(edited by Exiras.3187)
Exiras's collection of dungeon bugs (minor story spoilers)
If anyone else has any other dungeon bugs feel free to post them and we can compile one big list
Just reporting that the Citadel of Flames Tribune Burntclaw path bugged for us as well. We killed it, no reward and objective is still “Kill the Tribune Burntclaw”. That’s very unfortunate as the torch lighting part at the start was quite frustrating, especially since not all the members were on voice chat. At least I didn’t intend to do this path again.
ascalonian catacombs story: in the intro, there is no lip-sync for rytlock. he just opens and closes his jaw at random, like a bad puppet, and spends most of his time with his mouth hanging open.
also, please tell me that all dungeon armors being just the pirate set is a glitch.
Twilight Arbor story mode has an issue in which the way points will not appear after you defeat the boss in question. They do appear eventually , we found, after we had reached the last fight with Faolain, but there was a lot of running back through the whole dungeon.
My experience with Twilight arbor (story mode) was that you don’t get the waypoint of the boss you kill but you do get the waypoint at the boss before the one you just killed. I don’t know if this is intended or not
I can echo the bugs that Exiras found. The couple in Flame Citadel being the worst offenders.
My group ran into a rather annoying bug with Caudecus’s Manor where after defeating the golem we were unable to progress at all. The Manor opened up, the game didn’t tell us what was next and we were unable to do anything that would move the story forward.
We were also unable to reset the dungeon. If you started an instance you were forced back into the same instance. If you joined a party already in a new instance, you still ended up in your old instance. Meaning if you abandoned an old instance you then couldn’t join your friends for a new attempt and if two people had old instances they couldn’t help each other complete them.
Similarly, we were unable to access story mode if someone in the group had already completed story mode. Though in that case he was able to join us eventually (after leaving the group, starting story mode, and joining us.)
Shyamal- Asuran Necromancer | Varg Houtman- Norn Ranger
Nemo Randolf- Human Guardian
Bugs with Ascalonian catacombs were proved MILLIONS times by my guild and myself(( this is really frustraiting for us to keep trying this dungeon events over and over and got thiskitten“obstructed” message
pls do something with it Devs
My group ran into a rather annoying bug with Caudecus’s Manor where after defeating the golem we were unable to progress at all. The Manor opened up, the game didn’t tell us what was next and we were unable to do anything that would move the story forward.
We were also unable to reset the dungeon. If you started an instance you were forced back into the same instance. If you joined a party already in a new instance, you still ended up in your old instance. Meaning if you abandoned an old instance you then couldn’t join your friends for a new attempt and if two people had old instances they couldn’t help each other complete them.
Similarly, we were unable to access story mode if someone in the group had already completed story mode. Though in that case he was able to join us eventually (after leaving the group, starting story mode, and joining us.)
My group has just encountered this bug. We were able to reset it after half an hour of logging on and off and reforming groups. And then it bugged again.
Confirming that the Searing Effigy boss might be slightly overtuned, there are a few glaring issues with it currently.
1. The crystals fall so fast that its almost impossible to dodge them, this leads to being chain hit by multiple crystals from full to downed with no real way to avoid it consistently.
2. The crystal spawn rate doesn’t seem consistent, sometimes it takes over 30s between waves, other times its less than 5s. I assume it is meant to be on a set timer, so that groups are able to clear the crystals then burn the boss down from 30%-0% before the regen kicks in again from the next wave.
3. Huge range on the flamethrower style attack ends up nearly killing people who are at the other end of the room clearing crystals, it could do with being reduced to 1200 range or less.
4. The knockdown fire lines seem to land even when the particles themselves are no where near you, dodging it will prevent this but it seems like the spells hitbox and its particle effects are disconnected in some manner.
Other than that the encounter is quite interesting, the long burn that needs to be removed is a nice touch and the crystal mechanic itself will be great once it works correctly.
I have another bug to report from that same route, the boss with the totem triggers is “cheese-able” with any ranged class. They can attack the control totem from outside the room which does not aggro the npc that guards it making the entire “survive the npc while killing control totem” mechanic moot.
glad to see I’m not the only one experiencing these issues. Let’s hope for quick fixes
Twilight Arbor explorable: Volatile blossoms are “obstructed” even when you are 2 feet in front of them. FIX IT.
“We will release the game when it’s ready” . . . Not when it is finished.
bump for still unfixed bugs blocking progression
I also had an issue with the Tribune Burntclaw path. Shame that I didn’t see this post before we started or wouldn’t have wasted our time with the torches.
Has anyone here done the “missing butler” path in explorer mode for cadecus manor? The latter have seems extremely over tuned, having to fight against around 10 or more silver mobs with several normals throw in, while getting destroyed by randomly spawning spike traps that do 2500 damage.
Confirming that the Searing Effigy boss might be slightly overtuned, there are a few glaring issues with it currently.
You can actually easily kill him by just nuking him with all you got (and i mean all you got) and just ignore the totems. That is how we killed him after 3 attempts with those crystals..
I can however add that the Tribune Burntclaw path is bugged and you do not get an extra reward/achievement for clearing the dungeon.. which is kinda sad as the whole exploding torch running was a effing pain..
As Shala said, we nuked him and I even taped it :-D
see here: http://youtu.be/nIgrauwveA0
ignore my mumbling, I was tired
Arah Explorable: Invisible war after Melandru priest prevented us from going any further. After wasting 20+ silver in repairs, we had to deal with that crap. This is a sorry excuse for a game that was “ready” for release. Instead of playing Internet security police, you guys should finish your game that wasn’t finished when it released.
Twilight Arbor story mode: i killed Faolain, no final dialogue. she just fell dead and the dungeon ended.
Twilight Arbor story mode: one of our friends was AFK, so he stayed on the second boss’ room. when we went to fight Cadeyrn, Cadeyrn teleported to the second boss’ room, and no amount of kiting or agroing would get him out of there. as a result, the fight was a pain because he kept transforming us into cats with no nearby pups to fight. check the minimap on the attached picture.
Bumping for Tribune Burntclaw still not fixed. Killing end boss gives only chest but not dungeon completion.
I will keep myself from ranting but this is very disappointing after last dungeon “patch”.
Ascalonian Catacombs path 2 – escort Detha to the flooded temple. Event failed to trigger and the NPC just ran around. Remind me why we have to have annoying NPCs with us in every instance?
Citadel of Flame – Path 1: Spent the past 4 hours working on the final boss, Legendary Searing Effigy, and have concluded there has to be a bug with the spawning of the shards around the room.
My group was stacked with poisons and other conditions to keep his healing manageable. With our setup, we were able to get the boss down to 25% no problem, but once we get there, the boss begins summoning about 10-15 shards every 10 seconds all around the room. It’s near impossible to clear with 5 people when this occurs.
We watched other videos where they used similar strategies, and the boss was only dropping around 5 shards roughly 20 seconds apart which is much more reasonable.
The encounter definitely needs to have a dev take a look at it because it’s overturned or bugged to hell with the rate and speed that the shards get summoned.