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Projekt: MoP
Megnyitotta Xiania-Evermoon - 08.04.2018 18:12
Utoljára szerkesztette: Higi - 12.04.2018 17:56

FS#10579 - Stormstout Brewery PTR Bugs (Full List)

Hello! The 3 people who went in to test this dungeon each have extensive CM experience (realm best/speedrun exp). The following is a list of bugs we encountered during our test run of SSB.

General/Global 1) Chen and Auntie Stormstout are appearing at the start of the instance after it has begun, and Auntie has a quest. They should not be there on CM difficulty.
-Proof of Bug: Video

2) The monkey tracker at the bottom of the screen appears to sometimes incorrectly count the flying elementals as monkeys killed for the boss spawn requirement.
-Proof of Bug: Video

3) The monkey tracker appears to sometimes get stuck displaying a number and won’t update.
-Proof of Bug: Video

4) The brew barrels are giving an inconsistent number of stacks of the damage taken debuff when they hit hozen. They should always give 1 stack per barrel.
-Proof of Bug: Video

5) The brew barrels appear to sometimes be able to do very high damage/multiple hits without actually breaking.
-Proof of Bug: Video

6) The brew barrels often only hit some of the hozen that they get near. They should hit any hozen in the area when they epxlode.
-Proof of Bug: Video (You can see throughout the pull that only part of the group gets knocked back/stacks)
Well the spell is being casted every 330 ms so if it is near a monkey it hits all monkeys that are in range and it explodes... So there’s not much we can do about this. The spell is doing what it should, how it should do it.[/s]

7) If you reset the dungeon with stacks of the debuff given by picking up the hammers dropped by Boppers, you will still have the debuff and the extra action button. These should be removed on reset.
-Proof of Bug: Picture

8) You can jump over the balcony above Ook Ook’s room. You should not be able to do this.
-Proof of Bug: Gif
« I could on retail... just checked

9) The hammers should only be giving 1 charge each on CM difficulty. Currently they give the regular 3. (They should still stack, just 1 at a time)
-Correctly Working: Video (He describes how it should work and earlier you can see them being limited in using them)

10) The beams of beer in the keg room after Hoptallus should be visually moving after you move into the room. Currently they appear static, but continue to actually move.
-Proof of Bug: Video
-Correctly Working: Video

11) The beams of beer should be reducing hit chance by 100%, but currently it appears it does not accurately reduce it. In the character journal it shows the accurately reduced number, but you can still hit with the majority of your attacks.
-Proof of Bug: Video
this works for me

12) The Ancestral Brewmasters should be making fun of the party based on what classes/races are in the group as you open the door leading out of the keg room.
-Proof of Bug: Video
-Correctly Working: WoWHead link (Check both comments and sounds tabs)

Trash Throughout the Instance

1) The Drunken Hozen Brawlers appear to be starting and interrupting their fighting animations causing them to have strange stationary movement.
-Proof of Bug: Video

2) The Drunken Hozen Brawlers should be taking each other’s health down over time to a bottom end of 10% hp. They seem to start at nearly full when you reset the dungeon, but if you wait long enough after entering/resetting before starting the run, they will be lower in hp.
-Proof of Bug: Video
-Correctly Working: Video (10% hp even though they just started the run)

3) The Drunken Hozen Brawlers which are fighting each other should not proximity aggro the party. If they are not attacked in any way, they should just stay fighting each other.
-Proof of Bug: Video
-Working Correctly: Video, Video 2

4) The sleeping Hozen Party Animals should run out of the room with the rest of the remaining hozen once you meet the 40 killed counter.
-Proof of Bug: Video

5) If the tank dies in combat with the Hozen Party Animals, some of the groups will reset combat with the remainder of the group. They should stay in combat and go to the next highest threat person.
-Proof of Bug: Video
Noone except the tank aggored them, they’re neutral, that’s how thing should work!

6) Some of the Hozen Party Animals have exceptionally odd pathing when first pulled.
-Proof of Bug: Video
Well, that’s raycast for you

7) Sometimes some of the Hozen party animals will be VERY slow to leave Ook Ook’s room after the 40/40 count has been met.
-Proof of Bug: Video

8) You can attack the rabbits wandering on the balcony above Ook Ook from the first boss room. These should not be able to be hit.
-Proof of Bug: Video

9) If you walk directly over the hoppers, they should immediately start casting Explosive Brew. Currently you have to be close to them for a few seconds before they will actually begin to epxlode. Note: being in melee range isn’t enough, you should need to be overlapping their model for them to start casting. They should also begin to explode when they are actually damaged from a close range.
-Proof of Bug: Video, Video 2
-Correctly Working: Video-Video (Only explodes when they go directly on top, not just when they get close), Video 2 (As he’s running into the balcony area you can see the one he goes directly over start casting for a few frames)

10) The Hoppers throughout the instance should not have their explosive brew cast interrupted if they are hit into the air by the hammers. It should cause them to explode while in the air and not hit the party, but still kill the rabbit. Currently they just get interrupted and come back down.
-Proof of Bug: Video
-Correctly Working: Video (It appears to start a new, faster cast so maybe there’s a second version of explosive brew that they autocast when you hit them with a hammer that is currently missing)

11) The explosive brew stun seems to be able to be cast without a visual displaying it. There is no rabbit visible casting explosive brew, but the group still gets the damage taken and the stun.
-Proof of Bug: Video, Video 2, Video 3

12) The explosive brew range is inconsistent, sometimes if you are within range at the start of the explosion, but then run out of range before the cast finishes, you will still get stunned. The stun should only go as far as the visual explosion.
-Proof of Bug: Video
This is how the spell is designed. The visual doesn’t exactly match the damage. Some small particles emit out which can be hardly seen, which actually is exactly in the 10y radius

13) Sometimes the Hoppers will not die after casting explosive brew.
-Proof of Bug: Video

14) Sometimes the Hoppers will cast explosive brew and die, but have no actual visual or effect on the spell.
-Proof of Bug: Video

15) The Hoppers can become stuck and stop moving if you CC them during their explosive brew cast and then break the CC effect.
-Proof of Bug: Video

16) On Hoptallus’s platform there should be 2 static (non-patrolling) Boppers and 1 static Hopper, but currently the static rabbits are all Hoppers.
-Proof of Bug: Video, Video 2
-Correctly Working: Video, Video 2, Video 3 (this one is very good since it shows them marking the kill targets)

17) The Bloat debuff put on players by the Bloated Brew Alemental is sometimes not knocking people back when they either run through the animation too quickly or when they run through it close to the debuffed player. It should always do the knockback.
-Proof of Bug: Video
https://imgur.com/a/ONnGE this is the extent of the effect + it is only casted every 500 ms... there is clearly enough room for you to evade/dodge the effect. This is not a bug

18) The Yeasty Brew Alementals throughout the instance should be doing a healing beam at each other when they lose ~30% of their hp. This beam should be able to be stood in to block it from healing the Alementals and to instead heal the player in the beam. They should ALSO be doing this on the final boss when spawned during the fight.
-Proof of Bug: Video, Video 2
-Correctly Working: Video (You can see them healing on the hp bars even though he has the castbars not displayed)

19) The Suds from the Sudsy Brew Alementals are not displaying correctly. They appear to be using the wrong spell effect or have it misplaced so it looks very low quality, even on high graphics settings. The normally invisible infernals used to place a target location for the suds are also visible.
-Proof of Bug: Video
-Correctly Working: Video

20) The Sudsy Brew Alementals appear to sometimes not cast suds at all.
-Proof of Bug: Video

21) If you die to the waves of adds before the final boss and then run back in, sometimes they can be in awkward positions when you return.
-Proof of Bug: Video

Ook Ook

1) Ook Ook can be pulled out of his encounter area. He should reset if he is removed from his room or there is no one alive and in the fight.
-Proof of Bug: Video

2) Rolling barrels into the boss sometimes adds 2 stacks to the debuff. It should only ever do 1 stack.
-Proof of Bug:Video

3) The hozen around the room can keep throwing some barrels after the boss dies. If he dies any barrels already on the floor should despawn, as well as the hozen which were throwing the barrels, and no more should spawn.
-Proof of Bug: Video
-Correctly Working: Video

Hoptallus

1) It appears that the spawning requirements to make the boss actually spawn are incorrect. You should have to kill the 2 Boppers with static locations on the platform, and as soon as those 2 specific boppers die, the boss should start to spawn.
-Proof of Bug: Video
-Working Correctly: Video (He marks the 2 that need to die), Video 2
2) The Carrot Breath seems to be starting in a random direction. It should always start in the direction that the boss is initially facing and move from there. This seems to be a global bug with enemies that have a frontal cone channeled ability (Wise Mari, Flameweaver Koegler, etc)
-Proof of Bug: Video
-Correctly Working: Video, Video 2

3) During Furlwind, the boss should choose a random party member and fixate on them, moving towards them during the ability. Currently it appears to always just stay on the tank.
-Proof of Bug: Video, Video 2
-Correctly Working: Video (Targets the warlock), Video 2 (Follows the healer)

4) During Furlwind, the tank should be able to taunt the boss and have it momentarily (for the duration of the taunt debuff) move towards them instead of whichever party member got fixated.
-Proof of Bug: Can’t really tell because the fixate is broken too, but I am assuming this bug exists.
-Correctly Working: Video, Video 2, Video 3[/url[/s] [b][u]Yan-Zhu the Uncasked[/u][/b] [s]1) The Yeasty Alementals spawned throughout the fight are spawning in incorrect locations, and are spawning too slowly (they should spawn 2 at a time on CM difficulty. They have a set spawn order and should always be spawning on the outer 12 circles around the boss. -Proof of Bug: [url=https://youtu.be/NctOLQtBELw?t=54m22s]Video
-Correctly Working: Video, Video 2

2) The Yeasty Alementals can sometimes just completely stop doing anything if they are interrupted or subjected to a CC effect.
-Proof of Bug: Video (Top Left)

3) The stun from the suds wall is currently being applied as a buff which can just be clicked off. It should be a debuff which is impossible to remove.
-Proof of Bug: Video

Lezárta  Higi
12.04.2018 17:56
A lezárása indoka:  Fixed
További megjegyzések a lezárással kapcsolatban  

re-test it after the next PTR update ty

Admin
Higi commented on 11.04.2018 17:01

The thrash related fixes should come tomorrow.

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