Couple of annoying issues and bugs with mobs and bosses I’ve noticed while playing.
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If a tear caster dies while doing link shield, the link shield stays up until it normally would have ended if not interrupted.
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If a stafraster starts it’s interrupt fase while re-positioning it walks all the way up to whoever it’s agroed on and sometimes past them.
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The stafrasters and scav knights healing phase interrupt isn’t affected by break it.
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While the scav and tear giants now have cast bars for the smash(thank you for fixing that) they are sometimes layered incorrectly and is hidden behind the boss model.
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The lich king boss often break and stop doing anything other than the Death Burst, spawning adds and pools, he just stands there without shooting single bolts, melee hitting and not even following anyone. It still takes full damage tho
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In the sewer dungeon there are 2 packs with 3 melee elites, on higher level shards there is no way to actually survive tanking them for long enough that the DPS manage to take down one of them. As a warrior my big shield goes down in about 4 seconds on a t10 if I let them all hit my shield and then I die 2 seconds after that(this is with full +4 armor and a +3 sword). you said you’d take a look at it during the extended beta, but nothing has happened yet so I thought I’d mention it again.
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still cases of mobs being “stuck” in broken halls, causing the whole pack to reset as soon as you hit any of them. only workaround we’ve found is to polymorph the stuck mob, kill the rest and then stack on or pushback the one that is stuck.
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The adds and add boxes from gorgon count towards the mob percentage when you kill them.
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The adds on sewer slime are affected by the mobile mutation.
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Mobs can be body pulled thorough walls, especially on alert shards. mostly just an issue on broken halls.
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Either I’m really unlucky or ring drop rates on world bosses are too low, I only got one ring from 34 kills: