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#feedback

Edited by BigEvilSpider: 4/23/2015 12:24:21 AM
42

Bug list - confirmed and suspected

[b][u]Confirmed bugs[/u][/b] [b]Arachnid hunter helm[/b] appears through some cloak hoods, for example, Hood of the Spawn. Helm textures are wider than the hood, in some places, so lights and patches of black show up on the hood. Edit - this actually appears to be an issue with many dark below helms interacting with older cloaks. For example the same happens with unyielding casque and ghost angel. [b]Strike bounties[/b] that involve killing the end boss of that strike (eg Archon Priest, Nexus Mind) will not always register completion on the death of the boss. It happens to different people, seemingly randomly, with some people able to complete the bounty, and others not. [b]Thorn[/b] sometimes deactivates its damage over time when successive shots are fired at the same target. If this happens, firing another shot will reinstigate the damage over time. [b]The Templar at VoG[/b] is very broken. This is a weird one as I never see anyone report it, yet it's broken for everyone and these bugs occur in every Templar encounter on Hard (not sure about Normal as I haven't run that for a while). Often, the following things can happen with the Templar, I've witnessed all of them in different groups, and the people in those groups indicate that these bugs happen in their own separate groups also: - The relic R2 jump smash stops working versus oracles. - The relic R2 jump smash stops working against detainment shields - Oracles sometimes appear out of sync, so an extra lone Oracle may spawn immediately after you just took down two on hard (or one on normal) - The Templar can sometimes start teleporting around, regardless of what damage he has taken, and will spam out detainment shields as he moves. This is out of sync with any Guardian activity. - The RNG modifier that makes it less likely for a player to get the remaining items that they don't yet have, is set far too high for Fatebringer. I've had several characters, but had to run well in excess of 50 hard mode Templar bosses for it to drop. [b]Bladedancer's Stealth[/b] interacts oddly with some enemies. - Fallen homing rifle shots will track a stealthed Guardian even when fired after entering stealth. This is particularly easy to replicate when soloing a strike where there are no other valid targets, and a Fallen will shoot the spot where the Guardian last was located. Stealthing up and walking out from cover will make any shots fired find the stealthed Guardian, even if they were not fired at the Guardian initially. - The programming that dictates an enemy's intention to attack the Guardian will persist for too long after stealth is entered. There are many enemies where it is clear that the programming that tells the enemy to attack, will cause it to pursue that attack regardless of whether the enemy can see the Guardian or not. This is particularly noticeable on Hive sword knights, and also Thralls. - On rare occasions, some enemies will ignore stealth entirely. Even when it has been activated prior to engagement with some enemies, they can, rarely, just open fire as if stealth were not active. [b]Vex Mythoclast[/b] can sometimes spontaneously start behaving like a regular fusion rifle. It will still carry out automatic fire, but the first shot requires a sustained trigger press and an extensive charge time. The reload also becomes a lot slower. Dying and respawning seems to fix this glitch, but it's incredibly bizarre when it does occur. Occurrence is very rare, but I've had it twice. [b]Black Hammer [/b] doesn't treat shots on Crota's Oversoul as a 'hit', and so will sometimes trigger the perk that returns ammo to the magazine for a missed shot. [b]Necrochasm [/b]appears with a white border icon, despite it being complete. [b]Warlock's Fireborn[/b] perk will sometimes not be possible to activate, even when it is valid to do so. This in particular can occur at the bridge section of Crota's End, and during the Templar fight on Vault of Glass. Edited for clarification that this [i]isn't [/i]due to the Annihilator totem becoming active. The super sometimes will just not activate. [b]Jumping[/b] from a not very great height sometimes causes instant death. This is usually when a small piece of terrain other than the default ground texture is involved. It can be a corner, a raised piece of stone, a plant, whatever. [b]Crota boss Ogres[/b] sometimes don't spawn in their respective towers. Fixes to this appear to be running around amongst the thralls, or sometimes firing a rocket at a thrall. Sometimes no fix works. [b]Knights at the Deathsinger fight[/b] will sometimes teleport/appear suddenly amongst the rubble where Crota eventually spawns. These are not extra knights, but rather ones from elsewhere in the boss encounter (after Deathsinger's death), and they carry all their health values etc. Often they can glitch back and forth between stairs, and the Crota spawn point. [b]Super Good Advice[/b] does not recognise Oracles in VoG to be 'hit' targets, and so almost all ammunition is returned immediately to the magazine whilst shooting Oracles. This trivialises the encounter. [b]The Last Word[/b] in pvp will suddenly start to fire incredibly slowly, and may or may not deal damage with each shot. This seems very similar to the bug listed above for the Mythoclast where it suddenly behaves completely differently. However, dying does not seem to reset The Last Word bug. It remains on super slow fire for the remainder of the game when this occurs. [u][b]Suspected bugs[/b][/u] [b]Word of Crota [/b]feels like its shots take a fraction of a second longer to register on the target than on any other weapon. This isn't lag related as I've tested other weapons when this occurs. The shots will land, but they take slightly longer. In PVE this is largely irrelevant, but in PVP it makes the weapon an unwise choice. [b]Patience and Time[/b] does not appear to be affected by any perk that allows you to carry more special ammo. This is with or without it's own 'max special ammo' perk. With or without that one on, any other perk to increase its ammo capacity appears to do nothing. [b]Flux grenade[/b] seems to have too much target acquisition. It will gravitate and stick to most enemies despite often being quite wide of the target (which doesn't appear to be lag induced the way it does it). [b]Tripmine grenades[/b] can be shot from the moment they are about to be thrown and explode; killing the wielder. This makes use of them unreliable, and suspected a bug as no other grenade can be shot down this way, which not only removes the threat of the grenade, but is also a free kill on the wielder if got in time. Suggestion of making tripmine grenades 'arm' once they land, and are inert before this point. [b]Black Hammer[/b] doesn't count precision shots on shielded enemies for purposes of determining whether it replenishes ammo, unless that shot breaks through the shield and hits into health on that same shot. This definitely occurs consistently, but may be intentional, hence suspected bug rather than confirmed.
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  • Quick draw and loader gauntlets will not work for periods of time, then one will work but he other will work, then neither will work, then both will work and then cut out

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