Putting the thread here instead of the bugs forums so that dungeon runners can be aware of this stuff to try and circumvent it. While I love that we got some dungeon content love in this update, there are a few bugs with the new stuff and some that persist from the old Fractals. While I’ve seen a few of these, I’m sure there are more that are worth sharing.
Cliffside:
Second Seal still has the emote loop invulnerability bug. Third seal seems the same as always.
Rumors persist that the stacking trick still works on the boss, cannot verify. His bone fiends still trigger kill stacking runes but don’t seem to rally people on kill (unsure if that is intended).
A new wrinkle for the last fight is after being placed in the cage the Archdiviner is invulnerable to your attacks for a while after you escape.
Swamp:
Mossman will try to “fight” you in the water., leading to potentially unintended weirdness.
Unassigned:
At the second jumping bit, the waypoints act a little dodgy. Sometimes you spawn at the standard spot, sometimes you go all the way back down the stairs.
Blizzard:
The waypoint doesn’t seem to update at all in this fractal, always spawning you at the inital spawnpoint. If this is intended it’s rather irritating.
Dredge:
Upon spawning in the Dredge fractal I’ve experienced the instance owner ragequitting and booting us back to Lions Arch 100% of the time. Unsure if intended.
Molten Boss:
If you are running around the platform and get too close to the entry bridge you seem to just get agony ticks. Also, first attempt allows setup, any following attempt teleports the team all willy-nilly making for a set-up scramble.