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Projekt: MoP
Megnyitotta Xiania-Evermoon - 21.03.2018 23:26
Utoljára szerkesztette: Aithne - 08.05.2018 12:10

FS#10393 - Scarlet Halls CM Bugs 2.0

Hello! We went in and did a more thorough test of Scarlet Halls on Challenge Mode difficulty and the following is a list of bugs we found. The people in who went in to test all have at the very least realm best or speedrunning experience.

General/Global Bugs

1) Druids who pick up the shield in the archer gauntlet and then shift into travel form get no speed reduction at all. They should still get slowed in travel form. They also get stuck with the shield on and cannot use any abilities until they die. The only things that should not be reduced are things like monk roll or hunter disengage which always shift you a certain distance forward when used. - fixed
-Proof of Bug: Video

2) The fire left by the archers during the gauntlet is neither doing enough damage nor giving enough vengeance. It appears to be ticking very slowly, and gives extremely low vengeance per tick. - fixed
-Proof of Bug: Video (You can see I barely break 30k vengeance in the fire+adds)
-Correctly Working: Video (You can see his veng tracker by the minimap, he gets over 400k in the fire+tanking the archers)

Trash Throughout the Instance

1) When using the Bucket of Meaty Dog Food, if you use it on the Vigilant Watchman and die before the dogs kill the Watchman, the pack resets, and stays colored red. If the bucket hits the Watchman at all, the dogs should eat him and then go passive until they are attacked, even if the person who threw the bucket dies - fixed
-Proof of Bug: Video

2) The Angry Hounds should be gaining the effect of Pack Instincts, currently they only apply it to nearby dogs and gain no benefit from other dogs being nearby. - fixed
-Proof of Bug: Video
-Ability: Pack Instincts

3) The Starving Hounds appear to only ever have 3 stacks of Pack Member given to them by the other dogs in their patrolling pack. They should get the buff for any dog nearby, not just the ones in their pack. They also appear to not be losing stacks when other dogs die. - fixed
-Proof of Bug: Video
-Ability: Pack Member

4) The packs of Angry Hounds and a Vigilant watchman patrolling to the sides of the archer gauntlet can be pulled around the wall if an enemy in combat with the party gets too close to it. They should not pull from around the wall. - I think it’s already fixed.
-Proof of Bug: Video

5) The Vigilant Watchman packs proximity aggro from too far away. It seems to be roughly 15-20% too far. - fixed
-Proof of Bug: Video, Video 2 (These should not pull from around the corner when you are picking up the Buckets)

6) The Angry Hounds are supposed to always attack the player who is closest to them. Currently they will stay focused on whoever had the most aggro for a very long time, even if other people are in range. - fixed
-Proof of Bug: Video

7) The Angry Hounds will sometimes stay in place instead of chasing players despite being within range of the post they are chained to. They should move as long as their target is in range of their post. - fixed
-Proof of Bug: Video

8) The Angry Hounds stay in combat with players for too long after they exit the range of the dog. If the player gets far enough away from the dog, they should immediately drop combat and reset. - fixed
-Proof of Bug: Video

9) The Scarlet Guardians blocking the hallway directly after Houndmaster Braun are not killing players after combat with the Houndmaster ends. They should still deal damage to players until they are completely dead. The only way to avoid the damage should be by using displacement effects which would take you off the ground (goblin glider, disengage, blink, etc. Simply jumping should not let you avoid dmg). - fixed
-Proof of Bug: Video, Video 2
-Correctly Working: Video (Couldn’t find a video of anyone walking into them, but he explains how it works)

10) The Scarlet Evangalists’ Holy Fire spell should be doing MUCH more damage than it currently is. I believe this is because it is using the wrong version of Holy Fire. (Currently does 3-5k, but should be doing roughly 150-200k each time it hits) - fixed
-Proof of Bug: Video
-Working Correctly: Video (The dmg is going extremely fast but you can see a few go off)
-Ability: Holy Fire

11) The Scarlet Evangalists should only be casting Holy Fire at the target with the highest threat, currently they cast it at random party members. - fixed
-Proof of Bug: Video
-Working Correctly: Video (If other people could get hit with this many pulled, the group would have all been dead)

12) The Scarlet Cannoneers are respawning. They should not. - fixed
-Proof of Bug: Video

13) The Scarlet Cannoneers should be firing the cannons throughout the hallway as soon as a player enters any part of the hallway in front of them. Currently they don’t fire until you are more than halfway through the intended range. Here is a quick drawing of where they should be firing. As long as any player is in their “box” they should fire. They do not fire at invisible targets however. - fixed
-Proof of Bug: Video

14) The Scarlet Cannoneers are not entering combat with players who are stood next to them if the player does not attack/was not the first person to proximity aggro them. They should pull the group into combat if they are not invisible and they get anywhere close to the cannoneers. - fixed
-Proof of Bug: Video

15) The first 2 Packs of Vigilant Watchmans and Starving Hounds path in an odd direction when moving into the courtyard for the archer gauntlet.
-Proof of Bug: Video

16) The Master Archers should be applying a bleed effect to the tank that works basically the same way as the Scarlet Pupils near the end of the dungeon. Currently they are not applying it at all. - fixed
-Proof of Bug: Video
-Ability: Bleeding Wound

17) The final hallway should have a Scarlet Guardian patrolling from the entry door to the hallway to the entrance of the boss’s room. Currently it does not. - fixed
-Working Correctly: Video

18) The Scarlet Pupils leave a bleed debuff on the tank. This debuff should be a single debuff which stacks with each application from ANY Pupil. Currently each Pupil is leaving their own application of the debuff which individually stack. This actually makes pulling both of packs much easier because you can lose stacks overall, whereas if it was a single buff you wouldn’t be able to realistically. For instance, if I get 3 stacks from 1 specific pupil and then get luck and dodge his bleed a few times, his 3 stacks will expire lowering the overall damage. If it was 1 condensed stack, I would need to dodge EVERY pupil’s attack to have the debuff fall off. - fixed
-Proof of Bug: Video
-Correctly Working: Video

19) Commander Lindon is resetting too easily. He should only reset if you leave the courtyard that the archer gauntlet happens in. Currently he is resetting whenever you push your character against the walls of the courtyard, including the door directly behind him. - fixed
-Proof of Bug: Video

Houndmaster Braun

1) The Bloody Mess debuff he puts on players is affecting pets as well. Pets should not get this debuff when it is applied to players near them. - fixed
-Proof of Bug: Video (You can see the water elemental die because of the DoT, class pets should not be killed by this ability)

Armsmaster Harlan

1) If Harlan is taunted from the top of the ramp by the door in his room, he will run with slightly off pathing to get to the tank. He should immediately run for the staircase to take the shortest path, but he currently runs at the wall nearest the tank and then goes to the staircase.
-Proof of Bug: Video, Video 2 (Different pathing issue)

2) Harlan’s AoE cleave attack should be hitting and removing the armor from the Scarlet Defenders he summons throughout the fight. Currently only his Blades of Light is removing their armor. - fixed
-Proof of Bug: Video
-Correctly Working: Video

3) The Scarlet Defenders summoned throughout the fight should both be male and female. Currently they are all female. - fixed
-Proof of Bug: Video
-Correctly Working: Video

4) Armsmaster Harlan’s Blades of Light ability should do ~50% of the maximum hp of the Defenders in damage to them when they get picked up over the course of the ability. Currently it is doing much less. - fixed
-Proof of Bug: Video
-Correctly Working: Video

Flameweaver Koegler

1) When you reset combat with Flameweaver, his boss frame instantly appears when he respawns. It should only be active if you are currently in combat with him. - fixed
-Proof of Bug: Video

2) Greater Dragon’s Breath can hit you when you are standing behind the boss. It does not only happen at the end of the cast, and I checked with and without the Noggenfogger shrinking buff to make sure that it wasn’t due to the size increase from the PTR solo test buff.
-Proof of Bug: Video

3) Greater Dragon’s Breath should always start directly where he is facing. Currently it appears that it can sometimes move in the wrong direction for a second and then change to the correct way, and also it appears that he always faces the back end of the room, but the actual attack can start in a random spot occasionally, causing you to be instantly hit. - fixed
-Proof of Bug: Video

4) The Quickened Mind buff the boss gets should lose only 1 charge whenever it is purged, dispelled, or spellstolen, requiring multiple casts to completely remove it. Currently it instantly loses all 3 stacks. - fixed
-Proof of Bug: Video

Lezárta  Aithne
08.05.2018 12:10
A lezárása indoka:  Fixed
Aithne commented on 22.03.2018 01:00

3) The Starving Hounds appear to only ever have 3 stacks of Pack Member given to them by the other dogs in their patrolling pack. They should get the buff for any dog nearby, not just the ones in their pack. They also appear to not be losing stacks when other dogs die.

The way this works is that http://mop-shoot.tauri.hu/?spell=111839 this spell should be searching for any Starving, Angry or Obedient hounds around the caster (excluding itself!) and set the stack counter to the number of dogs found (or rather, make the stack counter equal to the number of dogs found in the simplest way possible).

10) The Scarlet Evangalists’ Holy Fire spell should be doing MUCH more damage than it currently is. I believe this is because it is using the wrong version of Holy Fire. (Currently does 3-5k, but should be doing roughly 150-200k each time it hits)

If I were Webby I’d check their Smite too, they might also be using an incorrect version of that spell. http://www.wowhead.com/spell=128233/holy-smite this is the spell they should be using, but wowhead lists an incorrect one too.

Source: I made it the fuck up commented on 05.04.2018 13:00
1) Druids who pick up the shield in the archer gauntlet and then shift into travel form get no speed reduction at all.

also you can use Displacer Beast to blink forward with the shield, even if the spell is greyed out

Xiania-Evermoon commented on 05.04.2018 14:05

I’m not 100% sure if that is supposed to happen or not, I know some abilities are still usable like monk roll and hunter disengage, would need to look into it more

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