*BUGS IN PVP, DEVS PLEASE READ*

Thought I would make this thread so that the devs can see from the community the bugs that are happening in PVP and can hopefully address them. I will put the ones off the top of my head that I can think of but if anyone else can think of others then please add them

  1. players get disconnects for no reason, game freezes etc. People getting given instant defeats

  2. roaring entrance doesn’t work properly, sometimes the monster will come in 1 second behind the next monster in line. Seems to happen when poison kills the monster and death sentence/deathmark

  3. poison doesnt instantly awake sleep. Extremely annoying especially if your sleep locked and the next monster to come in is bane only for you to still get hit with a dreamhunt or have your turn skipped. It seems to take a move for the monsters to wake by poison it doesn’t wake on the first tick which it should do

  4. this one has been around since the very first Pvp but accelerate still doesn’t show the right TU half of the time.

  5. bronzeshells from motor/steam arent always being added with their passive when they enter the field

  6. sometimes when you use team turn one of the enemy monsters can still be in between your monsters

  7. pretty sure I’m not the only person with this but my ingame name is NMA SAUL. It has been since the start of Pvp and the last Pvp, on the leaderboards though it always shows me as NMA FREE WINS. My name has only ever been that when I get 60 and lose my points and is never that at the start of the new Pvp but it has locked that name in. Others in the line chat have experienced this

  8. sometimes when it’s your turn you instantly run out of time within a second and get pushed back to 200tu

Going back to the roaring entrance point. Hidan thinks that the reason it sometimes doesn’t work correctly is because when a monster dies from poison the game already has decided that the next monster in line will get the turn before sear has chance to come in. I’m not sure if this is the actual reason but it seems like it could be caused by poison. If this is intentional then it would be nice if the devs could clarify it.

If anybody has anymore points then feel free to add them. Hopefully this will get the devs attention and the problems can be changed.

Yeah, it is. Poison damage is calculated using seconds until the next turn. Then the monster gets moved to the next in line, and then poison damage gets applied. Then the monster dies and the roaring entrance monster gets its seconds reduced to 0. But as there is already a monster that has 0 second, the roaring entrance monster gets pushed back one second. The reason this happens is because the monster that had the time initially has placement priority. If they removed this then you would have weird stuff like this:

Monster A just used poison eater and has 130 seconds left before its next turn. Monster B uses bloodfury on a protector pushing it back to 130 seconds. Normally what would happen is that the monster B would get pushed back to 131 seconds making it so that it would die to Monster A before its next turn. So Team A would now have a significant advantage over Team B. But if Monster B went first because they removed placement priority then team B would have a large advantage.

I have won a lot of games because of placement priority so you can’t just get rid of it as it would end up screwing up a lot of stuff.

I’m not sure if that is the way it is meant to be though. If it is then that’s fine but I think we could do with some clarification. That would explain why poison doesn’t instantly wake up sleeping monsters but it definately should do, that is definately not intended to be that way

Sometimes motor bronzeshells do not work. It has happened to me several times. There next monster just comes in. The bronze shells never show up?

Most of the time that is caused by death revenge. Unwanted entrance is a passive that targets a random enemy upon entrance. If that monster got death revenged and targeted by unwanted entrance then the monster will die before the passive can take effect.

So don’t cannibalize a death revenge into him and you should be fine.

Will add it on tyrone

One more bug is that a bloodcrave charge mon and his hp is very low he hit revanarchion then no noxegg apper in the reinforcement

Yes, phoenix revenge targets the thing that killed him. The guy that killed him died. So it doesn’t go off.

Easy to change = if two monsters has 0 seconds the one that enters the field gains priority. Fixed.
But as I mentioned in the pvp stories roaring entrance also doesn’t work after Leo has absorbed stun. Probably the same problem, Leo has 0TU and roaring entrance also, so RE gets pushed 1TU back. In my view this can be fixed easily, but the devastating are like “let’s release new mons with more bugs instead”

Hopefully with a thread highlighting the problems then there is no excuse for them to not see it. If they get altered is a different thing but at least we can try to point it out. But yeah I’m sure they could easily fix roaring entrance bug

It’s like any passive, it doesn’t trigger from self damage or poison damage.

Just a few other things:

  • Poison is not shown correctly, the visual bug we all know, you can see the poison damage, but no poison.

  • Bane poison triggers a triple poison damage animation

  • Opponents reinforcements are not shown, sometimes happens after knockback next, once it is used, i see the monster which got kocked back for the rest of the match.

  • Oh and sometimes accelerate team does nothing. Happened to me a few times.

Revenarchio: if killed by 400sec bomb it does not create an egg.

Shielded entrance: if the monster enters and gets his damage from poison it still survives the next hit from my sweeper. Hate this bug! Even more than the sleeping monsters don’t wake up from poison instantly, cause this one is at least useful sometimes for my metatherion lol

6th one is just visual, use skip or anything and the order will be normal again. At least is like that from my experience.

Dunno if anyone else had this bug but some times my monsters get timed out inmediatly, it has cost me some matches already.

Also no idea if soul shield is supposed to work this way or if its already fixed but when you soul shiel a protector and enemy assesinate it will do critical to the other monster and miss on the protector, it also doesnt block DR and knock back (stealth does and i think soul shield should too)

Guess thats it

I just found a weird one. When an enemy monster runs out of time, my monster is unable to skip for some stupid reason.

Bugs need to be fixed…simple logic. Don’t write how moves work and not fix the code to match or set simple principles like poison wakes sleep on first tick but not let it happen…please put some time into bugs or clarify why it works the way it does and change the move descriptions…
Also - if opponent has a monster die and you have a monster die and the opponents next monster is stunning entrance and yours is normal monster they will not hit entering monster with stun - however if monster coming in has roaring entrance they will enter at 160 seconds…so it registers there but not when Leo kills a stun revenge? Makes no sense - we need some fixes!

Anyone know how priority is given when two roaring enteance monsters enter the game simultaneously? Lots of Seargaurd on Seargaurd action this PVP

The side that had it come in first goes second.

No, sometimes I had it come second and it went second, I’m sure Zard.

yes zard i see in a fight enemy have revan or my starter electric se (forgot name) is bloodcrave charged i hit revan then no noxegg apper and i think its a bug but good for me