(Almost) 100 Bugs related to U66

The Blonde

Catalogues Bugs
Bug Report Number:
100
I hope yer gettin paid :)

Tumble is still bugged post-U66.0.1 if you tumble too quickly after the first tumble ends. More specifically:
- If you have Experimental Tumble Controls enabled, and have W pressed (or autorun turned on), and tumble once, and then press your tumble key multiple times as soon as your first tumble ends (this is the hard part, there's a very specific window where you need to press the tumble key for it to bug, otherwise it works fine), you lose an extra tumble charge (your screen hitches as if you tumbled -and you likely did- but you don't see the animation for the 2nd tumble). You need to be moving constantly (AKA don't release W at all) for the bug to occur this way.
- Regardless of whether you have Experimental Tumble Controls enabled, if you stand still, press your block/tumble key, and then hit W once, you will tumble normally. But if you don't release your block/tumble key and then you hit W again at a specific window, right as your first tumble ends (spam W multiple times to get it right), the same thing as above occurs: you lose an extra tumble charge, your screen hitches as you do the 2nd "borked" tumble, but you don't actually see the animation.

(Shiradi) 1) The Fey Flash/Otto's Whistler multiselector icon shows Hunt's End (instead of Otto's Whistler) in its multiselector icon. 2) Overwhelming Force is using Hunt's End icon (which is very confusing, considering it has nothing to do with Hunt's End anymore, it's a Pin upgrade). 3) The Fey Flare/Overwhelming Force multiselector icon shows Hunt's End (instead of whatever icon Overwhelming Force is supposed to have) in its multiselector icon.

Otto's Whistler is incorrectly named Queen's Diplomacy. The actual Queen's Diplomacy is the new minus threat thingy in T4.

In Shiradi T2, Fade or Presence erroneously requires level 23 instead of 20.

The different "Stay" effects from Shiradi all use the same icon (the old Stay Frosty) in your buff bar; they should each use their own differently colored icon, based on the "Stay" multiselector.

Weird doesn't seem to be having its DC increased via Spell Focus Mastery/Illusion; unsure if it's just a tooltip issue.

Beguiling Charm (Tier 3 Shiradi) should require ML23 to unlock, but can actually be unlocked at ML20.

Shiradi: Flickering Fingers & Queen's Diplomacy (the two new abilities in T4) should require ML26 to unlock, but can actually be unlocked at ML23.

(I was unable to replicate) After tumbling, you cannot melee attack for 1 second. This seems like the pause that occurs at the end of Dire Charge.

Throw the Boom/Knight's Challenge bugs (unconfirmed, and unsure if some of these are the exact same bug):
1) Throw the Boom seems to have some issues when used at long range. It's as if it "dry fires". Best way to describe it is as if it has a longer "animation range" than its "actual range" is. Knight's Challenge seems to work just fine at long range, but Throw the Boom does not land when used at maximum/near maximum range.
2) Throw the Boom sometimes doesn't do anything. Turns out that if you press any movement button in between activating the ability and the effect landing, then the ability just goes on cooldown without triggering the effect.
3) Throw the Boom (unsure about Knight's Challenge): Activating any other ability before the shield has made contact with the target causes it to fizzle.
4) (From Lamannia, unsure if fixed) You can't use Knight's Challenge/Throw the Boom while having a throwing weapon equipped. Despite the attempt, the ability goes on cooldown without activation.

Consecrated Sparks (from Exalted Angel's "Angelic Soul") does not trigger.

The new animation for Quick Cutter doesn't work on Warforged Bear/Wolf Druids (the hits land correctly, but there's no visual indication that you actually pressed the ability). This same animation is also used for Tremor, which is also not working for Warforged Bear/Wolf Druids.

The 2s-Trip-regardless-of-save portion of Great Leveler is not working.

Typo: (Draconic Incarnation) "Bring About Destruction" should say "Eladar's Electric Surge", not "Eldar's Electric Surge".

The new monsters in "An Explosive Situation" are missing from the Monster Manual.

The new monsters in "Sunken Sewer" don't count in the Monster Manual.

Should Epic Strikes/Mantles/etc say "per character level" or "per caster level"? Cause right now they're all over the place. And the solution is not obvious at all the more you think about it (the problem is the interaction of "character levels" with "max caster levels").
- If you use "per caster level", then MCL restrictions are intuitive (but many things, such as most epic strikes or mantles, still don't mention their MCL); but then you run into the question of "how are caster levels counted in terms of EDs"? To which the answer is obviously "caster level = character level", but that's not really written anywhere, we just know it.
- If you use "per character level", then you run into the problem of incorporating MCLs into the description (which, as mentioned, most epic abilities do not make any mention of, and they REALLY should). What I mean is, if an ability says "deals 1d6 damage per character level *max character level 20*", then it's not really obvious that the extra MCLs you get from Epic Knowledge affect this ability's cap.
Please carefully consider and standardize.

U66 supposedly fixed animal form spells/attacks displaying incorrect DCs.
However many such spells/attacks are still not fixed (they do not take Combat Mastery bonuses into account, and they also don't take some of STR/DEX/WIS into account):
- Takedown is fixed
- Howl of Terror is fixed
- Jaws of Winter (and likely Jaws of Doom too) isn't fixed
- Snowslide isn't fixed
- Shred isn't fixed
- Great Maul isn't fixed
- Bear Charge isn't fixed
- Tremor we cannot test it as the DC isn't displayed in the tooltip (that's another bug)
- Cold Breath/Blighted Breath we cannot test them as the DC isn't displayed in the tooltip (that's another bug)
- Throat Rip (unsure)
- Go for the Kill (unsure)
- Savage Roar (unsure)
- Body of the Sun (unsure)

Something is bugged with Sun Bolt's DC. There are 3 versions of Sun Bolt (Exalted Angel, Cleric/Divine Disciple, FvS/AoV). All of them list a save in their description, but not all display one via the automated bullet points of U66. To top it all of, Jing claims that none of the 3 versions actually have/make us of a DC as of right now.
https://forums.ddo.com/index.php?threads/lets-make-exalted-angel-epic.9863/post-103239

In U58, Shield Mastery Specialty was supposedly fixed to correctly grant PRR. According to the following post however, this fix either never went live, or the feat is bugged again - either way, it's not giving its intended PRR as of U66.
https://forums.ddo.com/index.php?threads/shield-mastery-specialty-not-getting-the-prr.9899/
FIXED

Curative Admixture spells (all kinds) do not proc the Exalted Angel mantle.

If you use Death Salve on Teal (IoD raptor hireling, heroic or legendary), it still takes damage from negative energy instead of being healed by it. This is a problem specific to Teal, as other hirelings interact correctly with Death Salve.

The blindness portion of Shiradi's "Stay Good" does not trigger sneak attacks.

Typo ("Auas" -> "Auras"): If you turn on the Dragon Lord Imbue (core 2), the combat log says:
"Imbue Toggle: Your Black Draconic Soul emboldens your weapon strikes, which deal 1d6 Acid damage on each hit. This damage scales with 200% of the higher of Melee and Ranged Power.
Passive: +1 Imbue Die. The bonus of each of your Draconic Auas is increased by 1."

Opening Volley (Arcane Archer) and Aimed Shot (Deepwood Stalker) use the exact same icon (and you're very likely to use both); please differentiate them (even if it's just a hue change).

Typo: Grandmaster of Flowers core 1 (Inner Focus): "+25 Maximum Hit Points+5 Melee Power" should be split into 2 lines (line break)

With U66's fix of "Attacks that added bonus damage now correctly increase that damage on a successful Doublestrike or Doubleshot", Arcane Archer's Improved Elemental Arrows (T5) finally scale with Doubleshot (tested and confirmed). However, based on my testing, they are doing much less damage than they should. Maybe they only scale with 75% spellpower instead of 100% (as a remnant of the couple of recent patches during which most spellpower scaling imbues were made to be 1d8s scaling with 75% spellpower, before being changed to be 1d6s scaling with 100% spellpower). It wouldn't surprise me if they were forgotten during the transition.

Could the 12 second tumbling buffs from Thief Acrobat's "Cartwheel Charge" & "Followthrough" be buffed to last 15 seconds now that Tumble is limited via U66's charge system? Cause as it is now, it becomes somewhat oppressive to manage your Tumbling to always occur during that 4 second window (12s buff minus 8s Tumble recharge).

Typo: (Shadowdancer) Shadowstrike Ranged: "Epic Strike:AOE Range Attack" is missing a space before "AOE"

The light puzzle in "Grand Theft Aureon" is not working properly. Neither the "press all the buttons once" solution nor the solution provided via the in-quest note work. Also the reset lever does not relight all buttons.

Legendary Dreadnought: Dire Charge, Dire Shot, Momentum Swing, Lay Waste all actually use Stun Bonuses for their effects (T1 Sunder, T3 Trip, T4 Stun). We're not sure if this is WAI (in which case the Sunder bonuses mentioned in the DC of the basic Epic Strikes are a typo), or if everything should scale via different things (T1 via Sunder, T3 via Trip, T4 via Stun).

In FotW, the Epic Strike upgrades are not lined up (vertically) with the Epic Strike, and the Mantle's upgrade is not lined up with the Mantle. In fact, the Epic Strike upgrades are lined up with the Mantle. Move them around please.

As of U66, when you summon a creature (via Summon Monster spell for example) while having your Feydark Familiar active, the Familiar vanishes (but its "toggle" is left ON) and the summoned creature appears (shouldn't work this way, unsure if this affects Falconry too). The opposite is true as well - if you have a summoned monster and then activate your Familiar's toggle, the summoned monster vanishes and the Familiar appears. To make matters even more of a mess, if you have a summoned monster (that's replaced your Familiar), but the Familiar's "toggle" is still ON, then when you go through portals/doors, the summoned monster vanishes and the Familiar reappears.

Explosive Situation still says "Adventure Notes: Solo Only" in its quest journal entry (under the Harbor tab).
Image: https://forums.ddo.com/index.php?threads/explosive-situation-solo-only.9528/post-97513

Shadow Dragon Breath (Energy Vortex) is dealing fire damage. Unconfirmed if this affects the other types of the epic strike (energy Burst/Epic Maw), and not sure if this affects other elements as well (doubt).

(unconfirmed) Can you please check the DC of Carrion Swarm? Something doesn't seem right; enemies almost always save even on low difficulties. Is all of: "20 + Highest of Int/Wis/Cha Modifier + Conjuration Bonus" properly applying like in the description? Maybe the save is triggering more often than intended? Maybe a save for poison damage also making the acid portion not apply and vice versa?

Core 4 of Legendary Dreadnought (Unparalleled Accuracy) procs off Ravager's (both Barb and DL) "Dismember" & "Laughter" (likely because their MP buffs are typed as Action Boosts internally, which I hope isn't the case, cause then they wouldn't stack with Action Boost: Power or each other).

The "Fury" buff that you get from various sources in the Ravager tree has a display issue with its duration: until the 1st stack fades away, it shows correct duration (6 seconds). When that first stack fades away, the number of stacks remaining correctly updates, but the remaining duration bugs out (display issue only, the internal countdown is correct), and it either shows "0:00" remaining, or something absurd like "0:36" remaining. This likely affects both the Barbarian version and the Dragon Lord version.

The "Dismember - Melee Power" buff that you get when you use Cruel Cut (Ravager) on an enemy uses the Slaughter icon instead of Cruel Cut/Dismember icon. This is especially confusing because Laughter (Slaughter's upgrade) also uses Slaughter as the icon for its own MP buff. This likely affects both the Barbarian version and the Dragon Lord version.

Typo: (Shiradi's ED window) Stay Toxic rank 3 "7d77 extra poison damage" -> "7d77 extra Poison damage" (to match the other ranks)

Shiradi cores 2 & 4 offer nothing for casters (according to Tonquin something is supposed to be included for them too sooner or later).

(Artificer) Thunder-Shock Weapon (both versions) mentions that the enemy uses STR for its save in the description, but the autogenerated tooltip says they can use STR/DEX (which is likely true). As such the description needs to be updated to mention DEX too.

Exalted Angel: Wrathful Form is WAY too bright, and its VFX are too intrusive.

In character creation, when picking a class, if you choose "Dragon Lord" (do not advance to the next screen), on the right the "stats" tab mentions Tower Shield Proficiency as one of their notable abilities (that text is copy/pasted from base Fighter; Dragon Lords don't get Tower Shield Proficiency, find something else that's special about Fighter/Dragon Lord to put there).

Dragon Lord's version of Ravager: "Blood Strength" procs neither the passive healing nor the on-kill healing.

(from Lamannia, don't know if was fixed before live) Angelic Form's extra damage seems to work even when the mantle is not on, and even after you reset your enhancements or relog.

(from Lamannia, don't know if was fixed before live) Color Spray now counts as a Light spell and works with Angelic Form. If this is intended, please confirm that Color Spray, Greater Color Spray, Prismatic Ray, and Prismatic Spray, are able to trigger both Angelic Form and Wrathful Form.

(from Lamannia, don't know if was fixed before live) Runic Revitalization's is no longer self-only, but instead sometimes procs on anyone that's affected by your Positive Energy spells (the 2 minute cooldown still applies).

(from Lamannia, don't know if was fixed before live) (unconfirmed) The base Shiradi mantle (the one in Tier 1) doesn't scale with Ranged Power.

(from Lamannia, don't know if was fixed before live) Draconic Incarnation - Scales of the Dragon stops scaling at character level 30. Instead of receiving 480 points of ablative protection at level 32 (15 per character level), only 450 points are provided.

The new Exalted Angel barrier from Wrathful Form isn't visible to other players, so they can't see if they're accidentally kiting mobs out of it.

Orchid Blossom and Fan of Knives use both spellpower and MP/RP to scale, even though they don't mention this (and it's obviously not WAI, as can be seen here and here):
https://forums.ddo.com/index.php?threads/orchid-blossom-172k-crit-after-update.9553
https://forums.ddo.com/index.php?threads/hey-tonquin.5072/post-102923
The real question (beyond the obvious spellpower scaling bug) is:
A) whether their MP/RP scaling percentages are working as intended,
B) whether Orchid Blossom's double damage to undead/aberrations/evil outsiders is actually applying to all enemies,
C) whether Orchid Blossom actually has its intended MCL cap of 20

The old Fey Countenance effect (+2 to saving throws vs. spells. Whenever you activate Pin or Beguiling Charm, enemies near you become fascinated for 12 seconds with no saving throw. Their saving throws vs. spells are also reduced by 2 for 12 seconds, even if the fascinate ends.) is still in effect when you take the new Shiradi Core 4, on top of the new effects.

Typo: The "Pin" debuff that appears on enemies when you use Shiradi Pin is missing punctuation (it says "You are Slowed")

The Otto's Whistler debuff that appears on enemies (when you use the upgraded Shiradi Pin) has the wrong icon (it's using the Fey Lights icon instead of Otto's Whistler icon) and it has the placeholder Shiradi description "Arcane forces surround you".

The CC from Otto's Whistler (Pin upgrade) only lasts 5 seconds, not 6 (easy to check via the debuff on enemies).

Pin doesn't do damage or CC when fired via any kind of Crossbow (incl. Inquisitive). It straight up doesn't function.

(this might be race/sex related) Pin, Dire Shot, Arrow of Discord, Shadowstrike (Ranged): When fired from any kind of Crossbow, they all seem to occasionally make the user unable to attack for ~2 seconds. Unsure about the heroic non-bow AoE attacks (namely Shatter Defenses, Thunder-Shock Weapons, Exalted Shot, Avenging Shot, Devastating Shot, Divine Vessel). Bows and Throwing weapons seem to be unaffected.

(unconfirmed) Fury of the Wild core 4 (Be the Whirlwind) says it makes Improved Trip apply "Trip" to all enemies nearby, making it an area-of-effect Trip. However, it does not actually trigger an AoE Trip, it simply deals AoE damage. The main target is still Tripped, but no other targets are.

Dire Charge does not Sunder in an AoE, as its description insinuates [someone mentioned that the "Sunder" VFX (above the head of the enemy) correctly displays in an AoE, but the actual Sunder effect isn't AoE]. Its upgraded versions correctly Trip/Stun in an AOE. Unsure if Dire Shot has this problem too.
(unsure if connected to above): Dire Charge/Dire Shot only apply LGS-like-debuffs (such as Dust) to only 1 enemy in the pack that you hit.

Shadowstrike (Melee) uses Whirlwind's animation (which looks like a 360 degree cleave), but in reality it's only a 180 degree cleave. This should be indicated in the ability's tooltip (which currently doesn't mention the attack is AoE at all).

Drifting Lotus seems to be bugged: it's meant to have one damage effect for normal creatures, and one double-damage effect for tainted ones. The double-damage effect is missing, meaning the ability doesn't work at all VS Undead, Abberations, and Evil Outsiders (they all display "Immune" above their heads, even though Drifting Lotus deals Force damage).

Machrotechnic: Epic Strikes & Hammer spells don't mention what they scale with.

The Primal Avatar: Shared Mantle doesn't seem to ever proc from the "Thorn Walker" (PA tier 5) stationary summon; it appears in its list of buffs, but it never actually procs. Unsure as to how widespread this issue is (if it affects all summons, if it affects all versions of the mantle, if it has to do with whether the hireling/summon is ranged/melee/spellcaster). Testing with a melee hireling showed the mantle triggering just fine.

Great Ballads of War (Fatesinger Tier 4) is not applying the to-hit and damage bonus to others via Bardic Ballad. Not only that, but unless I'm miscalculating something, it seemed to make the basic effects of the Bardic Ballad (such as Inspire Courage) not apply on other players either, despite the "Inspire Courage" icon appearing in their buff bar. Unsure if either effect works fine for the Bard themselves.

In Primal Avatar, the Tier 5 spell upgrade (Greater Form) checks what you picked as your element in the 1st core of the tree. As such, if you pick Sky as your 1st core, then Heart as your 2nd core, and then pick Reborn in Fire in T2 as your spell, then you cannot upgrade Reborn in Fire via "Greater Form - Heart of Flame", cause it says it requires "This Is Your Nature: Heart" (=core 1 Heart).

Explosive Situation: The wall with the door that leads to the boss fight does not extend to the perpendicular abutments on either side. Basically there are 2 giant holes in the wall to the left and right as you face that door, which permits entry to the room without having to use the door. If you access the room without going through the door the boss won’t spawn. These 2 holes need to be close off.

Dark Light of the Moon (Magus of the Eclipse) says it deals damage to "non-undead", but it actually deals damage to (i.e. heals) undead too. Either the text is misleading or the effect is bugged.

As of U66, "Share the Light" (Magus of the Eclipse) doesn't work. Your summons never trigger the damage from the aura, despite the mantle's icon showing up in their buffs. Also please consider having the Skeletal Knight proc this too.
Additionally, (pre-U66, but still needs fixing), if you combine "Chill Aura" and "Share the Light" (Magus of the Eclipse) things don't work correctly: Chill Aura states that if an enemy would heal from the effect they do not take the damage (and as such don't heal). This works correctly for the player's Chill Aura, but for summons and pets the "shared" Chill Aura does still "damage" (i.e. heal) enemies that heal from negative or cold damage.

Magus of the Eclipse's "Great Summoner" buff no longer works on anything (Skeletal Knights/summons/hirelings).

Magus of the Eclipse's "Great Summoner" (T1) has a required ML of 26, instead of 20.

Moon's Shadow (and Zero Degree Comet too probably) from T5 Magus of the Eclipse do not show their DC in the automated tooltip bullet points.

Lunar Imbuement (Moonlance/Gloomspear upgrade from Magus of the Eclipse) only applies the 5 Vulnerability stacks the first time you apply Vulnerability on an enemy. While the enemy already has Vulnerability stacks, Lunar Imbuement only adds 1 Vulnerability stack.

Flight of Kings (Dragon Lord) does not consistently give the action boost bonus to movement speed in non-public instances (it doesn't work more often than it does). Many different people reported this, but no one was able to identify any patterns as to when it works and when it doesn't.

Dragon Lord auras (especially the +Attack, +DMG, +Saves ones, but likely the others too in more niche cases) interact in a very annoying way with Good Hope, (Greater) Heroism etc: Since they share certain aspects, and the aura refreshes itself every 2 seconds, the spell's icon keeps appearing above your character's head every 2 seconds, alongside the spell's SFX. The combat log is also spammed. Unsure if the problem occurs if you combine the DL aura with other Morale effects, such as DH's "Slayer in the Dark", Heroes Feast, PDK "For Cormyr", etc.
(unconfirmed) Someone mentioned that the Dragon Lord aura completely cancels out/nullifies ALL effects of (for example) Good Hope, not just the portion that they share.

(please read the whole sentence, it's not a Dire Charge complaint) Dragon Lord's "Flight of Kings" (T5) puts both itself and "Lead the Charge" (T4) on a 15s cooldown. But using "Lead the Charge" puts "Flight of Kings" on a 4 second cooldown. Ideally they would both place each other on a 4s cooldown, considering they're part of the same enhancement tree. Regardless, standardize.

Dragon Lord's "I Like Pain" was supposedly fixed in 66.0.2, but was not actually fixed (it never procs).

Dragon Lord's "Laughter" doesn't work.

(now's a good time to fix this) Ravager core 3 (Demoralizing Success): As part of the effect, when you roll a 20, you inflict Crushing Despair (DC 20 vs Will). This DC does not scale at all. Considering it only procs on vorpal, should it maybe be removed? Regardless, if the DC stays it requires modernization (probably make it scale with Intimidate).

The healing from Dragon Lord's "Reckless Devotion" doesn't seem to be scaling via Melee Power, nor does it seem to benefit from Healing Amplification.
Request: Reckless Devotion has too long of a cast time (that also locks you in place) and too low of a duration (and too short of a range, but whatever), causing most players to avoid using it, as the DPS loss (during the animation) is deemed unacceptable, since you have to use it mid-combat. If either the animation was shortened, or the duration increased (so that it can be cast before a boss battle but not have expired by the time it starts), it would see much more use.

When using "Flight of Kings" (Dragon Lord), some race/gender combos have a 0.5 second freeze after the animation, where your character cannot move or attack. Reported problematic: Female Shadar-Kai, Female Deep Gnome, likely others.

Dragon Lord's "Mutilate" doesn't deal Bane damage or CHA damage.

(unconfirmed) Dragon Lord's "Festering Wound" doesn't scale with MP.
 
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TavernBrawler

Well-known member
Jesus Christ. 100 bugs in a single update with little to no content. No QA team, no unit testing nothing. What is the point posting your work in Github if your work is of crap quality?
 

AMess

Well-known member
thx for compiling this list!!

I'd been theory crafting my next build, but it was designed to use great-crossbow + pin, so glad I didn't re-roll and find that bug.

i wish to see your full list of bugs, it'd probably help me avoid these hidden pitfalls.
 

Lominal

Member
to add:
  • New Tier 4 where Greater Beguile would have been: Countenance of Queens: -30% Threat from all sources.
In game this both says and gives 15% not the 30% listed in patch notes, 30% is on par with most other ED's.
 

The Blonde

Catalogues Bugs
to add:
  • New Tier 4 where Greater Beguile would have been: Countenance of Queens: -30% Threat from all sources.
In game this both says and gives 15% not the 30% listed in patch notes, 30% is on par with most other ED's.
This has been mentioned by a dev as an "upcoming fix". There's about 10 such bugs, which I expect will show up in Wednesday's patch notes, and they have been intentionally omitted from the list above.
 

Yndrofian

Member
4) (From Lamannia, unsure if fixed) You can't use Knight's Challenge/Throw the Boom while having a throwing weapon equipped. Despite the attempt, the ability goes on cooldown without activation.

its been like this for a long time, well before u66. pretty sure it goes on cooldown regardless whats in your main hand... including scrolls
 

ACJ97F

Well-known member
U66 was a huge nail for several reasons, and SSG felt the effects on the VIP and whale base. Unfortunate decisions, as to be expected.
 

Kimbere

Well-known member
Jesus Christ. 100 bugs in a single update with little to no content. No QA team, no unit testing nothing.
SSG devs are perpetual victims of their own unnecessary complexity at this point.

Even if they had a proper QA team, they've made the game and underlying code so overly complex they'd never be able to properly test everything within a reasonable timeframe.

For years, the devs have piled new, overly complex systems on top of existing overly complex systems instead of first fixing/optimizing/simplifying the existing ones. The end result is what we see almost every time they release even minor updates... more bugs.

Their technical debt has piled up so high they'll never be able to realistically fix most of it at this point.
 
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nix

Well-known member
so reminds me of my day job ... new things get no scrutiny, but bug fixes take a time inversely proportional to the change complexity to occur (if they ever get approved)
 

Everbright

Member
Dark Light of the Moon (Magus of the Eclipse) says it deals damage to "non-undead", but it actually deals damage to (i.e. heals) undead too. Either the text is misleading or the effect is bugged.

Pretty sure this bug has been around for years, unless it went away and came back again.

Ty for this list
 

DeathTitan

Well-known member
can you add the huge lag on Orien during weekends: the game is unplayable.
This game is very fun and addicting, but the shadow of "quitting DDO" is always there due to this lag.

If I think that they are working on new quests for the next update instead of fixing lag and bugs... we don't need new content, we need a more stable and playable game.
 

DeathTitan

Well-known member
Lag is known to anyone who MMO's.
Noone of the other online games I played have the disastrous lag that DDO has: DDO is often unplayable.

I also mentioned many times that the game freeze by showing the connection issue icon (while chat is still available) and I have to restart the client (happens every day, multiple times a day): this is an issue happening from years and occurs with multiple computers and multiple internet connections, so it's definitely not my fault.
 
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DeathTitan

Well-known member
About the dragon lord aura, these days I'm hating dragon lords in my groups because of the constant "good hope" sound/effect every 2 seconds: I'm having an headache to listen it so often and I also don't want to see the good hope icon over my head when it triggers... I may believe that their buff is contributing to the DDO lag too.
 

Phoenicis

Savage's Husband
Noone of the other online games I played have the disastrous lag that DDO has: DDO is often unplayable.

I also mentioned many times that the game freeze by showing the connection issue icon (while chat is still available) and I have to restart the client (happens every day, multiple times a day): this is an issue happening from years and occurs with multiple computers and multiple internet connections, so it's definitely not my fault.
And yet, I have occasional lag at worst, no connection issues at all, and only very very rarely have to restart my client to correct an issue.

I believe you have issues, but when one person has severe issues while another has virtually none, it makes the problem incredibly difficult to track down and correct.

I HOPE they are trying to track it down, but I honestly don't think they will have much success.
 

DeathTitan

Well-known member
And yet, I have occasional lag at worst, no connection issues at all, and only very very rarely have to restart my client to correct an issue.

I believe you have issues, but when one person has severe issues while another has virtually none, it makes the problem incredibly difficult to track down and correct.

I HOPE they are trying to track it down, but I honestly don't think they will have much success.
Are you playing on Orien?
Yesterday for example it wasn't even a weekend day, it was a monday and the whole group could not move at the boss of "The legend of the lost locket" quest.
Please believe me that the game has become unplayable from the last update, I have a top gaming computer, it's about 20 years that I play this game and I love it, many players have lag problems and often quit the group because they say that the game is unplayable.

Of course if you play during times when there are only 100 players online the game should run decently, but if it's a time of the day during which there are 500+ players online then the game is not playable.

Now for example there are only a few players online and I can't test the game because I'm at work: the fact is that the developers should focus right now their work on improving the game to perform better when there are 500 players online on the same server or upgrade the servers.

Use this site to see how many players are online when you play:

OWINyFo.png
 
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