Invisible Ground Effects and Incorrect Recovery Cap of Executioner’s Presence

Invisible or Severely Delayed Ground Effects
In many encounters, ground-based mechanics (delayed explosions, degeneration zones, timed AoEs) either fail to render or appear far too late to react. These abilities are supposed to be clearly telegraphed, yet the visual cues simply do not show up.
The result is sudden, unavoidable one-shot deaths — not because the mechanics are difficult, but because the game does not display them properly. This turns encounters into guesswork rather than skill-based gameplay.


Executioner’s Presence – Recovery Cap Bug
The modifier “Prevents Recovery Above 50%” clearly implies that Life and Energy Shield recovery should stop at 50%.
In practice, however, recovery is capped much lower, often around 35%, with no mechanical explanation to justify this discrepancy.
This behavior contradicts the stated rules and strongly suggests an underlying calculation bug that misrepresents how the modifier is supposed to function.


These issues are not minor inconveniences — they fundamentally undermine the fairness of the game.
They create situations where success or failure is determined by rendering failures and incorrect mechanics, not player decisions or performance.


This is especially unacceptable in death-penalty content such as Citadel encounters, where a single unfair death invalidates the entire attempt.
When a run can be destroyed by invisible ground effects or a bugged recovery cap, the experience stops being challenging and simply becomes discouraging.

Zuletzt angestoßen am 18.11.2025, 01:39:01

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