A small list of bugs (some were reported in the past but still live a happy life):
1. Immortal bug - reported over a year ago (if I remember correctly). Several hits "at the same time". How it is supposed to be:
1a) when you get hit, you become invincible for a short amount of time
1b) when you get hit while having 2+ bars of health, and you're supposed to die, you survive with 1 point of health. This really helps as you never know when you're going to die in tier 3 (unless you have perfect armor).
The bug:
when you get hit from several damage sources at the same time, you get damaged several times in a row, effectively ignoring either 1a or 1b rule (or both). You either get hit and damage goes beyond 1 pip of health, ignoring 1a, or you get damaged twice in a row before invincibility period even starts.
My idea of the bug's reason:
damage calculation works in a cycle (cycles all the damage you receive in a moment of time), does not interrupt (break;) when receiving damage to start invincibility period, it keeps executing more and more damage. Fixed by adding "break;", a single line of code. Yup, its that simple (if everything works as I'm guessing and can be done using C++ operator). Basically, you can get hit-hit-hit-hit-hit and only when you stop getting hit, you get invincibility period. In tier 3 this means you just die unexpectedly. Terrible bug when you play solo, hardly an issue in good party.
Examples of this kind of attack:
I) getting hit by multiple enemies at the same time
II) getting hit by trojan charge (yup, it can kill you instantly)
2. Immortal bug or hard-to-understand game mechanics.
Bug: burning oilers can drop non-burning oil.
How it should be: burning oilers don't drop oil, they're burning! Although thats my personal opinion.
3. Immortal bug or game mechanic: zombies have a very long-lasting breath attack.
As far as I can tell, their breath has been limited to 5 seconds long after mission system introduction. How to test: stand behind any sort of barrier, close enough for zombie to breath at you without damaging you. They'll just keep breathing out, as if their lungs have infinite capacity. Just weird. Limit to 2 or 3 seconds to make it seem normal.
4. Bug introduced with new game mechanic with mission system.
When zombie jumps, he does damage when landing next to knight, or hitting them during the fly.
The problem is: they do damage the moment animation starts, not when they land! Reported back on test server as soon as I noticed it, most likely report got lost in all the rage about how zombies can damage players without actually hitting them.
Would be nice if zombies only damaged player at the moment of landing, if player didn't put up shield soon enough (in most cases, they just do damage and afterwards do the jump itself, which is just wrong).
5. New! Doing "damage" to trojan's shield interrupts its attack animation.
How to recreate: hit trojan's shield after trojan hits ground, while he's pulling his sword back. This makes him skip the animation and get into "ready" state immediately. Not much of an issue, though.
6. Immortal bug - reported over a year ago (if I remember correctly). Firestorm citadel (king of ashes mission?), depth 25 (with sprites). Upper left room's monsters get less damage than monsters in other rooms. Although they seem to take same damage before they go down, numbers are different. More confusing than anything, should be simple to fix.
7. New! Visual bug. When pick-up item (hearts) is blinking, its shadow remains solid. But it stays in the same part of the screen, not in the same place on level. If player moves, shadows seem to "run away" from under blinking object. As long as object's visible, shadow stays right under it. When object disappears, shadow starts following player (stays in the same spot of the screen, moves with player). Kind of annoying, could be my graphic card issue.
8. New! Rare lag bug: when I picked up health, my fire status effect (I had VOG at that time) burned my health together with remaining health (typically it burned 0.5-1 point of health, I picked up 1 health, fire immediately burned full 2 bars, which shouldn't happen).
On one hand, I may have picked my health too late, when fire already doomed my knight.
On another hand, health did get picked up, and it did disappear. Basically, heart was eated but effect wasn't given.
Info about my PC:
1680x1050 x max settings
GTX 570 from ASUS - 301.42 video driver version
750W PSU
Core q9550 (old)
4gb ram
Windows Vista 64-bit
The only real issue I'm having is bug number 1: going down to zero health from lots of health in one hit. As long as 1 pip rule works, I can still use a pill. But when my knight falls from full health in what seems to be a single hit, its just sad.
Every bug, except number 8, was re-created many times.
PS: being a programmer myself I just can't stand half-hearted programming. I'm a perfectionist, everything must work correctly or I lose sleep :P
As for the 'last stand' effect not working all the time, I don't know whether that's intended or not, but it may have something to do with enemies with damaging statuses. Fire and Shock deal damage when they proc, so theoretically that damage is sometimes calculated a split second after an initial hit, after the 'last stand' already started. I've died without the 'last stand' ever happening before, so likely it works on a chance-based system (which is awful) and the fire/shock stuff just makes it even worse.
For the burning oilers, I think they're supposed to drop oil then ignite it immediately since they should be on top of it. On the off chance they drop it and the oiler gets shoved away, the oil may not have enough time to trigger the burning effect.
On #8, Fire very rarely does more than normal, occasionally dealing something like 1, 1.5, 1, 1.5. From what I've seen, sometimes damage is calculated in a bigger scale than just halves and wholes: there may be quarters involved as well, or even 'bigger' fractions. Proof of this is inconsistency with whether or not you can revive someone after your 'last stand' procs; in all cases it shows one full pip but you can't always revive someone because it might actually be 3/4 of a pip. On occasion, when I've had this happen, and I grab a single heart and revive a teammate, I go from what seems to be 1.5 to 1.
...In your case, though, it's likely you just grabbed the heart after the server registered you died, but on your screen you grabbed it, so when the server decided to kill you it showed the heart disappearing as if you collected it. Or something. I don't know.