10 major bugs I experienced as a Xbox player

Firstly, I would like to thank the developers for their continued efforts and improvements. As an Xbox player who has been actively enjoying the game since December, I greatly appreciate the ongoing enhancements and community engagement.

Below are the issues I have encountered:

1. Ability Bindings Resetting
Abilities frequently unbind as if they are directly tied to weapon sets. For example, assigning the basic weapon or shield abilities to specific buttons (e.g., assigning the Raise Shield skill to LB) resets whenever equipment changes. Expected behaviour is that skill bindings remain consistent regardless of gear swaps. Additionally, "Pick-up Item" is currently an optional skill bindable to button A, where other abilities can also be assigned. The issue arises when equipping a new weapon or ability, which automatically occupies button A due to its vacancy by intentional choice. It would be beneficial to have the option to exclusively lock "Pick-up Item" to button A, preventing automatic rebinding from equipment or abilities.

2. Loss of Item Pickup Command
Occasionally, the option to pick up items from the ground ceases to function, with the corresponding pickup icons no longer appearing on the right side of interactables. The only current workaround is logging out and back in. Possible trigger is related to holding the "A" button to open chests or strongboxes while moving.

3. Stash Navigation Issue inside folders
Navigating stash inside folders with LT or RT does not scroll correctly. Instead, the cursor incorrectly moves toward the right side of the screen, making stash management inside folders difficult.

4. Resurrection Prompt Inconsistency (Tested with multiple gamepad)
The resurrection prompt (holding "A") intermittently fails to activate in hectic combat situations. This issue was not present in the previous game version, where resurrection consistently activated when near the body upon prompt appearance, even after the reduction in the activation area's radius. Currently, the resurrect action often does not trigger unless repositioning or repeatedly pressing the button. This is quite disruptive during hectic fights.

5. Couch Co-op Quest Progression Issue
In couch co-op, when assisting a player (e.g., sibling or partner) who has not yet completed certain missions, specific quests such as "Open Lachlann's Gate" in Act 1 or "Blow the Horn" in Act 2, incorrectly require individual progression. The quest check system seems to verify inventory items without considering if the assisting character has previously completed the quest.

6. Input Ghosting in Couch Co-op + Online
Noticeable input ghosting occurs in couch co-op sessions, especially during online play where pauses is disabled. For instance, if Player "A" interacts with a waypoint or checkpoint while Player "B" is walking, Player "B" continues moving involuntarily, behaving as if still providing stick input.

7. Couch Co-op Map Progression after Death
In couch co-op mode, when one player dies, the other player can progress freely only if moving downwards on the map. However, upward progression is incorrectly restricted. This inconsistency should be clarified or standardised.

8. Chat Shortcut Doesn't Pause Gameplay
Activating chat via the quick shortcut (from O-ring button) does not pause the game. To pause safely for responding to trade whispers or other interactions, players must awkwardly navigate through inventory and fullscreen menus. Expected behaviour is consistent pausing similar to inventory access.

9. Inventory Pausing in Hideout
Unlike towns, opening the inventory in the player's Hideout currently pauses gameplay. Expected behaviour is that gameplay continues without pausing, consistent with towns. Chat works fine, probably because of (8).

10. Held Targeting Functionality Limitation
The newly introduced Held Targeting mechanic is appreciated, yet its implementation has usability issues. The targeting decal calculates position based solely on where the player initiates skill activation and does not dynamically update with the player's ongoing movement. Consequently, preemptive skill use (e.g., Leap Slam while moving) is not viable. The targeting area should continuously update based on the character's current position rather than the initial activation location.

Thank you again for your attention to these matters. I look forward to seeing continued improvements and am happy to provide further details or testing as needed.
Last bumped on Apr 10, 2025, 6:52:47 PM

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