- Disappearing projectiles
- Been around since: The dawn of time.
When using the charge attacks of Avenger-line, Faust-line, Antigua-lines, Blaster-line, all the 0* and 1* handguns, Spur-line, Magnus-lines, Shard Bombs and various Drakon attacks when close to a wall, the projectiles will simply refuse to spawn.Suggested fix: Make this not happen.
- Stun bug
- Been around since: The dawn of time.
Stun does funny things to animations. In some cases, you'll simply be frozen still for however long and nothing will happen and in other cases we'll initiate double attacks. The issue is not as pressing as when this was happening to monsters, making stun-spreading effectively suicide but it's still pretty blargh.Suggested fix: Make stun being applied always cancel the current animation, same as shock. Make stun unable to wear off in the middle of an animation.
- Mini jellies suck
- Been around since: The dawn of time.
Mini jellies don't act like any other enemy in the game. They block projectiles mysteriously, can't be hit by certain weapons and have misleading resistances. See this thread.Suggested fix: Rewrite them from scratch. Use glop drops as a base. Alternatively, just replace them with glop drops.
- Invincitinks
- Been around since: The great shardbombtastrophe of 2012.
Shard bombs, when continously hitting a target with the core + 2 shards, will 'tink' out and none of the projectiles involved will do any damage whatsoever. This is nothing like how the limit was described as working. The mechanic does not serve any purpose. It does not make me happy. It does not make you money. It does not make any sense.Seraphinx' laser also has this mechanic in place, apparently as a balancing factor. While it's true that Seraphinx would output a large amount of single-target damage should the tinks be removed, the cooldown of the skill is large enough, and the time required to keep a monster within its range long enough if you wish to make use of all this damage that it really doesn't matter. I could name you a handful of weapons off the top of my head that are far more broken than an unvincitinked Seraphinx could ever be.
Suggested fix: Remove this horrible mechanic. In the future, balance things in ways that aren't frustrating or punishing.
- Lockdown, Loadouts and the Locker Room
- Been around since: Lockdown.
When in the locker room for Lockdown, switching loadouts does not always work and the game will tell us we're not currently in the locker room even though we totally are.Suggested fix: Put an arsenal station in the locker room? This should be pretty obvious, guys. Maybe this will let me not have to make a thousand variations of the same loadout where I have one trinket set differently or change one haze bomb for another. The entire loadout/Lockdown system was horrible to begin with and smells like a cheap workaround for your inability to limit equipment for the different tiers of Lockdown using more intuitive means.
- Blackhawk has a tiny range for no adequately explained reason.
- Been around since: Dawn of time
Suggested fix: Fix it? Maybe reduce Silversix' range to match? Do something? How hard can this be?
- Sudaruska's charge attack is displayed incorrectly for the client using it.
- Been around since: Whenever Sudaruska's charge attack got changed.
For the user, both explosions will incorrectly appear at the same spot. External observers will see the first explosion appear at the user's feet, where the hitbox for the first explosion actually is. Which one is it? Is the first hitbox misplaced or is it just visually misplaced for the user?Suggested fix: Fix it?
- Lumbers are immune to several sources of damage for no adequately explained reason.
- Been around since: A very long time
Lumbers can get cursed, but will take no damage from it. They can get hit by caustic quills, but will take no damage from it. They can be poisoned and healed while poisoned, but will take no damage from it.Suggested fix: Make lumbers take damage from all of those things. I'm not sure what's making them not work like any other enemy in the game. Is it related to their friendly fire smash attacks not damaging other monsters?
- Wolvers have a curled-up wolver inside their neck sometimes..
- Been around since: Quite a while
Suggested fix: I dunno.
- Triglav says it does strong freeze, but actually does moderate.
- Been around since: Triglav
Suggested fix: Give Triggy strong freeze or fix the tooltip. Whichever you meant to be the case.
- Cloaking does funny things to accessories..
- Been around since: Cloaking
Suggested fix: Good luck! Transparency is terrible to work with.
- Electron Vortex' tooltip doesn't say it cause shock even though it does.
- Been around since: A while after EV came out.
Suggested fix: Put the tooltip back.
- Shard Bombs and the cutter ghost blades cannot damage the Roarmulus Twins
- Been around since: Roarmulus
Basically, the ledge is in the way.Suggested fix: Either extend the playable area by a tile both ways or have the Roarmulus' hitbox move closer when getting stunned.
- Cloaked players still create visible footprints
- Been around since: Lockdown
A stealth class cannot work in competitive multiplayer if it leaves visible traces while cloaked. It doesn't matter that they're faint, a serious player could just increase the contrast on their screen or whatever to completely invalidate the purpose of one of the LD classes. Hell, if they're even more serious they could probably modify the game files to make footsteps bright red or something like that.Suggested fix: Make striker dash not work for other players if I turn to a specific level of anti-aliasing, that seems fair. Alternatively, you could remove the footsteps for cloaked players altogether.
- You can find hearts in treasure boxes This has been fixed, I think.
- Been around since: The instanced loot update?
Sometimes, OOO, your bugs just mystify me.Suggested Fix: Whenever you find out what was causing it, please tell us. I bet it's hilarious.
- The Sudaruska & Mighty Cleaver's tooltips doesn't say they cause Stun, even though they do
- Been around since: They were added to the game
See also: Electron Vortex, Triglav, Frozen Cleaver.Suggested Fix: Do you guys have to write a 14-page application to the government when changing tooltips for your gear? I do not understand why this hasn't been fixed yet.
- Lumbers continue to make no sense
- Been around since: Who knows
Volcanic Pepperbox has no knockback on Lumbers. Nitronome sends them maybe a tile or two. Shieldbumps send them sailing in the wind.Suggested Fix: Maybe you should just toss lumbers out the window and write them over again.
- Charge revive bug
- Been around since: I dunno
Sometimes when reviving, you become stuck charging your weapon and have to go through with the attack.Suggested Fix: Your animation system is a mess, Three Rings. Good luck?
- Party-joining bug
- Been around since: At least a year. Since the anti-looping update? Longer?
I'm leading a party that's open to friends and guild. One of my friends or guildies clicks "Join". But "Oops --- Bopp is no longer joinable".Suggested Fix: Make joining a party always succeed unless the party in question is actually restricted. I don't get why this isn't the case.
- Pointy laggy sprite bug
- Been around since: Sprites
When lagging, sprite abilities do not work. Other players will still see the pointing animation, so the signal is clearly still reaching the server.Suggested Fix: You know how laggy players can press the attack button and their attacks will work? Do that for sprites.
- Maxed sprites cannot eat reset stars This has actually been fixed!
- Been around since: You fixed it so sprites got maxable
Maxed sprite cannot eat. Sprites who cannot eat cannot eat reset stars.Suggested Fix: You should make it like in Metal Gear Solid 3 so that you can spin your sprite a lot in the menu and that'll eventually make them vomit heat, giving them more room for food. You could also remove the reset star entirely and replace them with an NPC in the lab so that resetting your sprite has no relation to food or hunger.
- 4* Firo Driver has Tier 1 fire on some aspects of the charge attack.
- Been around since: I think forever
I don't remember if it was only the bouncy projectiles or only the charge itself, but one of those are awful at T3 and T2.Suggested Fix: give them Tier 3 fire. I don't really know how this mistake happened and why you can't just fix it because we're never told anything about anything.
Also http://forums.spiralknights.com/en/node/85970 and http://forums.spiralknights.com/en/node/87169
I have a few to add:
Wolvers can sometimes tunnel through enemy barriers, apparently.
Sprites sometimes jump around the level, especially in graveyards
Greavers spawn 12 at once in arenas when they're not supposed to be in huge swarms
Not sure if they fixed the sentenza (blackhawk?) range bug
Shard bombs are woefully underpowered (even besides the invinci-tinks)
Lag, lag everywhere
Suda's charge doesn't show up properly except on the client using it (the first hitbox is way too far behind the user)
Treasure boxes dropping hearts (as some thread mentioned)
Health vials are the ONLY vial that don't activate INSTANTLY, and if there's enemies attacking you, it WON'T let you heal...
I don't know if this is a bug or a "feature", but sometimes when I get shocked, I spasm constantly every second and I practically can't move until it wears off. By comparison, other times it will spasm for one second, wait 3 seconds, then spasm again. Also, why don't most enemies even flinch from shock?
Lumbers are seemingly immune to curse for no rational reason...
I'll add more if I think of them.