How it's supposed to work: They should stack as Battle/Guardian elixirs. How it's bugged: All of the flasks stack wrong, players are able to have all their buffs at the same time. Name of the bug: Stacking of Darkmoon flasks So it's either class/race bound or character bound. Besides, I get 3 different stacks as rogue in the screenshot, and there's obviously not 3 factions in the game. We initially thought about it being a faction issue, but the point doesn't stand since both and me are alliance. This testing was executed with me as a Worgen Druid, as a Goblin Shaman and as a Human Monk. This video shows how the buff ONLY stacks if the buff comes from the same player every time (0:20, 1:15, 1:40, 2:30, 3:25, 3:50, and then 4:50 and 5:15) and gets put on a different stack if picked up from a different player (3:00 and 4:15). With timestamp to see how getting the buff does not stack it with the others. See the screenshot (top right corner, debuffs next to minimap). Not necessarily an issue on NM and HC, but huge on Mythic. In the 1st phase of the Argus the Unmaker encounter, the buffs Strength of the Sea (+2000 versatility and haste) and Strength of the Sky (+2000 critical strike and mastery) will most of the time not stack with one another, therefore not extending their duration and losing the buffs sooner than intended. The last 2 points could be solved by making the triggers vanish/die after their boss (Domatrax) diesĪlso ensuring that the boss doesnt choose the same trigger (FPG) for the 90% and the 50% portal will prevent all other issues (there are like 8 FGS make the boss choose 2 different ones each time). The player can trigger the bugged FPG with Mephistroth's (last and final boss) Demonic Upheaval (by standing near the bugged FPG and spawning the spike near it) and it will spawn infinite imps, these imps will target NPC(s) too. The FPG will bug out on the first pull if the players with a spell make the first FPG vanish, and beacuse it wasn't killed, the boss can pick it again at 50% but it will evade everything and spawn mobs.įPG after the boss it is used on is dead, will just randomly open a portal. Infinite imps will spawn if the group wipes after they killed a FPG, and the boss in the next pull picks that exact same FPG again. After the group wipes, this exact same FPG will evade. So if the players hit the portals with these 2 spells first, only then they will vanish.)Īfter vanishing a 90% FPG with a spell, and the same FPG is opened after boss reached 50% HP, it will be visible, but it will 'evade' everything casted on it. (these spells won't make the portals vanish if they are damaged with an other ability that does not bug them. The two spells that are mentioned are not the only spells causing the issue.įPGs can vanish if the player starts hitting it with a spell like Starfall and Dimensional Rift. FPG = Fel Portal Guardian (portal npc / it's trigger)
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