A list of many problems I've encountered in-game, many of which I know have been experienced by other players.
Cataclysm Aim-Fail: multiple instances of the seeker bomb flying right by a target that is literally right in your face because the target was able simply to take a tiny step to the side to avoid it. With how massive the bomb orb is, it shouldn't miss so easily and yet such is the case.
Aim-assist: aim-assist is such crap it interferes not only with precision kills but I'm pretty sure it's the reason many players have reported "input lag". Aim assist is worthless. It doesn't help you track the opponent you're aiming at. Instead it drags your reticle to another target which may or may not be slightly closer. I should have my kill interrupted because another potential target ran my the screen and dragged my reticle with it.
Melee Hit-Detection: I cannot count the number of times I've landed a melee hit only for the game not to register any damage. This is especially troublesome when using the Sentinel's Super.
Melee Fail: generally, if I'm the first to land a melee on my opponent in a fist-fight, they'll go down before me unless they have super high resilience. This is not that. This is the case of repeatedly pressing the melee button and nothing happening which allows said opponent multiple free shots. It's not my controller, it's your bugged system.
Rift Animation: The Warlock's Rift animation is far too slow for very little pay off. You have to drop your rift out of sight just to stay alive. Considering it doesn't last and you can't leave, it's not usually useful. At least the Titan's slow animation is rewarded with a Barricade. Warlock gets no protection until standing in the rift another 5 seconds. And even then if you receive fire from multiple opponents the overshield is rendered useless. So when you're backed into a corner with no other options except your Rift, you may as well resign yourself to defeat because dropping that rift won't help and will just give the enemy a free shot. Useless. I should be able to ready my gun after 2 seconds not 4. And don't drop a useless statement like I'm "using it wrong." If that were the case then give me an ability I can actually use. Classes are supposed to "different but equal".
Forced Queues: This is a glitch. Sometimes after finishing Strikes, Crucible, or Gambit, I can't leave matchmaking no matter how many times I press the cancel button. This forces me to do one of two things to get out of it. I can either wait till the activity starts and select Return to Orbit which is both time-consuming and kind of a jerk thing to do. Or I can log out and back in which is still time-consuming. This wouldn't be as much of an issue if not for the other glitch which prevents me from returning to orbit during the game over countdown. (Actually, I've found that this always happens at the end of a Gambit match you've lost) I also shouldn't be force-fed the scorecard at the end of an activity. I should be able to open my ghost and hit return to orbit without interruption. The game has already recorded the loss hasn't it? This is almost as bad as the fact that in Gambit, you're forced to stand still while enemy AI continue to kill you. It may not matter for points but I don't like it.
Fireteam Booting: So if you're on a Strike with someone and you want to join their Fireteam, you apparently get booted from the activity altogether. We're in the same activity so we're clearly in the same instance, the join should be automatic. And I've done this with friends, so it's not just a case of the FTL booting me.
Interaction Glitch: this can be anything from reviving players to picking up objects, but for some reason, when holding the interaction button, the gauge fills and nothing happens and you find yourself having to repeat this process again and again, in some cases completely failing to perform the task (for example, player finally just revived himself).
Graphic Abyss: this is the odd situation in which an enemy walks through or falls/is blasted through a wall or floor. They're still on the map but you can't attack them. This is aggravating in situations when killing enemies is necessary to progress as it is the only way to drop barriers.
Inaccurate Weapon Stats: So apparently, with each new patch and the introduction of new weapons, older weapons slowly get nerfed to pretty much non-functional. Stats that read max impact on older weapons do not actually have any notable impact at all.
Ranged Melee Activation: Certain targets (Taken barriers and other destructible objects, and even Servitors) can't be meleed properly if your ranged melee ability is ready to use. When an enemy gets in my face I try to punch it and Servitors, with my Void/Solar Hunter or Solar Titan (Burning Maul), I end up throwing a smoke bomb, knife, or hammer. Now the hammer regenerates if I collect it but close range is not an effective place for using my ranged ability and now I've lost my knife or thrown a useless smoke bomb. Generally, when fighting any other enemy, the melee is just a punch and I keep my melee ability for later.
Melee Tracking Fail: It doesn't matter if you're wielding a gun or a sword, targeting is horribly bad. There's only so much I can do to direct my character at an opponent for a close-ranged attack. It doesn't make sense that I'm pursuing the enemy in front of me but I end up slashing or punching an enemy to the left or right (in the case of swords, this may attack an enemy behind me even while I'm pushing forward toward the enemy in front). There are even times when a sword slash has been directed at NOTHING behind me.
Random Damage Amplification: within one minute of any activity, a glitch can randomly jack up the damage output of enemies. This can be an activity you've been farming for hours. But in the middle of the next run right after some heavy hitters do minimal damage, suddenly basic adds are able to drop you with a couple of shots.
Sprinting Stall: sometimes sprinting randomly drops out and now you're just moving normally. This happens without pressing any other buttons and without running into obstacles like terrain change, suppression fields, and the like. This can be especially aggravating as some melee abilities demand sprinting a short distance to activate. You press the melee button... your character just punches randomly. Or when you're trying to slide, your character just crouches. I have tried to close distance on a target by sprinting only to have the sprint repeatedly drop out. Even when I press the sprint button multiple times, the sprint sometimes may not respond if I've hit that random sprint stall window. Also, the chance of this occurring increases when you are engaging an enemy. It occurs much less often when running through areas devoid of action.
Thundercrash fail: stemming from the above issue, Thundercrash is nearly impossible to activate for two reasons. Thundercrash does not activate merely by sprinting and then jumping. After sprinting, you must be airborne at least two seconds for the Thundercrash to be usable. This usually means you must use double-jump to sustain your momentum unless you jump off a higher platform. So opposed to Hammer Strike, Seismic Strike, or Shield Bash, it relies pretty heavily on luck unless your target is slow-moving or stationary.
Jump Fail: sometimes, the double-jump function doesn't work properly. On Warlocks and Titans this usually means you don't stay in the air as long as you should. The longest sustained jump for either is about 5 or 6 seconds. But in this case the jump falters after only about one second of airtime. Another issue similar to this is ground detection. Despite the fact that your character can sometimes stand at the edge of a platform well beyond what would visibly be supporting them, often when you move toward that edge (sprinting or not), the ground detection fails well before you actually reach the VISIBLE edge. This usually results in the unfortunate mistimed use of a double-jump. Hunters trying to jump as they near the edge end up draining their double-jump well before proper coverage to reach the other side. The same problem can occur for Titans but it is an even worse issue for Warlocks. If a Hunter or Titan runs off the edge of a platform, they can still potentially be saved if they didn't actually jump. This is because their jumps are always vertical. But a Warlock's jump is only vertical when activated on an upward drift. So if you mistime the jump, you're screwed.
Rocket Blast Radius Inconsistency: When firing a rocket from a weapon with maximum blast radius, 4 out of 5 times, the target will be undamaged if you cannot land a direct hit, no matter how close the projectile lands (even with Cluster Bomb). Also, if you land a direct hit, splash damage from a max BR weapon may not effect other targets clustered near the primary (again, even with Cluster Bomb).
DS-Quarters Lost Sector Glitch: After beating the boss and clesring the room of enemies, the doors to the right of the chest are supposed to open. However, sometimes only the first door opens. A lucky few may find that the entrance to the champion room is now open and they can backtrack, but most others will trapped in the room. Fast travel can be used to escape unless you're currently involved in another activity (Adventure, Story Mission, Patrol, Strike). So if you detoured into this lost sector while on an activity and get stuck, well, your only recourse is to abandon the activity, return to orbit, or find a method of killing yourseld and hooe yiu respawn outside. If on a strike, you could wait for the other members to get wiped or reach the boss. However, none of these solutions are preferable to just fixing the glitch.
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