myself (my guild marks have been stuck at 30k for months in hope of buying one) so I can't test it.
Also. Not sure if this is bug related or not. But if executioner's black attire is supposed to give 5% more damage is it on all attacks that proc a capstone effect or just an attack itself? I am because while it works on encounters and at wills, it does not work on blade hurricane's flurry proc. Might be better on trapper and archery than combat.
If it works with the at-will it will work with the Blade Hurricane since BH is based on the damage done by the at-will. Same goes for Piercing Blade.
It's an additional proc like wheel of elements or piercing blade, so it doesn't actually.
Are you sure of this? Did you test the EBA recently cause I thought they had changed it to an actual damage buff instead of extra attack when they fixed its bug.
I don't have one myself (my guild marks have been stuck at 30k for months in hope of buying one) so I can't test it.
Sorry, I have not, I am going off of what others have said. I do not have access to one myself.
Also annoying: companions also go out of their way to attack nearby enemies in Chult even if the player is not attacking and not in combat. Easy example: if you run into the little spider alcove that contains the the northernmost shrine to ubtao for the consecration weekly quest and kill that pack of spiders and begin consecrating the shrine, 9 times out of 10 your companion will go attack the pack of spiders in the next alcove over, they'll run over, and interrupt you.
This is/was related to deflection issues that should be improving in the 12b build. You're deflecting something related to those mobs even though you're not close enough to be in combat with them, but the companion AI interprets the proc as you being in combat anyway so your companion barrels into range. That's how I interpret it anyway.
Smoke Bomb doesn't just not proc enchants, it doesn't proc almost anything. ex many sab feats with armor piercing damage. make it proc everything. very simple fix. make it work. this is a must do.
Don't know if this has been mentioned before, but:
Doing the Dread Ring mini-lairs (Dread Spire, Death Forge, Phantasmal Fortress) on the weekends doesn't always count as a "task" for purposes of the Stronghold "Dread Ring Support" quest. Which is rather irritating.
Also, not really a "bug" per se, but it is irritating: It is really easy for GWF to accidentally cancel the Hidden Daggers encounter by immediately pressing another encounter right after it (such as Daring Shout). Would it be possible to shorten the animation time on Hidden Daggers to make it more difficult to animation-cancel?
Cant open the door into MSVA with less than 10 people even though you can queue in with less
Fixed. When the fix goes live, the corral will properly require only that all players present on the map are in the corral for it to fire.
Present on the map, or present in the queue?
Like...if someone's running NW on a potato and takes 10-20s longer than everyone else to zone in, is he in danger of being locked out the whole time as if he'd died, because the other queue members may have already triggered the door successfully because he was not present on the map?
These bug reports are great, keep them coming! I'm seeing a good amount of comments that explain how something is broken, or a specific situation in which a power is broken (such as Icy Terrain below). Those help us find the bugs a lot faster and are super awesome.
Don't know if this has been mentioned before, but:
Doing the Dread Ring mini-lairs (Dread Spire, Death Forge, Phantasmal Fortress) on the weekends doesn't always count as a "task" for purposes of the Stronghold "Dread Ring Support" quest. Which is rather irritating.
Similarly (and maybe intentionally), the SKT weekly quests do not count as "complete a quest in X zone" for the Defending The Dale meta-daily.
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
Don't know if this has been mentioned before, but:
Doing the Dread Ring mini-lairs (Dread Spire, Death Forge, Phantasmal Fortress) on the weekends doesn't always count as a "task" for purposes of the Stronghold "Dread Ring Support" quest. Which is rather irritating.
I am pretty sure they never do. Weekday lairs always do, but when you have your choice, it doesn't.
While we're at it, the Dread Ring Demon Hunter's daily doesn't count towards SH Support, but I am relatively certain the IWD and WoD ones do.
Not sure if Someone else already reported this or not on the thread-
Whenever you change a cosmetic title on your character the alliance tag overrides your guild tag even if you never clicked to activate it on your history tab. The current only way around that is to click and unclick the allaince title toggle checkmark before you close your character sheet.
Relmyna - AC/DC Righteous + Haste| Nadine - CW MoF (working on it)|Buffy - GF SM Tact| Hrist - Justice Tankadin|Healadin (Wannabe Tank)| Lena -MI Sabo TR (Farmer) | Jeska - GWF SM Destroyer (Farmer) | Maggie - HR PF Trapper (Wannabe DPS)
--
I'll never retrace my steps.
Also, not really a "bug" per se, but it is irritating: It is really easy for GWF to accidentally cancel the Hidden Daggers encounter by immediately pressing another encounter right after it (such as Daring Shout). Would it be possible to shorten the animation time on Hidden Daggers to make it more difficult to animation-cancel?
The biggest issue with this is that canceling it consumes a charge even if the power didn't go off. That in my opinion is a huge bug.
EDIT - Cordon of Arrows (HR ranged power) can also be canceled too early, which removes a charge without any effect.
> @artifleur said: > Also. Not sure if this is bug related or not. But if executioner's black attire is supposed to give 5% more damage is it on all attacks that proc a capstone effect or just an attack itself? I am because while it works on encounters and at wills, it does not work on blade hurricane's flurry proc. Might be better on trapper and archery than combat. > > If it works with the at-will it will work with the Blade Hurricane since BH is based on the damage done by the at-will. Same goes for Piercing Blade. > > It's an additional proc like wheel of elements or piercing blade, so it doesn't actually. > > Are you sure of this? Did you test the EBA recently cause I thought they had changed it to an actual damage buff instead of extra attack when they fixed its bug. > > I don't have one myself (my guild marks have been stuck at 30k for months in hope of buying one) so I can't test it.
Cant open the door into MSVA with less than 10 people even though you can queue in with less
Fixed. When the fix goes live, the corral will properly require only that all players present on the map are in the corral for it to fire.
Present on the map, or present in the queue?
Like...if someone's running NW on a potato and takes 10-20s longer than everyone else to zone in, is he in danger of being locked out the whole time as if he'd died, because the other queue members may have already triggered the door successfully because he was not present on the map?
Even though it may take your client longer to load the map, your character should have arrived on the map at the same time as everyone else's on the server's end—and the corral only cares about the information on the server, not whether your client has finished loading yet, so this shouldn't be an issue.
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thefabricantMember, NW M9 PlaytestPosts: 5,248Arc User
Ray of Frost and Weapon Enchantments.
Ray of Frost does not proc weapon enchantments, with the exception of Feytouched, against frozen targets.
More bugs! Tiamat fails to come up and be killed if the heads are damaged before she finishes the "rising" animation. This prevents the raid from being completed. Probably should be high priority with random queues coming.
If Tiamat is killed in the last ~6 seconds of the timer, she fails to die in time. This confuses a lot of people. If she dies at the exact ~6 second cut off point, the notification of failure pops up on the right side. All the heads have their HP bars still visible with the failure message still visible, the countdown clock does not end, but the queue rewards are handed out anyways. Because it was still a failure though, the chest cannot be opened.
Speaking of fluctuating stats, the stat bonus from multiple legendary companions...
Ok, lots of people have mentioned this one (some have blamed it on the multiple legendary bonus, some have said it's augments), and it certainly qualifies as annoying.
However, I have tried everything I can think of and I can't get it to happen.
Is this literally "stand in the middle of Protector's Enclave while doing nothing, and your stats go up and down"? Because I am definitely not seeing that. I also see the augments as giving what they are supposed to, and the Legendaries as well (16% for 1, 24% for 2, 28% for 3, 30% for 4, 31% for 5). But there could be some weird interaction going on with something else.
If there's anything special you need to do to see the bug, please let me know.
If it really is "just stand there", could someone who has it happening to them consistently tell me their character (PM me if you don't want to post it in the thread), and then I can download a copy of your character and test it out that way.
Some warnings (some of these are obvious, but just to be sure): * If your companion isn't summoned, of course you won't get any augment/legendary bonuses. * Don't forget that the legendary bonus is based on your summoned companion's stats (not the stats of whichever companions are legendary). So if, for example, you have 5 active companions, A, B, C, D, and E, and A, B, and C are legendary, then if you have B summoned, you'll get 28% of B's stats. If you have E summoned, you'll get 28% of E's stats. * If you've just entered the zone, the augment/legendary bonuses will take a second or two as they kick in (as will any other powers). But after that 1-2 second period, your stats should stabilize. * If you try to do the math for the exact bonus you should get, you'll discover you seem to be getting a bonus that's too big. You aren't, it's actually working correctly, but the companion UI may show your companion stats as 20% lower than they really are. (The correct stats are the ones used to compute your bonus, which is why it looks "too big".) That's a bug we need to fix, but it shouldn't cause flickering or incorrect stats, just mathcrafter headaches.
Forum seems to have eaten my post so I'll try again.
Overflow rewards still give you power points even when you have the max points invested in every skill.
Sanctuary doesn't always activate when you press shift on OP, instead you go into what looks like the GF guard stance. Extremely annoying, and a bit of an OP killer, considering this bug has been in the game since the class was added I'd really love to see it gone.
"Judge" (justice capstone feat) doesn't knock any time off the cooldown for Bane, only this skill is unaffected so I assume it has something to do with the charge mechanic but it's still annoying.
The set bonus for masterwork II belt/necklace (bonus recovery/movement after using encounter power) doesn't activate when using Bane as a blessing on an ally, it DOES work when using bane offensively.
Auras are inconsistant on which ones work on companions and which don't. Aura of Divinity will heal them, but they don't proc damage from Courage/Vengeance. I can't test all of them as some have more subtle effects.
Sacred weapon is meant to add bonus radiant damage to single-target attacks, but this function is lost for devotion OPs, the additional healing does work though.
There was probably more but it's slipped my mind so I'll leave it at that for now.
3
thefabricantMember, NW M9 PlaytestPosts: 5,248Arc User
Speaking of fluctuating stats, the stat bonus from multiple legendary companions...
Ok, lots of people have mentioned this one (some have blamed it on the multiple legendary bonus, some have said it's augments), and it certainly qualifies as annoying.
However, I have tried everything I can think of and I can't get it to happen.
Is this literally "stand in the middle of Protector's Enclave while doing nothing, and your stats go up and down"? Because I am definitely not seeing that. I also see the augments as giving what they are supposed to, and the Legendaries as well (16% for 1, 24% for 2, 28% for 3, 30% for 4, 31% for 5). But there could be some weird interaction going on with something else.
If there's anything special you need to do to see the bug, please let me know.
If it really is "just stand there", could someone who has it happening to them consistently tell me their character (PM me if you don't want to post it in the thread), and then I can download a copy of your character and test it out that way.
Some warnings (some of these are obvious, but just to be sure): * If your companion isn't summoned, of course you won't get any augment/legendary bonuses. * Don't forget that the legendary bonus is based on your summoned companion's stats (not the stats of whichever companions are legendary). So if, for example, you have 5 companions, A, B, C, D, and E, and A, B, and C are legendary, then if you have B summoned, you'll get 28% of B's stats. If you have E summoned, you'll get 28% of E's stats. * If you've just entered the zone, the augment/legendary bonuses will take a second or two as they kick in (as will any other powers). But after that 1-2 second period, your stats should stabilize. * If you try to do the math for the exact bonus you should get, you'll discover you seem to be getting a bonus that's too big. You aren't, it's actually working correctly, but the companion UI may show your companion stats as 20% lower than they really are. (The correct stats are the ones used to compute your bonus.) That's a bug we need to fix, but it shouldn't cause flickering or incorrect stats, just mathcrafter headaches.
@rgutscheradev it only occured for me when I was standing near a dummy and my pet was attacking it, however, it only occurs on preview as I have not as of yet upgraded more than a single legendary pet on live. If you wish I can pop onto preview and try to create a toon that can reliably replicate it, if that helps you to try and fix it.
If it really is "just stand there", could someone who has it happening to them consistently tell me their character (PM me if you don't want to post it in the thread), and then I can download a copy of your character and test it out that way.
Preechr@Preechr#2215
In PE, stats will fluctuate due to buffers walking around Better to go somewhere private I have 2 legendary pets equipped, but I haven't honestly checked recently to make sure they're still fluctuating, but they were
Overflow rewards still give you power points even when you have the max points invested in every skill.
Not a bug. I'd make the case that this will be very advantageous in the event of a level cap increase.
But it would be nice if the character icon didn't glow to nag you about points you can't assign. I know it bothers a lot of people. I think this was supposed to be fixed previously?
Like other mentioned, Icy Terrain(and similar spells), is extremely sensitive to the terrain it is being cast on, ranging from zero ticks, to 1 initial tick to regular(expected behaviour), I have noticed similar sensitivity to terrain with spells like Steal Time, although not to the same degree, but in certain situations it only produces its final tick. So far, with the intention to running logs with Icy Terrain, I have made it to work most consistently with 3 out of the 4 stronghold dummies(the 3 most right ones). The terrain under single target dummy in Caer-Konig prevents Icy Terrain from working at all, if you need to investigate terrains geometry in detail, thats a good place to start.
And also as others have mentioned, which is more of a QoL request, could there maybe be some sort of a telegraphing priority which makes monster "Red Zones" always have the top most layer of graphing? I mean with all spells we are putting down on the ground, it can clutter the visibility dramatically.
Another bug that would be nice if it got some attention, is the off-hand bonus to Storm Spell, it is only cast Storm Spell rank 1 and not 4. Also, how about letting Storm Spell crit again!
Multiple stacks of Frozen Power Transfer do not last the 20 seconds they are supposed to.
A bug that many suffer from is the losing of /q chat, please look into that.
Some weird behaviour with spells is also happening in hight latency(laggy) situations, that when casting spells, animations of the spells together with its sounds play out normally, but the spell at hand isn't actually cast.
Another QoL change would be to make scoreboard movable again (like it was long time ago).
Comments
Ravenskya - TR / Krisha Chaos - OP / Waffles - GF / Dex Domitor - HR
Becky the trendy GWF - GWF / Too Toasty - SW / Falcor - DC / Morrigan - CW / Sir Didymus - OP
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Bane does not benefit from cooldown reduction when "Judge" is activated.
Sacred Weapon does not deal additional radiant damage for devotion OPs.
Radiant Champion feat only procs during combat, not sure if this is a bug or not but the tooltip doesn't specifty in combat.
Companions doen't get any benefit from some OP auras. The buffs appear next to their HP bars but they don't seem to work, Courage/Vengeance certainly don't, the others are a little more difficult to test. The only one I can confirm DOES work is Aura of Divinity.
Sanctuary bug: pressing shift doesn't always activate sanctuary, instead you're just slowly creeping around with the shield in the GF defense pose, but with no protection. This is extremely annoying and frequently gets me killed.
Rubberbanding when using dash moves: relentless avenger and radiant strike both sometimes appear to activate, then fail and you snap back to where you were at the start of the skill animation. Not sure what causes it, possibly being at the extreme edge of the targeting range, but it's a little disorienting in a fight.
Icy terrain covers red areas on floor, making it very annoying to run difficult content with a CW in the group.
Finally, not so much bugs as nitpicks;
There's a logic fail with Absolution on devotion OP. The shield boosts incoming healing for the character it is applied to, but a shielded character won't be taking any damage and therefore doesn't need incoming healing. if the shield breaks the buff is lost, making it utterly pointless. As a devotion OP I'd much rather have the protection version of the power, as better damage prevention is actually useful.
This is a familiar theme with a lot of OP powers, the protection ones generally seem well thought out, but for devotion it seems someone just decided to slap healing, or bonus healing % on all of them.
Edit: forgot to mention. Overflow rewards still give you power points when you already have all skills maxed. Why?
I don't have one myself (my guild marks have been stuck at 30k for months in hope of buying one) so I can't test it.
Offending Red Zone Attacks
Signature [WIP] - tyvm John
Doing the Dread Ring mini-lairs (Dread Spire, Death Forge, Phantasmal Fortress) on the weekends doesn't always count as a "task" for purposes of the Stronghold "Dread Ring Support" quest. Which is rather irritating.
Like...if someone's running NW on a potato and takes 10-20s longer than everyone else to zone in, is he in danger of being locked out the whole time as if he'd died, because the other queue members may have already triggered the door successfully because he was not present on the map?
--
I'll never retrace my steps.
Some of my best friends are Imaginary.
While we're at it, the Dread Ring Demon Hunter's daily doesn't count towards SH Support, but I am relatively certain the IWD and WoD ones do.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Whenever you change a cosmetic title on your character the alliance tag overrides your guild tag even if you never clicked to activate it on your history tab. The current only way around that is to click and unclick the allaince title toggle checkmark before you close your character sheet.
--
I'll never retrace my steps.
Some of my best friends are Imaginary.
hugebug.EDIT - Cordon of Arrows (HR ranged power) can also be canceled too early, which removes a charge without any effect.
Signature [WIP] - tyvm John
> Also. Not sure if this is bug related or not. But if executioner's black attire is supposed to give 5% more damage is it on all attacks that proc a capstone effect or just an attack itself? I am because while it works on encounters and at wills, it does not work on blade hurricane's flurry proc. Might be better on trapper and archery than combat.
>
> If it works with the at-will it will work with the Blade Hurricane since BH is based on the damage done by the at-will. Same goes for Piercing Blade.
>
> It's an additional proc like wheel of elements or piercing blade, so it doesn't actually.
>
> Are you sure of this? Did you test the EBA recently cause I thought they had changed it to an actual damage buff instead of extra attack when they fixed its bug.
>
> I don't have one myself (my guild marks have been stuck at 30k for months in hope of buying one) so I can't test it.
Still is an extra attack. Back to the Blade.
Ray of Frost does not proc weapon enchantments, with the exception of Feytouched, against frozen targets.
Tiamat fails to come up and be killed if the heads are damaged before she finishes the "rising" animation. This prevents the raid from being completed. Probably should be high priority with random queues coming.
If Tiamat is killed in the last ~6 seconds of the timer, she fails to die in time. This confuses a lot of people. If she dies at the exact ~6 second cut off point, the notification of failure pops up on the right side. All the heads have their HP bars still visible with the failure message still visible, the countdown clock does not end, but the queue rewards are handed out anyways. Because it was still a failure though, the chest cannot be opened.
Signature [WIP] - tyvm John
However, I have tried everything I can think of and I can't get it to happen.
Is this literally "stand in the middle of Protector's Enclave while doing nothing, and your stats go up and down"? Because I am definitely not seeing that. I also see the augments as giving what they are supposed to, and the Legendaries as well (16% for 1, 24% for 2, 28% for 3, 30% for 4, 31% for 5). But there could be some weird interaction going on with something else.
If there's anything special you need to do to see the bug, please let me know.
If it really is "just stand there", could someone who has it happening to them consistently tell me their character (PM me if you don't want to post it in the thread), and then I can download a copy of your character and test it out that way.
Some warnings (some of these are obvious, but just to be sure):
* If your companion isn't summoned, of course you won't get any augment/legendary bonuses.
* Don't forget that the legendary bonus is based on your summoned companion's stats (not the stats of whichever companions are legendary). So if, for example, you have 5 active companions, A, B, C, D, and E, and A, B, and C are legendary, then if you have B summoned, you'll get 28% of B's stats. If you have E summoned, you'll get 28% of E's stats.
* If you've just entered the zone, the augment/legendary bonuses will take a second or two as they kick in (as will any other powers). But after that 1-2 second period, your stats should stabilize.
* If you try to do the math for the exact bonus you should get, you'll discover you seem to be getting a bonus that's too big. You aren't, it's actually working correctly, but the companion UI may show your companion stats as 20% lower than they really are. (The correct stats are the ones used to compute your bonus, which is why it looks "too big".) That's a bug we need to fix, but it shouldn't cause flickering or incorrect stats, just mathcrafter headaches.
Overflow rewards still give you power points even when you have the max points invested in every skill.
Sanctuary doesn't always activate when you press shift on OP, instead you go into what looks like the GF guard stance. Extremely annoying, and a bit of an OP killer, considering this bug has been in the game since the class was added I'd really love to see it gone.
"Judge" (justice capstone feat) doesn't knock any time off the cooldown for Bane, only this skill is unaffected so I assume it has something to do with the charge mechanic but it's still annoying.
The set bonus for masterwork II belt/necklace (bonus recovery/movement after using encounter power) doesn't activate when using Bane as a blessing on an ally, it DOES work when using bane offensively.
Auras are inconsistant on which ones work on companions and which don't. Aura of Divinity will heal them, but they don't proc damage from Courage/Vengeance. I can't test all of them as some have more subtle effects.
Sacred weapon is meant to add bonus radiant damage to single-target attacks, but this function is lost for devotion OPs, the additional healing does work though.
There was probably more but it's slipped my mind so I'll leave it at that for now.
In PE, stats will fluctuate due to buffers walking around
Better to go somewhere private
I have 2 legendary pets equipped, but I haven't honestly checked recently to make sure they're still fluctuating, but they were
Niadain@niadan I have 4 legendary Companions, and while you are at it, you can see the Energon/Toughness Feat interaction.
But it would be nice if the character icon didn't glow to nag you about points you can't assign. I know it bothers a lot of people. I think this was supposed to be fixed previously?
Neverwinter Census 2017
All posts pending disapproval by Cecilia
And also as others have mentioned, which is more of a QoL request, could there maybe be some sort of a telegraphing priority which makes monster "Red Zones" always have the top most layer of graphing? I mean with all spells we are putting down on the ground, it can clutter the visibility dramatically.
Another bug that would be nice if it got some attention, is the off-hand bonus to Storm Spell, it is only cast Storm Spell rank 1 and not 4. Also, how about letting Storm Spell crit again!
Multiple stacks of Frozen Power Transfer do not last the 20 seconds they are supposed to.
A bug that many suffer from is the losing of /q chat, please look into that.
Some weird behaviour with spells is also happening in hight latency(laggy) situations, that when casting spells, animations of the spells together with its sounds play out normally, but the spell at hand isn't actually cast.
Another QoL change would be to make scoreboard movable again (like it was long time ago).