I will continue to update this thread as patches are released or I stumble upon more issues.

It's a weird dynamic with games like these. Playing this on higher difficulties, the more you pay attention to details the more you bring out the game's flaws...

Bugs
1)
The wand & shield attack clone bug [size:8pt](link)[/size] still hasn't been fixed after months. Equipping a wand & shield together will clone every attack you make at the start of the animation. The clone deals full damage, cannot miss and triggers effects like venom coating a second time.
Not even source spells can match the damage potential of simple attacks. This bug makes damage spells obsolete.

2)
Ordering a character to walk up a ladder with their last AP automatically fails (no path) and consumes the AP.

3)
During the lady vengance fight, Dallis' minions can create water using whirlwind attack.

4)
Fighting Murga in the second arena, when the voidwoken breaks out the game skips your turn. That fight is unfair enough as it is without such schennanigans

5)
The combination of Venom Coating & Dizzy / sick animation of Lizards [size:8pt](link)[/size] causes massive FPS drops . Tested on 2 different PC. As soon as I override the sickness animation caused by curse my FPS goes way up again. Dito whenever the lizard off screen (moved the camera). Doesn't happen without venom coating.

6)
Oily blob doesn't bleed or trail anything when set on fire. Especially not oil.

7)
Laser Ray has no sound effect [size:8pt](link)[/size]. It even seems to mute battle music during it's animation creating just a deep, disappointing void.

8)
Laser Ray cannot be cast down from high ground anymore.

9)
Summoning totems and incarnets they will be damaged by ground effects like the fire you're trying to infuse them with before infusion immunity is applied.
=> Cannot summon full HP / Magic armor minion.


10)

All options for disabling auto hotbar are buggy. I use them all and:
Unlearned spells removed after UI reload. Especially annoying with those unlearned from transformations. Pyramid is disregards settings and is automatically added / removed. Unlearning any spell creates a template skill [size:8pt](link)[/size][/u] on your hotbar using a fist attack icon and tooltip of the ability next to it.

11)
Delay turn puts characters in nonsensical order. When multiple characters delay their turn then the resulting sub/priority group has no internal order. At the end of the turn they're neither catching up on their turns in the order they delayed it, nor their internal initiative balance.

12)
Delay turn & Cryogenic Statis results in 2 turns skipped. 2 characters:
A: in need of cryogenic stasis, high initiative.
B: has cryogenic stasis, low initative.
A delays. B cast stasis. => A's delayed turn is skipped AND the next one too for 2 skipped turns in total rather than 1.


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[u]Gameplay
1)
There is no way to turn and face a backstabber other than attacking him. Even if you do turn to face him casting a buff on yourself resets your rotation to what it was at start of turn / combat.
Even worse, rotation isn't synched between players in multiplayer. You cannot tell your real rotation and whether you need to or even can fix it.
=> It's pretty much impossible and up to sheer randomness to avoid being backstabbed.

2)
Summoning used to be too strong, but now incarnets are defenseless. Their damage is still good but with their low HP and armor any random monster can just walk up to them and one-shot them. Then you're sitting on your cooldown like a moron.

I'll chaulk that up to player error. Don't know what I did wrong or doing right now but my summon is suddenly tanky enough.

3)
Flaming Tongues is pointless.
Enemies are either ranged attackers OR use a teleport to engage you in melee hence the spell is never triggered.

4)
Quana's encounter is ridiculous. I know there are ways to cheese it or avoid it entirely but think about what you have created for a minute and reflect on whether that challenging design or just plain punishing:
-A boss, which summons minions, which summon minions, which summon minions. No cooldown. No max count. No regard to basic rules of the game.
-The boss almost has 2 immunties. The minions all have immunties and there is an immunty aura for the entire pack that you cannot stop.
-At least 3 of those minions can dominate one of your 4 party members each.
-The boss not only has 3 immuties in total, but also cleric support and starts the fight with a gifted frost armor (player's curtosy) and a free turn for her pain link
=> Essentially cannot be focused down.

I like difficult games. I like difficult RPGs. I don't like this. Give the AI a fluke of coordination and this party has the potential to end you within a single turn with no way to defend yourself. At the same time it has virtually no weakness you could exploit in a fair fight.

5)
Players are at a severe tactical disadvantage compared to the Ai, because the game doesn't support the player when he's navigating the battle field.
Finding a spot from where you get a line of sight for that high ground jump or a clear shot for your projectile comes down to poking around in the dark. Meanwhile the AI simply calculates the most optimal route.

This was never an issue with 2D turn based games where lines of sight and visitable tiles were fairly obvious but this game is 3D through and through, yet doesn't accounts for the new challenges.

Same is true for dancing around smoke. Seems like nomatter what I do smoke always obstructs my line of sight. At the same time, I don't recall a single instance where the AI was ever bothered by it. Most of the time it doesn't even have to move... and then I can't fire back using the exact same "non-existant" line of fire the Ai just abused.

6)
Pressure Spike cannot clear clowd effects, because you have no line of sight for the cast. How ironic.



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I do appreciate that you realized such a fantastic concept of a game. It's probably unavoidable with such complexity to have bugs creep in but I do hope you're still working to iron them out.

Last edited by Escadin; 12/02/18 05:13 PM.