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Soa bugs a plenty


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My guild has been working on HM Soa and has encountered many encounter breaking bugs. I would say that only about 1 in 5 attempts actually works as intended.

 

For anyone who cares; we're an 8 man guild of mostly ex-hardcore WoW raiders who want to raid casually without the carrying baddies part that usually goes along with that. We have 5/5 NiM KP and 4/5 NiM/HM EV. We raid one or two nights a week. Granted, if we raided 5 nights a week for 4 hours we probably could've had a clean attempt that was also bug free but none us can or want to commit that much time.

 

 

Back to the bugs, here's what we've been seeing;

 

  • After a wipe (often from a bug) upon reengaging Soa and getting him to his second phase several pieces of the platform will be missing, making the transition down to phase 3 impossible.

 

  • If you transition out of phase 2 while someone is being spun around in the air by Force Cyclone upon being thrown down to the bottom they seem to enter a different phase where we cannot see/battle rez them and they cannot see us or the boss (even though we can see them on the minimap).

 

  • On several occasions someone receiving a battle rez was teleported out of the instance (no, they didn't hit medical droid by mistake).

  • On several occasions when someone received a battle rez it caused Soa to reset and the person who was rezzed was warped back to the top/beginning of the encounter.

  • Occasionally on transition into phase 2 Soa will not properly lose the stacks of his buff.

 

  • Random aggro in phase 3 making positioning him for the shield removal difficult if not impossible.

 

  • Not specific to Soa; Battle Rez not working even though it's off CD and hasn't been used that fight.

 

  • Soa's shield will occasionally not break upon being hit with a pillar in phase 3.

 

  • Soa will sometimes not bring down pillars in phase 3 for extended lengths of time. He normally seems to do them pretty consistently but occasionally he seems to skip 1 or 2.

 

- Possible bugs / Things that should be fixed -

 

  • Lightning balls can target people being spun in the air, causing them to be slammed on the ball without anyway to avoid it, usually causing them to die.

 

  • Lightning balls do not despawn on transition out of phase 2.

 

  • You guys changed it so someone in a mind trap on transition from phase 2 is released but if you're being spun in the air by Force Cyclone you're screwed (even more so because of the previously mentioned phasing bug).

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+1. We got the point after our third wipe.

 

Our guild leader posted on random aggro here http://www.swtor.com/community/showthread.php?t=280476

 

Here is the list of problems with operations http://www.swtor.com/community/showthread.php?t=251249

 

Thank you for the list of bugs on SOA.

I hope mods will take a look at it and forward to developers.

Edited by maxbaby
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To be honest, we experienced most, if not all, of those on normal mode as well. They're not *as* fatal, usually, but it makes it hard for a casual guild to get the guy down when you have to wipe until he *doesn't* bug and then hope everyone executes perfectly....

 

(I know, Soa Normal is a cake walk. I don't mind being bad, but when the bugs make four out of five deaths not your fault, it's frustrating.)

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We are a 16 man raiding guild on Darth Revan's Mask and also encounter these bugs in our SOA attempts (mostly in hardmode/nightmare).

 

In addition, we have also seen lightning balls following players into the mind traps.

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Have to add to the previous replies on this topic. Soa is still bugged and needs fixing.

 

We ventured into EV Nightmare (16-man) this week, and found a number of bugs remaining in the encounter:

 


  • Lightning Balls becoming invisible shortly after spawning, meaning some were caught by the aoe effect, or it crept up on people without them knowing they were near.
     
  • People being thrown into the air in phase 2, whilst being target of lightning balls. Upon landing, being hit for full damage and dying.
     
  • Mind trap on tank, yep, its still happening...
     
  • Lightning Balls falling in transition between phase 2-3. After jumping onto platforms, people being hit from nowhere.
     
  • Missing Platforms during transition between phase 2-3.
     
  • Random aggro in phase 3. Tank taunts, and Soa takes 2-3 seconds to respond, normally meaning he is out of position for pillars to break his shield.

 

Please fix ASAP.

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Just adding my +1 here.

 

Led an operation with mostly new people (barely geared, new to raiding, no voice chat and the like). We one shotted all encounters but SOA and Pylons, due to bugs.

 

Pylons:

- Consoles on the south pylon simply stopped spawning after 3rd lock on our first try. Was fine after reset.

 

Infernal Council:

- Our sage got the debuff for no reason whatsoever on our first try. We had no guard up and no AE/buff used. He was also properly linked with the target since once the debuff faded, he could DPS normally (but not fast enough of course). After reset, we cleared it no problem.

- A Marauder type mob had the title "Assassin" instead of "Marauder" which led to a nice DPS race for one of our healers since downing 78k (I think, instead of the usual 28k for assassins) HP within time frame is...rough :)

 

SOA:

- Ball still pursuing people after platforms fell. The balls were UNDER us, nowhere to be possibly seen and yet we all got hit as we were bunching up between platforms. Almost wiped.

- We wiped once during platforms and the encounter did NOT reset properly. When we came back, 3/4 of the platforms on upper level were missing, making it impossible for a push to phase 2. Forcing a reset on phase 1 put platforms back properly.

- Aggro reset on phase 3. This made it almost impossible to position SOA. 2 tanks helped by rotating taunts a bit, but not enough. Couldn't down him because of it.

- Multiple times we had our tanks perfectly position SOA under a pillar, only to have SOA reset aggro and move toward someone else for some reason.

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Yes the fight is buggy, but there are some things you can do to minimize it. We just completed HM SOA for the first time tonight, and haven't spent much time on it.

 

If you reset the instance after every attempt, the missing walls/random mind trap issues seem to stop. Very helpful.

 

For the lightning balls not dissapearing, have whoever they are targeting jump down to the closest platfom and pop them before the rest of the raid jumps down.

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If you transition out of phase 2 while someone is being spun around in the air by Force Cyclone upon being thrown down to the bottom they seem to enter a different phase where we cannot see/battle rez them and they cannot see us or the boss (even though we can see them on the minimap).

 

I know it's stupid, but after you leave a mind trap, you can see those people again (or at least, that's how it's consistently worked for us).

 

On several occasions someone receiving a battle rez was teleported out of the instance (no, they didn't hit medical droid by mistake).

 

Did they accept the battle rez right away? I've found that if you don't wait a few seconds to accept the battle rez, you're very likely to just release to the entrance. It's as if the button's text updates, but the functionality doesn't yet.

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