SWTOR Known Issues and Unrecognized Bugs Featured

SWTOR Known Issues and Unrecognized Bugs Lists

Endonae by Endonae|

Broadsword maintains a forum post with known issues, but it’s only related to the current patch, and there are many, many bugs that exist in the game from prior updates that have gone unfixed and we’re trying to record them all!

Known Issues

These bugs are officially recognized by Broadsword on the SWTOR forums. They mostly pertain to the current patch and are intended to be fixed in the near future. The 7.7.1 Known Issues List was as shown here was last updated on forums.swtor.com on August 27th, 2025.

General 

  • [NEW] Characters on the Leviathan server cannot be deleted.  
  • [NEW] The Guild Roster Window is missing data in several columns. 
  • [NEW] The game crashes to the desktop when the mouse cursor hovers over the Play button in the mission tracker or map window during gameplay while certain missions are active.
  • [NEW] The sorting function does not work for some windows. 
  • [French and German client only] There are odd breaklines in the text of several names of rewards in the Log In Window. 
  • During cinematic scenes, Vette’s skin tone from her neck below will differ from her skin tone color from her neck above.
  • When selecting a song from the Republic Jukebox, two Holo Dancers are missing textures. 

Activity Finder

  • [NEW] [Flashpoint: Depths of Manaan via Activity Finder] Players are not receiving loot from the final boss, Stivastin, due to the cinematic being automatically skipped. 
  • When backfilling, only the group leader can change their discipline after forming a group through Activity Finder.
  • Players will need to check their Role selection every time they queue to ensure their desired Role is selected. 
  • Selecting the “PvP Challenge” activity, then closing and reopening the Activity Window prevents the group leader from joining the queue for any activities until they reselect said activities. 
  • The “Issue Challenge” button has no functionality. 
  • Quitting an Operation group while the Activity Finder Window on the PvP or Solo tab can cause UI assets to overlap over one another. 
  • A player’s name remains highlighted rather than being grayed out after they leave an Arena or Warzone. 
  • Logging out of a character that has a Group Activity Lockout and then logging back in on the same character causes the “Join Queue” button to appear usable, despite the lockout still being active.
  • The name of the character appears in both the Warzone and Arena queue lists even if the player joined the queue for only one of them. If an option is selected and the player joins the queue for the other option the name is removed from the first list.
  • Scrolling to the bottom of the Solo activities list and then collapsing the “Flashpoints” category will not automatically reduce the list’s length making it initially appear that the activities above Flashpoints has disappeared.
  • When a solo activity is active in the Mission Log, players are able to scroll through the list of activities farther than the end of the list. 

Missions 

  • [NEW] Players who have never finished the mission “An Empire Betrayed” / Ilum Under Siege” are not able to start Rise of the Hutt Cartel despite the Eras window showing that the Ilum Era is completed.
    • Workaround: Players in this state will have to travel to Ilum and pick up the crit path quest and complete the necessary Flashpoints in order to begin Rise of the Hutt Cartel
  • In rare instances a player can have the Mission “Prelude: Rise of the Hutt Cartel” which will direct them to their ship terminal to pick up another Mission, either:
    • Republic – “Trouble in Paradise”
    • Empire – “Countdown to Doomsday”
    • This Mission cinematic at the players ship terminal will fail to trigger properly.
      • WORKAROUND: Simply abandon “Prelude: Rise of the Hutt Cartel”, open your Eras Window, and accept the Rise of the Hutt Cartel Mission from there.
  • [Makeb: Trouble in Paradise/Countdown to Doomsday] These missions cannot be picked up in the ship terminal if the Prelude: Rise of the Hutt Cartel is abandoned.
    • WORKAROUND: Open your Eras Window, and accept the Rise of the Hutt Cartel Mission from there.
  • [Ossus: The State of Things to Come] This mission can be abandoned. 

UI

  • Sorting different values in the Scoreboard Window in either ascending or descending order has no effect on the displayed results. 

Items

  • [NEW] Equipping the Nightfall Operative Glasses removes hoods from chestpieces. 
  • The Ascendant Admiral is not visible on all male body types.
  • [Galactic Seasons 9] The background of the Wall Wires item icon is blue rather than green. 
  • The character’s weapon is visible when they are mounted on the Naboo C-Type Speeder. 

Character Modernization 

  • Dark Side Corruption at Dark 2 and 3 will render as black on certain skin colors. If you are affected, please temporarily disable Dark Side Corruption in the Outfitter tab of the Character Sheet. 
  • Complexion Appearance Options 19, 50, and 51 will show a black texture on the back of the character’s head. 
  • Some Rattatki body types will show a seam along the wrists

Unrecognized Bugs and Issues

These bugs exist within the game, but are not recognized by Broadsword on their official list of known issues. We’ve tried to make this list as comprehensive as possible, but there will inevitably be bugs that we missed.

We will update this list of unrecognized bugs with each patch and remove issues that have been fixed if we happen to notice or they are listed in the patch notes.

Please note that our definition of a bug or issue is a bit broader than Broadsword’s. We include obvious cut corners and violations of clearly-defined design processes and standards.

Besides a few small requests for select Operations Bosses that would dramatically improve the overall experience of the fight, this list does not include points of friction that would be fixed by quality of life (QoL) changes.

General

  • Quick Travel sometimes does not teleport you. This happens frequently on Ruhnuk but can rarely occur elsewhere.
  • The model for Grade 11 Bioanalysis nodes is incorrect. Throughout all of 6.0 and most of 7.0, it was a collection of 3 plants with orange bulbs.
  • Weapons don’t always get put away when another action occurs as soon as combat ends, like mounting or clicking on something.
  • Nameplates are occluded by (semi-)transparent objects like shield gates.
  • Moderate and high mouse sensitivities and polling rates can cause problems with the camera
  • Changing the audio source requires a game restart to restore sound

Locations and Environment

  • On Ossus, at the Imperial Ancient Catacombs Speeder (taxi) | Catacombs Entrance (QT), a “plank” of the catwalk is missing, leaving a cap between the main platform and the balcony
  • The Holoterminal in player ships glows clickable blue even when there’s no mission objective click on
  • The Minboosa District on Hutta is missing Crew Skill Trainers, GTN, Cargo Bay, Bartender vendors, armor vendors, Specialty Goods vendor (from Hutta), etc.
  • There is a ton of visual noise in the grass in the distance on Voss, likely an LOD or shadows issue
  • The Ruhnuk Relic buff effects you earn on Ruhnuk as part of the grueling scavenger hunt mission required to reach the Ruhnuk Datacron (Prototype Missile Attachment, The Buzz, Repulsor Unit) do not apply to alts, meaning the Ruhnuk dailies take substantially longer on alts unless you do the scavenger hunt. 
  • The Jump Pad at the bottom of the Dilapidated Waterworks on Ruhnuk (near the entrance to the H4) does not work
  • The credit holo signs at the southern entrance to the Galactic Trade Market quarter on the Imperial Fleet (near Cartel Bazaar elevator) are facing the wrong way, so the credit symbol is mirrored
  • Interplanetary travel costs can be circumvented by picking up the desired Heroic Weekly from the Activities window. This method of travel is also faster because it gets you out of the spaceport or orbital station so you can immediately quick travel to where you want to go, though that aspect is a larger design issue.
  • On Alderaan (Republic Side, Sith Among the Ruins mission) near Wardpost Hurne in Glarus Valley, there are some Jedi Ruins taken over by Sith Ritualists. They summon Lesser Abominations, which use one of the Rakghoul models rather than something more appropriate, like shadowy Skarklas or Terentateks
  • In the Reservoir Tunnels of the Minboosa District, there is an enemy named “Security Forces”, which does not make sense
  • Revive to Medcenter does not take you to the nearest GNK Medical Droid inside Chapters. Typically, it takes you to the most recent cutscene or boss instead, which is much more cumbersome.
  • The X-70B Phantom (Imperial Agent starship) has always been missing a crystal decoration or sculpture on the table next to the Holoterminal as seen in the original concept art
  • The Fury-class Imperial Interceptor (Sith starship) has always been missing a sith holocron or small obelisk floating on the display table near the Holoterminal as seen in the original concept art
  • While not shown in the concept art, there has always been an empty display table in an alcove near the Holoterminal on the Corellian Defender-class Light Corvette (Jedi starship)
  • We aren’t ever able to imprison anybody in the shielded holding cell aboard the KDY D5-Mantis Patrol Craft (Bounty Hunter starship)

Cutscenes

  • The round edges of the Koboh Rift nebula (yeah, you heard me!) are visible during the Ruhnuk landing cutscene on monitors with 21:9 aspect ratios.
    • Just replace it with the nebula around Odessen. They’re right next to each other, potentially implying that Odessen is meant to be Tanalorr…
  • High-res planets shown in landing cutscenes are not used while inside player ships and flagships (you see low-res planets out the windows)
  • The following planets are missing fancy landing cutscenes:
    • Mek-Sha
    • Onderon (your ship misses the planet completely)
    • Ruhnuk
    • CZ-198
    • Makeb (the one at the very beginning of the story arc is decent, needs a drop of polish)
    • Ossus (has cutscene, but ship is not centered on/pointed at planet)
    • Dantooine
    • Belsavis for Eternity Vault
    • Ziost
    • Oricon (only missing high-res planet and lighting, might already exist in story cutscene)
    • Shockingly, Darvannis has one! (not bugged)
  • The old, ugly landing cutscenes do not play if your ship has not yet finished the hyperspace jump and arrived at the planet because you can (reasonably) exit your ship as soon as you initiate travel. 
  • The Alliance Shuttle shows up as already landed as said ship is flying in to land during the opening cutscene.
  • Revan’s giant hologram at the end of the “Legacy of the Rakata” Flashpoint does not display properly

Combat and Abilities

General

  • Getting knocked down by anything does not make you get back up immediately, and if you use another ability while knocked down, you can stay appearing on the ground
  • CC immunity and pushback protection do not reliably apply to animations, causing significant rubber-banding, stuttering, and even nullification of the immunity. This happens most frequently with rolls and dashes like Covered Escape | Hightail It and Mad Dash | Blade Blitz, but it also occurs with Force Barrier.
    • Example: Juggernaut uses Mad Dash as an Electro Net is flying at them. The animation for Mad Dash will bug out, causing them to only move a few meters, if at all, and the debuff will apply. 
    • It happens most frequently if CC goes out right as the immunity is granted, so it may be a race condition.
  • Most spherical/bubble shield VFX, like Static Barrier | Force Armor and Pyro Shield | Electro Shield don’t follow the model’s centerpoint if it moves or changes:
    • Example: Get in a walker mount and the shield will remain and the walker’s feet instead of resizing to match the walker or protecting the cockpit.
  • There are many problems caused by long travel times on abilities with projectile animations that rely on dealing damage for something to happen. These instances will be noted individually for each discipline.
  • The VFX on the destructible tanks do not match the size of the blast radius. In other words, the explosions are a lot bigger than they look.
  • Many movement abilities, particularly on enemy NPCs, create significant positional desync
    • Try fighting and kiting the Zakuul Knights in Chapter IX: The Eternal Throne in MM to see what I mean
  • When an enemy would change targets while casting/channeling an ability (like if they get Taunted), they will immediately partially swap to the new target mid-cast/channel instead of after the cast/channel has finished. They may fully switch targets or just turn to face who they will hit with the next attack.
    • For single-target abilities, this creates significant confusion for which player will get hit, resulting in DCDs getting wasted or not used
    • For AoE attacks, particularly cleaves, this affects who will get hit by the attack, causing the group to take substantial damage when they otherwise wouldn’t
    • Sticky telegraphs, like the Propagator Core’s Hungering Bite, can become unstuck as a result of this bug

Assassin | Shadow

  • Enemies do not always exit combat when stealthing out with Force Cloak in the open world
  • Changing from Overcharged Saber | Battle Readiness to another talent does not remove the buff if it is active, enabling players to activate it and quickly switch to something else before pulling

Deception | Infiltration

  • Voltaic Slash | Clairvoyant Strike sometimes plays the animation for Thrash | Double Strike instead of its own. This happens more frequently when off-GCD abilities like Phantom Stride | Shadow Stride are used immediately before.
  • Twin Surge | Upheaval, the RNG second hit from Ball Lightning | Psychokinetic Blast consumes a charge of Recklessness | Force Potency if available

Hatred | Serenity

  • Death Field | Force in Balance will consume a charge of Recklessness | Force Potency for each target it damages, but it will still provide the critical chance boost to all enemies even if there is only 1 charge
  • Thrashing Terror (Two Time Trouble) will tick twice if it consumes the final stack of Deathmark | Force Suppression because the trigger is just 2 “when” effects rather than an “if, else” dependency

Sorcerer | Sage

General

  • Volt Rush | Telekinetic Blitz does not mention that activating Force Speed (improperly) grants 2 charges of said ability
  • Activating Force Speed restarts the cooldown on the current charge of Volt Rush | Telekinetic Blitz instead of appending charges, so you can quickly and easily miss out on an additional charge if you use Force Speed while you have 0 charges currently available.
    • Example: You have 0 charges of Volt Rush | TK Blitz and the cooldown has 1s left. If you activate Force Speed, you’ll get 2 charges of the ability, but the cooldown will now be at 9s, essentially missing out on the charge that was about to come off cooldown.
  • When paired with Storm’s Succor tactical, Volt Rush | Telekinetic Blitz will consume individual charges of Recklessness for both the damage and heal.
    • In general, Recklessness charges are consumed based on damage/healing being dealt rather than ability activation, and they don’t even consistently offer a guaranteed crit because crit chance rarely gets to 40% these days
  • Force Barrier makes enemies treat you as if you were dead while channeling
    • This was a deliberate addition back in the day as a way for the NPCs to “react” to the player becoming immune, but no other DCDs, including practical immunities work this way, so it’s just unfair
  • Overload’s knockback wave is not (and has never been) synchronized with the flip animation or sound effect
  • If you move too quickly after placing Phase Walk, you’ll get stuck in the animation for several seconds and be unable to move despite the cast ending  

Madness | Balance

  • Force Leech | Force Serenity does not mention that it can be casted while moving in its ability tooltip description.
  • Plague Master | Teachings of Rajivari calculates the damage dealt by Demolish, Crushing Darkness | Vanquish, Mind Crush based on 6 ticks rather than 9, failing to take into account that Lightning Burns | Rippling Force extends the duration of Demolish, Crushing Darkness | Vanquish, Mind Crush from 6s to 9s (1 tick/s)
    • This severely distorts the optimal rotation
  • Death Field | Force in Balance will consume a charge of Recklessness | Force Potency for each target it damages, but it will still provide the critical chance boost to all enemies even if there is only 1 charge
  • The talent description on Downfall | Shatter Connection (lv 39) does not mention that Creeping Terror | Sever Force also deals additional initial damage when applied to a target affected by your Deathmark | Force Suppression
  • The new VFX for life steal extends an unreasonably long range and persists through defeat. It’s quite noticeable in PvP and can unfairly expose your position. Look to the conditionals with the old VFX.  
  • Tempest of Rho will tick twice if it consumes the final stack of Deathmark | Force Suppression because the trigger is just 2 “when” effects rather than an “if, else” dependency

Lightning | Telekinetics

  • Thundering Blast | Turbulence does not mention that it can be casted while moving in its ability tooltip description.
  • Casting Turbulence, Telekinetic Burst, Power of the Force, or Telekinetic Wave followed immediately by an instant activation of Telekinetic Burst, Power of the Force, Telekinetic Wave, or Telekinetic Gust (any casted Force “projectile” into any instant Force “projectile”) prevents the casted one from appearing
    • Common Example: If you cast Turbulence into an instant Telekinetic Wave, only the Telekinetic Wave will show up. You’ll never see the visual for Turbulence unless it forks.
  • Triggering Telekinetic Defense shows the bright blue Pyro Shield animation
  • Eye of the Storm | Forceful Retribution (level 27 talent) does not benefit from pushback protection or grant stacks of DR or Force Regeneration because it’s an additional ability rather than a buff to Lightning Bolt, Lightning Strike | Telekinetic Burst, Disturbance 
  • Finish Them | Clarity (level 27 talent) always applies the 20% damage boost to Shock | Project; it is effectively baked into the ability itself
  • Forked Lightning, Forked Darkness | Telekinetic Momentum, Mental Momentum can consume the 20% damage boost from Force Speed (Gathering Storm implant, Galvanized proc), effectively wasting the buff
  • Chain Lightning | Telekinetic Wave will consume a charge of Recklessness | Force Potency for each target it damages, but it will still provide the critical chance boost to all enemies even if there is only 1 charge
  • Subversion and Convection | Concentration and Clamoring Force can get consumed on the same activation of Lightning Bolt | Telekinetic Burst. Just make it so Subversion can grant a charge of Convection | Clamoring Force instead of being a separate proc and increase the charge limit to 3 (or 4 with Eyrin’s Haste)
  • It’s easy for Fulgurous Fortification and Charged Reaction | Telekinetic Refuge and Mental Continuum to fall off during optimal play because non-Lightning Bolt | non-Telekinetic Burst abilities are optimal to use too frequently. I recommend increasing the duration of both effects to 18s.
  • The duration of Surging Speed | Metaphysical Alacrity does not get increased to 20s to match the extended duration of Polarity Shift | Mental Alacrity that Lightning | Telekinetics has.

Corruption | Seer

  • The gold glowing quickbar icon around Dark Heal | Benevolence associated with the Dark Concentration | Altruism proc is sometimes visible when it is not procced. This likely has to do with the gold glow from Force Bending (Resurgence) | Conveyance (Rejuvenate) being deliberately disabled.
  • Sustaining Darkness | Soothing Protection heals the target immediately before the bubble collapses and damage absorption occurs on that hit. If the target is at full health, this means the healing will trigger before they lose any HP, which is worthless.
    • This is particularly egregious because the bubble is meant to prevent future damage and the fact that Sustaining Darkness becomes less powerful if you heal the target, you are directly incentivized to heal someone to full before bubbling them

Powertech | Vanguard

  • Hold the Line does not remain visible after activation
  • Searing Wave and Firestorm | Ion Wave and Ionstorm have a significant delay between the VFX wave dissipating and the damage going out, to the extent that it’s difficult to tell which targets the ability damaged.
  • Hunter Killer Droid | Suppression Droid (Stealth Scan) is the most disgustingly overpowered ability in the game, maybe ever. This oversight is so insanely egregious that I am calling it a bug.
  • The VFX for Deadly Onslaught | Artillery Blitz remains on the ground permanently if the channel is interrupted

Pyrotech | Plasmatech

  • The Flame Dissipation tactical sometimes allows Searing Wave to grant a stack of Flame Dissipation, likely because the stacking buff proc and subsequent damage boost proc use the same name (Flame Dissipation).
  • Flaming Fist | Shockstrike deals AoE damage if the primary target is killed by it regardless of whether the Open Flame | Tactical Strike talent is taken.
  • Open Flame | Tactical Strike does not add any VFX to show that Flaming Fist | Shockstrike deals damage to nearby enemies
  • Flaming Fist’s | Shockstrike’s cooldown and damage dealing requirement is too long to facilitate reliable 100% uptime on 4 stacks of Heatstroke | Suppressive Heat. Recommend increasing the duration of Heatstroke | Suppressive Heat to 30s and trigger on ability activation rather than on damage. This brings it in line with Annihilator | Merciless.
  • The Whistling Birds talent doesn’t use the Whistling Birds VFX that exist in-game and are used by the Mandalorian Beskar Jetpack.

Advanced Prototype | Tactics

  • Heat Zone | Kill Zone does not scale its damage with Energy Lodes
  • Energy Burst | Cell Burst deals AoE damage if the primary target is killed by it regardless of whether the Heat Zone | Kill Zone talent is taken
  • Retractable Blade | Gut deals AoE damage if the primary target is killed by it regardless of whether the Retracted Refresh | Ricochet Rounds talent is taken
  • Thermal Detonator | Assault Plastique’s damage boost from Power Burst | High Yield Explosives not apply to secondary targets hit by the explosion when combined with the Flame Detonation tactical.
  • Thermal Detonator | Assault Plastique does not get purged by Force Barrier, Force Shroud | Resilience, or Evasion | Dodge
  • Energy Lode does not have a buff duration unlike every other proc in the game (make it 30s)
  • Energized Blade’s duration is too short for how long it takes to build up (should be 30s) and the effect is way too weak, preventing the spec from being remotely competitive as an mDPS in boss fights.

Mercenary | Commando

  • The SFX and VFX from Smoke Screen on Rocket Out | Propulsion Round play at incorrect times for and far too long
  • Chaff Flare | Diversion’s Decoy does not specify that it only mitigates single-target Force | Tech attacks
    • It should also mitigate AoE damage as well rather than get reworded to improve reliability in PvE
  • Trauma Regulators | Trauma Stabilizers does not specify that it only builds stacks against single-target Force | Tech attacks
    • It should also build stacks when taking AoE damage as well rather than get reworded to improve reliability in PvE
  • Supercharged Gas | Supercharged Cell lasts long enough that you can activate it out of combat, build up another 10 stacks with the out of combat regen ability and enter combat. This allows you to pre-cast a second autocrit with the Concentrated Fire implant and immediately apply a second Supercharged Burn, considerably increasing opening burst.
  • Supercharged Celerity does not increase the number of whole GCDs over its 10s duration for specs that go from the 1.4s GCD to the 1.3s GCD, making it functionally useless for all but Lightning | Telekinetics and tank specs. The main benefit of the ability is reducing the cooldown of overpowered OCDs like Explosive Fuel | Battle Focus

Arsenal | Gunnery

  • The travel times of Tracer Missile | Grav Round and Fusion Missile | Plasma Grenade are too slow, to the extent that it arrives after the firing of Heatseeker Missiles | Demolition Round, preventing Thermonuclear Fusion | Thermonuclear Plasma and Signature Shot | Gravitating Bolt from triggering against new targets.
    • This creates a strong incentive for players to get in the habit of reducing their APM, and that’s the opposite of how solo talents are supposed to work.
    • Increasing the travel speed of Tracer Missile | Grav Round while lengthening the deploy time of Heatseeker Missiles | Demolition Round and Priming Shot | Vortex Bolt should fix this issue. 
  • Priming Shot bolts (VFX) do not always hit its target, flying right past it instead
  • Heat Signature | Gravity Vortex does not get purged by Force Barrier, Force Shroud | Resilience, or Evasion | Dodge

Innovative Ordnance | Assault Specialist

  • The AoE knockback effect from Thermal Detonator | Assault Plastique with Heavy Shrapnel’s explosion is counterproductive to dealing AoE damage because Mercenary | Commando AoE abilities primarily have a 5m radius, so they’ll get knocked out of that range. It’s also inconsistent with the functionality of the Flame Detonation tactical for PT | VG, which deals full damage instead of quarter damage without knocking enemies back.
  • Mag Shot bolts (VFX) does not always hit its target, flying right past it instead
  • Thermal Detonator | Assault Plastique does not get purged by Force Barrier, Force Shroud | Resilience, or Evasion | Dodge
  • The Supercharged Burn DoT’s tick rate is not affected by alacrity, but the DoT’s duration still is, so the ticks aren’t condensed into the shorter DoT duration, resulting in fewer DoT ticks than intended with any amount of alacrity.
  • The travel time of Missile Blast is slow enough that it’s possible to activate the ability a second time before the Volatile Warhead proc is consumed on dealing damage.
    • Since the proc also affects the Heat of the ability alongside boosting damage dealt, I recommend changing the proc so it is consumed on activation rather than on damage.
    • This does not work for Assault Specialist Commandos, so it’s also a mirror parity issue.
  • Innovative Ordnance | Assault Specialist lacks passive 30% periodic damage reduction given to all other DoT specs in the game

Operative | Scoundrel

  • Enemies do not always exit combat when stealthing out with Cloaking Screen | Disappearing Act in the open world
  • Changing from Tactical Overdrive | Hot Streak to another talent does not remove the buff if it is active, enabling players to activate it and quickly switch to something else before pulling

Lethality | Ruffian

  • Catalyzed Toxins does not detonate Corrosive Dart | Vital Shot if it was applied to the target via DoT spread (Toxic Haze | Bushwhack)

Sniper | Gunslinger

General

  • Takedown | Quickdraw lacks a consistent place in all disciplines due to its high Energy cost and low damage relative to Snipe and Lethal Shot | Charged Burst and Dirty Blast, even with the procs it gets. Takedown | Quickdraw should benefit from all buffs that Snipe and Lethal Shot | Charged Burst and Dirty Blast get.

Virulence | Dirty Fighting

  • The discipline is ever so slightly Energy negative, but only to the extent that the briefest moments of downtime or singular opportunity to DoT spread will fully counteract it. This makes it harder to practice on the dummy, but implies that you need to take Critical Grenade | Scrounging or use the Energy Regulators implant when you don’t ever need either.
    • I recommend making Target Acquired | Illegal Mods recover 25 energy (up from 15) for all disciplines and make the Lethal Takedown | Dirty Shot proc reduce the Energy cost of Takedown | Quickdraw by 5 (up from 3)
  • Corrosive Grenade | Shrap Bomb does not spread Corrosive Dart | Vital Shot to targets still suffering from the lingering/weakened gray version that only ticks on Cull | Wounding Shots
  • Ultraviolet Blast does not detonate Corrosive Dart | Vital Shot if it was applied to the target via DoT spread (Corrosive Grenade | Shrap Bomb)

Engineering | Saboteur

  • Explosive Probe | Explosive Charge does not get purged by abilities like Force Barrier and Force Shroud | Resilience
  • The travel time on Explosive Probe | Explosive Charge is so long that you must insert a GCD between it and EMP Discharge | Sabotage when using the TO-RO Ionic Discharge tactical because the damage from EMP Discharge | Sabotage will land before the Explosive Probe | Explosive Charge debuff applies, reliably desynchronizing your spike damage

Juggernaut | Guardian

General

  • Vicious Throw | Dispatch can travel for multiple seconds to catch someone who used a high mobility action after the saber was thrown.
  • Changing from Furious Power | Force Clarity to another talent does not remove the buff if it is active, enabling players to activate it and quickly switch to something else before pulling

Rage | Focus

  • This spec suffers from viability issues in Operations because Obliterate | Zealous Leap acts as a high-priority self-root that can trap you in dangerous locations.
  • The VFX for Zealous Defense do not get removed unless the buff falls off, allowing multiple copies of the effect to stack on top, turning you into a blue ball after a while. It’s pretty cool.

Marauder | Sentinel

General

  • Predation buff VFX are not centered on player legs as intended. Transcendence VFX work correctly.
  • Undying Rage | Guarded by the Force does not seem to mitigate damage from all expected sources.
  • Vicious Throw | Dispatch can travel for multiple seconds to catch someone who used a high mobility action.
  • Changing from Furious Power | Force Clarity to another talent does not remove the buff if it is active, enabling players to activate it and quickly switch to something else before pulling

Fury | Concentration

  • This spec suffers from viability issues in Operations because Obliterate | Zealous Leap acts as a high-priority self-root that can trap you in dangerous locations.
  • The VFX for Zealous Defense do not get removed unless the buff falls off, allowing multiple copies of the effect to stack on top, turning you into a blue ball after a while. It’s pretty cool.

Annihilation | Watchman

  • The cooldown reset to Dual Saber Throw | Twin Saber Throw and the associated damage boost proc for Pulverize | Mind Sear occur in the wrong order, making it possible for the proc to be granted to a mid-flight Dual Saber Throw | Twin Saber Throw and become disconnected from the cooldown reset. It happens more often than you’d think.

Carnage | Combat

  • Driving Gore | Driving Lance does not move you if you’re already moving
  • Driving Gore | Driving Lance can cause you to move extreme distances or clip through the floor if the other player uses a movement ability during the animation
    • Other leap gap closers mitigate this by rooting the target for the duration of the animation

Droid and Walker Piloting (Polymorph)

  • Interacting with items in your inventory while piloting a droid/walker overwrites quickbar slots with items in them
    • Example: If Main Quickbar Slot 4 is where I put my medpack, if I loot anything while transformed, the game will overwrite the droid ability that’s there with the medpack, forcing me to reset my UI  
  • Sprint is disabled while piloting a droid/walker and does not get reenabled upon disembarkment
  • Most stats are zeroed out while piloting a droid/walker. Stat overrides are expected, but the values end up being significantly lower than what you get with even green minimum iRating gear for your level.
    • Example: Esne on Iokath has 0 mastery, 0% crit chance, 25% crit multiplier, and 0% alacrity. It takes significantly longer for me to defeat everything while piloting a God from the Machine than it does without. I can’t even one-shot standard enemies with the basic attack. All of this applies to Walkers, too.
  • Piloted droids/walkers have erratic GCD durations that depend on the ability that’s used, and the base GCD seems to be longer than 1.5s. The issue is more prevalent for the Republic Walker.
  • Many abilities have such ridiculously long cast times that it’s not mathematically worthwhile to use them, and the ones that are decent (and they’re only ever decent at best) tend to have absurdly long cooldowns.
  • In the [Weekly] Cultivation in Blba Groves on Dantooine, the temporary abilities you get to deal with the pests do not have their animations VFX synchronized with the enemies dying.
  • The Zap ability you get while controlling a Mouse Droid during the Dynamic Encounter “Rodent Problem” has several issues:
    • Zap does not apply a debuff to stunned enemies
    • The ability description does does not convey that you will not enter combat by using Zap
    • The lightning VFX is Force Lightning purple rather than tech lightning blue

Items

  • Changing to an outfit or loadout that includes an outfit with moving parts (not strictly VFX) causes the game to hitch or crash. The problem gets worse when parts are more numerous or complicated, likely because the game hitches for each one in sequence. Examples of items with such components include:
    • Fractured Bogan and Ashla Lightsabers (spinning rocks)
    • Bionic Raider’s Helmet (floating droid eye)
    • Mandalorian helmets with retractable rangefinders, like Mandalorian Stormbringer
    • Infamous Bounty Hunter’s Bracers (retractable blade)
  • The following Dualsabers are sheathed to the character’s back rather than the hip and seems to be a bad default position:
    • Hijacked Imperial Dualsaber
    • Adversity
    • Firestorm HZ-77 Dualsaber
    • Imperial E-1 Enforcer Dualsaber
    • Arn’s Unshielded Dualsaber
    • Valiant Defender’s Dualsaber
    • Onderon Guardian’s Dualsaber
    • Tarnux’s Dualsaber
    • Darth Vindican’s Dualsaber
    • Unstable Peacemaker’s Dualsaber
    • Resolute Guerrilla’s Dualsaber
    • Prey Stalker Dualsaber
    • Star Slayer
  • Unreasonably vast portions of the following armor sets do not dye:
    • Enigmatic Hero
    • Builder’s Apprentice
    • Master Builder
  • Dark Disciple’s Armor Set has messed up specularity on the dyeable regions that makes it look like rubber rather than fabric (or silk?). It has always been like this.
  • Ilum and Makeb are missing their Origin Story armor sets on their Specialty Goods vendors
  • Numerous weapons and armor components are not affected by stealth VFX, typically items with moving parts or VFX
  • The following armor sets from Dxun NiM add shield VFX to the wrong base armor model. The shield VFX on the following sets should be applied to the 306 version of Onderonian gear, not Sha’tek. The gems on the Onderonian set should also be recolored to match the shield VFX. Alternatively, the corrected sets could be used as compelling future rewards.
    • The Unyielding Protector (purple shields for Sorcerer | Sage)
    • Ballast Point (red shields for Assassin | Shadow)
    • Superiority Set (yellow shields for Operative | Scoundrel)
    • Ballistic Concentration (cyan shields for Sniper | Gunslinger)
    • Fulminating Defense (blue shields for Juggernaut | Guardian)
    • Comet Champion (cyan shields for Marauder | Sentinel)
      • Recommend switching shield VFX color to pale magenta for uniqueness
    • Emergency Power (orange shields for Powertech | Vanguard)
    • Restorative Drive (green shields Mercenary | Commando)
  • The following Blaster Pistols are oversized:
    • Exarch’s Blaster Pistol
    • Zakuulan Exile’s Blaster
    • Czerka CZX-4 Blaster Pistol
    • Starforged Blaster Series
    • Eternal Champion’s Blaster Pistol
  • The following prestigious/CM weapons are missing a Tuning slot altogether:
    • Corruptor Blade
    • Ceremonial Beskad Blade
    • Corsec Electrobaton
    • HK-55’s Vibrosword
    • HK-55’s Blaster Pistol
    • HK-55’s Sniper Rifle
    • Elite Raider’s Gaffi Stick
    • Mythosaur Hunter’s Glaive
    • Scorpion TK Short-Blade
  • Vibroswords, Vibroblades, Vibrostaves, Techstaves, and Double-Bladed Vibroswords lack a dedicated Weapon Tuning zone(s), causing many tunings to look bad. The zone should cover the ouchy parts of the weapons, not come from non-existent the “emitter”
  • The following weapons have misplaced Tuning zones:
    • K-13 FS Heavy Cannon
    • Sovereign Executioner’s Electrostaff
    • Conscript’s Assault Cannon
    • Kyber Assault Cannon
    • Replica Swashbuckler’s Saberstaff
    • Primordial Assault Cannon Grek
    • Corellian Bunker Buster (series)
    • Thunderburst Dual Cannon (applies to all weapons with the same model)
    • Czerka CZX-4 Series
    • Endgame
  • Some cosmetic items, like armor sets and mounts, are completely unobtainable (list sent to Broadsword)
  • Karagga’s Unyielding Helm is undyeable
  • Some older jackets Calo Nord’s Jacket and the Unfettered Trench Coat have texture artifacts on the front or back on some body types
  • The Battle-Hardened Apprentice’s Tunic is missing the lapel shown in the Collections preview and the texture on the collar is disoriented.
  • The physics on the waist cloth and tail coat of the Energetic Combatant Chestguard and Potent Combatant Chestguard are messed up (more than usual)
  • The physics on the waist cloth of the Balanced Combatant’s Pauldron get tangled up with any movement. Look to Darth Sion’s Pauldron waist cloth for a fix.
  • Due to different bind rules, Warzone Medpacs and Warzone Adrenals provided by Login Rewards and the PvP Season (bound to legacy) do not stack with those obtained from other sources (unbound).
    • Just remove binding rules from Warzone Medpacs and Adrenals
  • Senya Tirall’s Lightsaber (her default weapon) does not use the correct model. It seems to be some version of the Rishi Lightsaber rather than Senya Tirall’s Lightsaber as seen on the Cartel Market and in the CGI trailer.
  • Unlike the Vectron Firebolt and Starbold, the Storm I mount grants the Speed Boost temporary ability even if you already have the Enhanced Speed Boosters legacy perk unlocked. Both abilities are on separate cooldowns.
  • The Insidious Counselor Robes is missing the silver clasp on the collar.
    • The cloaked traitor (Theron) as seen in the Traitor Arc uses this armor piece and does have the clasp.

Achievements

  • Flashpoints ▶ Shrine of Silence ▶ Veteran Mode, Master Mode Tem-su and Rada-ki kills count separately towards the defeating boss X number of times achievements
  • Location ▶ General ▶ Seeker Droid Treasures Unearthed and Creatures Unearthed achievement sequences are extremely unreasonable, to the extent they should be retired like the wild PvP ones
  • Location ▶ General ▶ Macrobinoculars ▶ The Droids You’re Looking For description text ought to specify that you need to own the Macrobinoculars
  • Dynamic Encounters ▶ Hoth ▶ Icefall Plains ▶ Shields Up! does not count

Companions and Other NPCs

  • Companions often contort their bodies so that they can make eye contact with you while standing still
  • Gamorrean Bodyguard does not have green body skin (should use Mirialan Male Body Type 4)
  • Most Cartel Market and non-humanoid bipedal companions follow the player too closely
  • Companion blaster holster positions are not centered on the hip, they’re too far to the back of the leg
  • The Basilisk Droid Companion’s Healer ability Kolto Barrage is just Diagnostic Scan and you can see the scanner sticking out of one of her upper cannons. Not sure why she doesn’t use the animation for Alleviating Armaments or the old animation for Kolto Shot.
  • PH4-LNX’s is floating on the edge of a “curb” on the Sith Inquisitor’s ship. She just needs to be scooted back a meter.
  • Your companion gets put away whenever you arrive on Iokath (might be risky to fix)
  • Companions often clip through the floor upon teleporting to the Fleet
  • Companions sometimes appear unclothed in cutscenes
    • Genuinely, this is a game-breaking bug
  • Theron Shan appears on your ship even if you leave him for dead on Nathema
  • Companions from other players’ Strongholds sometimes appear unclothed in yours, though it’s far less common than it used to be
  • The following companions do not return when summoned via the Companion Locator Terminal:
    • Zenith
    • Scorpio (if you let her live on Iokath)
  • V1-CT0RY <Conquest Rewards> vendor appears as a Republic droid on both the Imperial and Republic Fleets (Strongholds and Crew Skills quadrant)
  • Light Side Jaesa can’t reveal Darth Baras’ spy on Corellia
  • Armor with Faction-determined appearances follow the original faction of the companion rather than the player character’s. For example, Lord Scourge will show the Republic version of Columi War Leader’s armor even on Imperial toons.
  • Unify Colors does not reliably work for companions in cutscenes
  • Upon being equipped, companion weapon appearances do not update in the Character Sheet or on player ships
  • M1-4X does not leap into melee range with their Powered Charge ability in tank mode. They should have the ability Powered Shot (used by H1-K1) instead.
  • Z0-0M has an unlisted 6th healer ability called Kolto Burst
  • All healer companions have a hidden ability called Ardent Protector that teleports them to you if you get more than 20m away from them. It can and does get them killed because you’re usually moving that far when there’s danger on the ground. Merge the instant heal and the HoT into one ability so that there’s space for Ardent Protector on the bar.
  • Some Cartel Market companion abilities are randomly disabled by default
  • The Augmented Vorantikus and Cyber-Enhanced Vorantikus on Voss primarily spam the Spit ability. One would think they’d behave more like the Electro Vortantikus with electric attacks.
  • Senya Tirall’s Lightsaber (her default weapon) does not use the correct model. It seems to be some version of the Rishi Lightsaber rather than Senya Tirall’s Lightsaber on the Cartel Market.
  • Companions often use their default appearance in Chapters rather than the customizations you give them. This may be a fix to prevent them from spawning naked, but it’s still a problem.

Interface

  • Parts of character models in the Character Sheet can be briefly covered by clouds of large negative color pixels
    • I think it’s lighting or VFX not loading in properly
  • Numerous companions are missing their tagline in the Companions and Contacts window:
    • Lieutenant Felix Iresso
    • Nadia Grell
    • Tharan Cedrax
    • Zenith
    • Andronikos Revel
    • Ashara Zavros
    • Akaavi Spar
    • Corso Riggs
    • Risha
    • Languss “Guss” Tuno
    • Mako
    • Blizz
    • Skadge
    • Vector Hyllus
    • Eckard Lokin
    • Tanno Vik
    • Practically all Cartel Market companions
  • The Login and Seasons Rewards window has a small blemish at the top 
  • FPS drops considerably while the Abilities window is open in combat
  • The end-of-match Scoreboard window does not always display information (null)
  • On the GTN, Pressing ESC while an Item Detail pop-up window is open will close out of the entire GTN, rather than just closing the pop-up
  • Selecting a Crew Skill mission that is at a lower grade level will prevent you from accessing higher grade level missions for another Crew Skill that does have access to them.
    • Example: Say you have 400 Bioanalysis and 700 Diplomacy. You send your companion out on a Grade 5 Bioanalysis Mission. If you try to send another companion on a Diplomacy Mission, everything higher than Grade 5 would be grayed out in the dropdown. 
  • The Black Hole map on Corellia is missing its road demarcations
  • All item mouseover tooltips sometimes don’t remain visible while moused over, appearing and immediately disappearing, like a flicker
  • Nameplates and target reticles do not remain disabled when the UI is turned off
  • Teleportation portals lack unique visual indicators on the minimap to indicate where they take you and differentiate them from mission objective markers
  • Swapping gear in the Legacy Bay or Cargo Hold by activating a loadout doesn’t always put gear back where it should. It seems to happen most often when the spec you’re swapping to cannot equip the item.
    • For example, if you are playing an Assassin spec and you switch to a Sorcerer spec via the loadout, it will pull appropriate gear from the Legacy Bay, but rather than putting the Assassin’s dualsaber in the Legacy Bay slot previously occupied by the Sorcerer’s lightsaber, it just leaves the lightsaber in the inventory and an empty slot in the Legacy Bay 
  • The following interface tabs and actions are missing direct links in the Menu Bar:
    • Loadouts
    • Outfitter
    • Lockouts
    • Conquest
    • Guild Invasions
    • Quit Game
  • The tooltip does not remain attached to the maximal style Minimap after editing your interface.
  • Closing the Character Preview Window while they are rotating will cause your character to rotate based on mouse movement the next time you open it
  • Preview Windows do not have anti-aliasing applied (and they’re too small)
  • Some tutorials have outdated images and text
  • You cannot invite players while a summon is active, but the only way to retract a summon is to pass lead to someone else.
  • Inviting players to group while they are in a loading screen will prevent them from being invited to any group until they relog. The pop-up does not show up for the player
  • If you aren’t in a guild, the only way to see someone’s Legacy Name is by putting them on your Ignore List.
  • The second word in a character’s name is not capitalized in game chat. For example, the name “Papa Palpy” would show up as “Papa palpy” in General chat.
  • World maps on city planets do not feature useful objective markers.
  • In the GSF window > Components tab > Upgrades, the tier 4 and 5 upgrades where you have to pick between 2 will often get deslected, meaning they don’t apply and you won’t know unless you check every single Upgrade for every single ship.
  • The World Map Overlay (the new one) loses its labels whenever you travel or load into anywhere that doesn’t involve using the Galaxy Map, like the Activities window or go into a new instance. Opening and closing the Galaxy Map causes them to appear.
    • It seems like some sort of issue with newer UI elements not initializing in all cases

Strongholds and Decorations

  • The X-Y values for a placed deco position as shown in the interface are often displayed as being 1 off from their actual recorded position. For example, if the deco is set to position X: 9, it might show up in the UI as X: 10, but if you move it one notch using the buttons, it will still jump to the correct position.    
  • Rishi Stronghold, Apartment area: The middle ceiling hook in the hallway in the apartment is blocked by the ceiling, making it unclickable
  • The texture is messed up on one side of the Double Wall Section (Vaiken Spacedock) deco
  • The column in the center of the Large Ceiling Section (Vaiken Spacedock) and Large Ceiling Section (Carrick Station) decos are not centered on the ceiling portion and they are not the same height
  • A small number of decos are included on the decos list but were never made available to players (list has been sent to Broadsword)
  • There is an invisible wall in the middle of the entryway in the Dromund Kaas stronghold, the first room you enter
  • The Floor Covering hook (for rugs) in the hallway on the Officer Deck on the Imperial Flagship is unusably off-center lengthwise no matter how you move it.
  • Underworld Light (Orange) does not attach directly to the ceiling as it should, nor does it have anything physically connecting it to the ceiling.
  • The Corellian Street Light deco (and model used elsewhere) have a very noticeable pane of light going widthwise across the glowy fog 
  • There is a typo in the name of the deco Canister of Isotope-9. It should be Canister of Isotope-5. Yes, it’s been like this for over a decade.
  • The following decos have a permanently glowing blue clickable element (like a button). They should only glow blue on roll-over:
    • Kubindi Terrarium
      • Also clearly depicts Ossus terrain, not Kubindi, as does the lore object
    • Carbonite Freeze Chamber
    • Junkshop Compactor
    • Casting Press
    • Forge Tool Cabinet
    • Vehicle Maintenance Energizer
    • Weapon Maintenance Station
    • Reclaimed Treasure of the Emperor (get rid of the clicky panel entirely, make the chest itself clickable)
    • Depository of Dark Wisdom
    • Opulent Dar’manda Skiff (deco version)
    • Power Control
    • Multi-State Mainframe Terminal
    • Kolto Treatment Bed
    • Bounty Monitor
    • Kubindi Hive Farm
      • Also clearly depicts Killik eggs and moundwork
    • Mek-Sha Drink Stand
    • Mandalorian Jetpack Station (bottom left monitor)
    • Illumination Probe Crate
    • Junkshop Crane
    • Gambler’s Mic Stand
    • Battledroid Display Case
    • Starship Droid Display Case
    • Dantooine Crop Harvester
  • The Security Monitor deco does not default to being turned on 
  • Wall-Mounted Power Converter and Wall-Mounted Power Regulator should fit on Medium Wall Hooks
  • Set Light Bar: Green should fit on Medium Wall Hooks
  • Mek-Sha Concert Stage and Copero Large Bar would be a lot more usable if the back was offset to the edge of the hook facing inward
  • The Nathema Sanitarium Brazier is almost impossible to use because it only fits on large hooks. Let it also fit on Medium and Narrow.
  • The Medical Droid (Imperial) and Medical Droid (Republic) decos don’t do their animation where they interact with their arm holo
  • The Penthouse Doorway (Carrick Station)’s door can be walked through even while closed
  • The Forklift Walker mount deco has an idle animation meant for bipedal creatures, which is especially problematic because there isn’t a pilot
  • There is no hook where the tail on The Ultimate Devourer deco (Izax’s tail) does not clip through the floor completely. Scoot his centerpoint to the edge of the hook or coil up his tail at the same elevation as his feet.
  • Sith Tomb Column Statue: The person is not standing in the exact center of the pedestal. Look at it from top down and you’ll see what I mean. Model is used in Athiss extensively.
  • The cell in Beast Holding Cell defaults to being open
    • Seems to be a bug with all decos using the door tech. Also, it would be nice if the keyboard weren’t so visibly accessible by the prisoners.  
  • The cell in Beast Holding Cell (Teal) defaults to being open
  • The Onderon Grove has a floating leaf in the air
  • Nathema Sanitarium Brazier only fits on a large hook, making it effectively unusable. Make available on Medium and Medium Narrow
  • Nihrot Sample only fits on large hooks, making it effectively unusable. Let it be usable on all non wall hook sizes, including ceiling
  • Zakuulan Wall Tech Panel would be far more usable if made available on Medium, Narrow hooks
  • Large Terrarium Only has glass on 1/3 of it
  • Potted Plant: Green Bush plant model interacts with lighting in a weird way
  • Planter: Voss Shrub plant model interacts with lighting in a weird way
  • Yavin Tree Plot is barely rectangular and not centered on hook
  • Guild Chandelier is miscategorized and does not emit light
  • Underworld Light Node’s default position is rotated by a tiny amount that makes it impossible to align with the horizon, like you can’t make the lines perfectly flat
  • Copero Resort Rug has an incorrect hook type, should be Floor Covering
  • The Containment Chamber: Blue (Style 1) cell defaults to being open
  • Light types ought to be consolidated into one subcategory instead of Large, Pylons, Wall, and Standing. There is no need for subcategories and that’s fine.
  • The following Light decos emit little to no light:
    • Arena Torch
    • Basic Junker’s Light 
    • Bazaar Lantern (it does on the Orlean Fortune Hunter tho)
    • Chained Crystal Light
    • Copero Resort Light
    • Ceiling Chain Lights
    • Crystal Sconce
      • Rename to Crystal Wall Sconce and reduce the size
    • Crystal Light
      • Rename to Crystal Ceiling Light or ask for money from the beverage maker
    • Dread Wall Torch
    • Field Monitor Light
    • Fire Sconce
    • Holofire Sconce
    • Holosconce
    • Gatekeeper Droid
      • Recategorize as Technological ▶ Machines
    • Gree Light (Blue)
    • Gree Light (Orange)
    • Gree Light Pillar (Blue)
      • Maybe just recategorize as Technology ▶ Artifacts
    • Gree Light Pillar (Orange)
      • Maybe just recategorize as Technology ▶ Artifacts
    • Hanging Crystal Light
    • Hex Light Red
    • Huttball Pit Chandelier
    • Hypermatter Logo Projector
      • Recategorize as Signs ▶ Holograms
    • Large Hanging Crystal Light
      • Also, preview is bugged
    • Life Day Colored String Lights
    • Life Day String Lights
    • Life Day Colored Wreath
    • Life Day Wreath
    • Mandalorian Floor Torch
    • Mantellian Light Fixture
    • Nathema Lantern (it’s fake light)
    • Networked Lamp (Blue)
      • Rename to Gormak Lamp (Blue)
    • Networked Lamp (Orange)
      • Rename to Gormak Lamp (Orange)
    • Octagonal Light Node
    • Onderon Chandelier
    • Oriconian Crystal Beacon
      • Recategorize as Civic ▶ Sculptures
    • Oriconian Lantern
    • Paper Lantern
    • Regal Chandelier Vessel
    • Regal Wall Sconce (Double)
      • Also, it’s way too tiny
    • Regal Wall Sconce (Single)
      • Also, it’s way too tiny
    • Rishi Ceiling Light
    • Rishi Lamppost
    • Scaffold Lighting Array
    • Security Office Floor Lamp
    • Segmented Lights (Purple)
    • Set Hex Light: Red
    • Shackled Crystal Sconce
      • Recategorize as Civic ▶ Sculptures
    • Temple Chandelier
    • Temple Standing Lamp
    • Underworld Light (Orange)
    • Underworld Light Node
    • Voss Hanging Lanterns
    • Voss-Ka Street Lamp
    • Yavin Floor Lamp
    • Zakuulan Chandelier
    • Zakuulan Floor Lamp
    • Zakuulan Information Terminal
      • Recategorize as Technological ▶ Monitors
    • Zakuulan Standing Floor Lamp
  • The Mek-Sha Dual Street Lamp is missing its light fog VFX like the non-deco version
  • Many Personnel decos are misclassified as Civilians. Recommend renaming “Soldier” subcategory to “Combatant”
  • The Personnel ▶ Trainer subcategory has no decos
  • In the Mek-Sha Stronghold, the ramp/staircase to the second floor has no railings and it’s very distracting
  • The Mek-Sha Banner has wind animation, but there are no hooks on the exterior of the Mek-Sha stronghold where you can place it!
  • Sometimes, the decoration list won’t fully populate when decorating and the only way to get back the full list is by searching something else. I think there’s some way to close a search improperly. It happens a lot more when decorating Guild SHs
  • Guild Stronghold decos can sometimes get desynced or stop updating for all players, so if you’re decorating with someone else in the room, you might stop seeing the new decos that get put down unless you reload the area
  • Jukeboxes and Ambient Machines do not default to being turned on
  • Kloo Player, Kitonak Musician, Strummer, Entertainment Droid, Cantina Singer (Male) don’t play any music
  • The conveyor belt on the Junkshop Furnace does not work and new junk stops appearing after a while
  • The Floor Covering (rug) hooks in the Republic Fleet Stronghold are too high off the ground. This is most prominent in the eastern room and all of the hallways.
  • The Appearance Modification Station deco spits you out behind the terminal instead of in front of it after modifying your appearance. This is a remnant of back when the entire deco was facing backwards, but only the model was flipped, not the exit point.
  • The KDY Mark-L Maintenance Lift mount deco does not fit on Medium or Narrow Hooks despite its size being compatible (it would look great on the Mek-Sha SH Docks).
  • The “Gambler” Personnel decos have had their animation loops sped up and they now look unnatural.
    • This issue seems to apply to many NPCs throughout the game.
  • The stairs and their side ledges in the main rooms of the Fleet Penthouses are not centered with the doors at the front or back of the room
  • The windows in the Imperial Fleet Penthouse are not centered with the entrance
  • The windows surrounding the VIP area on the Republic Fleet that are meant to show into the Carrick Station Penthouse are all covered with blinds instead of being open like they are on the Republic Fleet.
  • The Mek-Sha Stronghold skybox is missing the stars. Beyond the sky shield generator is just a black void. Stars are present on Mek-Sha proper.
    • It would be really nice if Public Listings and the exit point from the Mek-Sha Stronghold were located out in front of Slugfall Cantina since that’s where all the action is.
  • Automatic doors in newer strongholds disappear for a frame before doing the opening animation, as if changing from a static object to a dynamic one

Missions

  • Iokath daily missions are not labeled as dailies.
  • Iokath droid piloting dailies are not scaled to level 80
  • Heroics in daily areas and conquest events do not give Alliance Supply Crates
  • [Daily] Powering up the Weapons Factory
    • Theron Shan replaces your companion after you exit polymorph from the Iokath Remote
  • [Daily] Scouting Iokath
    • You can’t scan some points of interest despite having clear line of sight
  • [Daily] A Trail of Light (Rishi)
    • Seeker Droid at the end does not give accurate post-dig triangulation info (red/green circle)
  • We’re Wanted Men (Mek-Sha)
    • This mission is not labeled as a Heroic and uses the same Phase as [Heroic 4] Turf War.
  • [Heroic 4] The Droidbuster (Kessan’s Landing)
    • The Savrip Droidbuster’s position gets desynced from the model when you summon the droid from one of the spires at 30%. It seems to be getting knocked back over time.
    • Companions are not immune to the lightning on the floor because it is not considered an AoE attack
  • Colossal Threat (Iokath)
    • The Colossus Droid enemy does not fit adequately into either the Heroic 4 or World Boss difficulties. It has a dedicated daily mission and lacks the Terrifying buff that CC’s companions, and counts as a bonus in the Basilisk War Droid Venture,making it more like a H4, but its damage output, size, and HP are tuned like a world boss.
    • The mission marker showing the location of the Colossus Droid covers the vast majority of the map, making it useless.
  • [Heroic 2+] Weak Links (Ruhnuk)
    • The Status Reports for both factions are visible to both factions, meaning half show up as clickable when they shouldn’t be.
  • [Weekly] Relentless Replication is not shareable
  • [Daily] Rooftop Rumble (Onderon, Imperial)
    • The communications relay is a Moisture Vaporator, an iconic set piece from Tatooine, not the communications relay that looks quite similar. If it weren’t the focus of a daily mission, I wouldn’t bring it up.
  • The Arena Practice Droids you fight during Bowdaar’s Alliance Alert (Freedom Fight) are not set to level 65 like the rest of the instance.
  • Valga Djenn (Beast Tamer) at [H4] Natural Resources continues to use Sic ‘Em even after both Bark and Bite are dead, and they do not respawn if you die.
  • The Laser Emitters on Iokath, associated with multiple missions for both factions, don’t all work and take way too long to reset.
  • Character Title: Hero of Gorinth Canyon, previously awarded for completing [Heroic 4] Mandalorian Terror on Balmorra (Republic) is unobtainable
  • The Transmitters that you have to find as part of the Macrobinocular missions appear regardless of whether you are on the mission when they should work like the Star Fortress towers.
  • The loot range for the fish in the “Ice Fishing” Dynamic Encounter is shorter than the maximum range on the Seeker Droid. The fact that you have to loot the fish from the Seeker Droid at all is the bigger problem; they should be deposited into your Inventory automatically.
  • The buff icon you get for reprogramming the Unstable Czerka Droid as part of the “Czerka Sabotage” Dynamic Encounter is a sandwich…
  • Your companion does not get dismissed while piloting a mouse droid during the “A Worse Exchange” Dynamic Encounter, ruining a rather magnificent illusion.
  • Light Datacron: [Pre-Mastery Stat] and Dark Datacron: [Pre-Mastery Stat] decos only drop from enemies on their associated planets when you aren’t being level synced (within the level band for a given planet)
  • The Macrobinocular missions do not use the radial wave map icon/objective marker specifically made to denote Macrobinocular positioning
  • Seed Sourcing: Tatooine does not use the radial wave map icon/objective marker for the Macrobinoculars

Bosses

General

  • All absorb shields that break on damage were not rebalanced for level 80, so most break almost immediately or are wildly unbalanced. Examples of such shields include:
    • Ciphas’ shield from Hierad’s Surging Chain
    • Revan’s Resonance shield on the third floor
    • Scyva’s Ignite Core

Eternity Vault

  • Annihilation Droid XRR-3
    • Shockwave and Overwhelming Swipe do not respect CC immunities and CC breaks
  • Gharj
    • The lava in Gharj’s arena produces green bubbles/splashes
    • If you deal enough damage to Gharj to trigger the second platform move before the first one goes out, the first platform shakes but doesn’t disappear while the platform you would move to disappears instead without notice. 
  • Ancient Pylons
    • There is nothing to explain how the rotating puzzle works.
    • Add a dead archaeologist at the exit to Gharj’s cave (near the taxi drop-off point with a lore object that explains their “research” on the puzzle and a table showing how many left/right turns it takes with each color pair
    • Consider eliminating the path across the lava
    • Despawn all enemies and exit combat when the puzzle is solved
  • Eternal Council
    • There is nothing to convey that you can’t interfere with someone else’s boss until you do it.
    • Add a buff to each of the bosses explaining that you can’t interfere with someone else’s boss. Consider changing the effect to where all living enemies switch targets to defeat the interfering player instead of applying a 1 minute Penalty of Destiny debuff. 
  • Soa
    • The floor, always and forever
    • Falling off the “stairs” often makes you unrezzable for the remainder of the fight because the position of your corpse gets desynced  

Karagga’s Palace

  • General
    • Well Fed Womp Rats don’t respect that you can’t be leapt to in cover
    • Kintan Rock Throwers apply a debuff called Concussion that says it reduces attack speed, which it seems to do, but it should say reduces Alacrity at the very least. Really it should be the same attack as the Foreman Crusher does.
    • Karagga’s Palace is missing Hutta’s updated smog and sun. Recommend placing it so that it sits right behind Karagga’s mech
    • The green ceiling lights in the cantina between Bonethrasher and Jarg & Sorno have a prominent baked-in cone of fake light. Also, the ceilings are abnormally low. 
  • Bonethrasher
    • Sweep, Smash, and Super Smash do not respect active CC immunities or CC breaks
  • Jarg and Sorno
    • Sorno sometimes fails to jump up to the awning
    • Carbonizer Probes sometimes don’t show up in the room but still stun someone
  • Foreman Crusher
    • Frenzy is not depicted as the 20s channeled ability it is
  • Fabricator Droid
    • Despite literal monkeys being able to figure it out, there is no explanation for how the Towers of Hanoi puzzle works and it does regularly cause pug groups to fall apart
    • Add a prominent “Fabricator Droid Operator’s Manual” lore object in the room with rollover text explaining the Towers of Hanoi puzzle, including that security droids will spawn if you’re slow
  • Karagga
    • Tunneling Drill and Unstable Energy do not respect CC immunities or CC breaks

Explosive Conflict

  • General
    • The Guard Drouk’s pull in does not respect CC immunity
    • Security Chests don’t contain any rewards and only provide loot to the person who opened it 
    • Baradium and Exonium have the same appearance
  • Zorn and Toth
    • Zorn’s Shriek reflects DoT damage and doesn’t purge it, so it’s a guaranteed death if you have a DoT on the target, making the attack overly punitive when all but 1 rDPS spec has at least 1 DoT with 100% uptime
  • Firebrand and Stormcaller
    • The Electric Spires fired by Stormcaller are considered single-target damage when they are clearly AoE attacks. This enables reflects to deal massive damage. 
    • Double Destruction is considered AoE direct damage despite being an individual DoT. It should be single-target periodic damage.
  • Minefield
    • The Minesweeper Droid deals almost no damage, to the extent that only 1 healer is required, though Colonel Vorgath does deal more damage.
    • The Enrage timer on the Automated Defense Turrets is not compatible with the time required to complete some puzzle layouts
    • The Automated Defense Turrets do not have a buff to indicate that they are immune to damage in phase 1 and their shield VFX are broken
    • The Automated Defense Turrets can be outranged in Phase 2, meaning they can be ignored as a mechanic until the boss is defeated.
    • I recommend eliminating the Enrage timer on the Turrets, but make them deal more damage so that healers have something to do. The Interrogation Probe debuff should also generate threat from the turrets (like HK’s phase in Revan fight)  to make it more important to cleanse.
  • Warlord Kephess
    • Planting a Baradium Bomb on the Walker is not a channeled ability, so they can be pulled as soon as the effect activates and be saved from further stomping damage rather than get interrupted
    • There is a spot in front of the Walker’s left leg that is completely safe from the Walker’s salvos and the stomping damage from being underneath the Walker while being in range of everything

Terror from Beyond

  • Writhing Horror
    • Combat does not end when the Writhing Horror is defeated
  • Operator IX
    • In 8m/16m, place a lock on the outside terminals that doesn’t let more than 2/4 players take any one color with the following error message: “Error: Blue/Orange/Purple/Yellow Isosceles Exceeded” if it is attempted. 
  • Kephess the Undying
    • When he leaps into the air for Tactical Oversight ▶ Dread Bomb (targeted red circle) he places an expanding circle on the ground called Pulse Tremors, but this mechanic only exists in Story Mode (Effect 1, Step 3 of Tactical Oversight). I suspect this is meant to check if difficulty is NOT Story Mode, so all that’s likely missing is an exclamation point somewhere 
  • The Terror from Beyond
    • Getting pulled up into the Hypergate for Phase 2 sometimes fails, resulting in a death. It seems to happen less often if you don’t move or use an ability during the pull up, but may also be related to computer performance

Scum and Villainy

  • Dash’roode
    • The Sandstorm does not deal enough damage to be relevant in any difficulty to the extent it is easy to defeat the boss in MM without moving the shield at all
  • Titan 6
    • Huge Grenade does not use the Force | Tech damage type in NiM
  • Oasis City
    • The debuff to kill everyone inside the city during a fight reset persists through defeat and takes way too long
    • It is possible to outrange Green Team with 35m DPS specs where they’ll walk to the edge of the balcony but won’t hit you. Just give their attacks 35m range. 
    • The Operations Chief can secretly change targets while casting Terminate, such that it will hit (and kill) someone who isn’t the target of target.
    • The Operations Chief’s Thermal Grenade’s damage scaling is incorrect and it can easily kill someone who isn’t topped off with a DCD active in MM
  • Olok the Shadow
    • It is possible to get into the elevators that spawn the Bodyguards and get stuck in there
    • The fight can reset and get stuck if the adds target something and they can’t get LoS
    • Make the butler droid sell a price sheet for 0 credits for each of the droids
    • Phase Walk, Hololocate | Hideout should be deactivated upon using the elevator
    • PLEASE make the shield doors turn off for each wave as soon as the current wave dies
    • PLEASE reduce Olok’s HP and Enrage timer
    • PLEASE reduce the duration that Olok remains in stealth
  • Dread Master Styrak
    • It’s very possible to get knocked out of the room by Styrak and reset the fight
    • PLEASE reduce Styrak’s HP and Enrage timer in NiM

Dread Fortress

  • General
    • The D-07 and D-09 Corruption Droid trash mobs’ Self-Destruct don’t do lethal damage in SM.
  • Nefra
    • Voice of the Masters (green scream DoT) is considered direct damage rather than periodic, so all sorts of reactive damage triggers when it shouldn’t and periodic damage reduction does nothing.
  • Gate Commander Draxus
    • The size of the Dread Guard Bulwark’s shield VFX does not accurately depict the actual size of the shield. The actual shield is smaller than the VFX depicts.
    • Guardian of the Fortress’ Slam telegraph often gets desynced from the direction of the attack, so the attack goes in a different direction
  • Grob’thok
    • Pipe Smashes do not have individual casts and they can go off after he gets stuck in the magnet. If the cast were to be interrupted by the magnet, this shouldn’t happen.
    • The Ugnaughts sometimes “flicker” into the floor
    • If the boss dies when a group of Ugnaughts haven’t finished spawning, their shields don’t get removed
  • Corruptor Zero
    • Unified Beam does not always shoot down the middle of the room and deals practically no damage in SM
    • Missile Barrage plays the explosion sound effect for each player individually, so you hear 7-15 distinct explosions, which causes crashes in 16m
  • Dread Master Brontes
    • It is possible to get double-knocked during the Six Finger phase if you point yourself directly at the Finger if everyone moves in a clockwise or counterclockwise as is the standard strategy 
    • The Fingers of Brontes routinely spawn above ground or invisible for some members of the group

Dread Palace

  • General
    • Not necessarily a bug, but many of the bosses in DP have mechanics based on a timer that ruins the pacing and can make it feel like you’re waiting. It would be nice if these timers were eliminated when the mechanic is satisfied.
  • Bestia
    • Dread Monsters are missing a cast for the Pulverize ability. Admittedly, this was probably a deliberate omission, but it forces players to be too reliant on timers because it hits so hard. A 1.5s cast would help a lot. 
    • Swelling Despair (tank swap debuff) is missing a short cast and a buff on her bar to convey that it works more like Deadly Saber | Overload Saber. Since release, it gives the impression Dread Strike applies the debuff and their cooldowns are synchronized. It was obviously deliberate that these be separate attacks, but it’s unnecessarily confusing
    • Tentacles do not show a buff timer conveying that they will explode at all, nor how long it will take before they do 
  • Tyrans
    • Tyrans does not consistently remain centered on the platform when teleporting to a new one. Sometimes, if he’s near an edge, making positioning harder and more confusing
    • Tyrans sometimes falls through the floor for some players when teleporting, especially at the beginning of the fight
  • Calphayus
    • Inevitability is reflectable despite being an AoE attack
    • Distorted Perceptions (red slow/root circle) is reflectable despite being an AoE attack
    • It’s possible to get knocked through the door by Inevitability
    • The timing required to move the Seed and defeat the Dread Chainer is unreasonably tight, creating a heavy incentive for players to get creative with cheesing the enemy
  • Raptus
    • Raptus uses Static Barrier VFX when he is immune while we’re supposed to pick up crystals
    • Raptus can reset or skip phases when his health drops too quickly
    • Raptus’ narrow conal attack does not have a cast
    • Players take massive fall damage if they’re standing too close to Raptus when he knocks you up with Rising Slash
  • Dread Council
    • It is possible for the final burn phase to not trigger if a Dread Master is defeated before the Fury of the Masters channel completes
    • Calphayus does not have a buff to convey that he will begin casting Dark Empowerment if his health drops below 30% while other Dread Masters are still alive
    • Tyrans and Brontes’s positions often get desynchronized from their models when they teleport around the room

Temple of Sacrifice

  • Sword Squadron
    • The fact that the grenadier is silenced is boring. Ancient Threat’s silence is bad too. Silence is bad in general. Replace them with Hindered.
    • The fact that the shield cast is just on a cooldown and can be applied multiple times doesn’t make sense.
      • Depict the cooldown of the shield on the left walker with stacks like you do for Prime Directive with Propagator Core called Charging Shields. While the shield is active, build stacks called Charging Weapons at the same rate. If the stacks max out (when a second shield would be applied on top of the first), make the boss enrage. 
  • The Underlurker
    • Nothing, the fight is perfect and has no bugs whatsoever
  • Revanite Commanders
    • PLEASE rework the fight by having each commander come down one at a time and stay down, so it’s just Leap 1, Leap 2, Leap 3 ▶ burn. Halve the Commanders’ HP to compensate.
    • Soaring Smash is reflectable despite being an AoE attack
  • Revan
    • Saber Throw blades sometimes go invisible but keep dealing damage after they’ve been knocked off the ledge
    • Unstable Aberration explosion mechanic on the third floor is dependent on toon eye contact, but some player attacks cause the character to turn and there isn’t a clear indication of which attacks do and don’t do this, so the mechanic check is inconsistent
    • Phase Walk, Hololocate | Hideout should be deactivated upon changing floor levels so you can’t teleport to your death

Gods from the Machine

Note: I’m a bit less familiar with bugs in Gods from the Machine. I have verified the existence of many of the bugs I list, but there are a few that I’m not 100% sure about. Special thanks to u/Accomplished-Movie74 for assisting me with this section.

  • Trash Mobs
    • Players cannot use the tram/elevator/pneumatic tube while the group is in combat, and it is possible to get pulled into combat from the respawn point.
    • The first set of eggs on Scyva’s trash only hatch if someone pulls the roaming Scyvan Hunter (Iknayid)
    • In the toilet bowl, the shield sometimes stays on the player after the final console has been clicked, forcing them to jump off
    • The toilet bowl can reset if a player is alive upstairs
    • The bonus boss (Scyvan Matriarch) that unlocks the shortcut to Scyva is scaled incorrectly. It deals too much damage and takes too long to kill, so it isn’t worthwhile to do.
  • Tyth
    • After a wipe, sometimes the glowing colors indicating the positions of the next wave of adds will remain on the ground, though it’s only a visual bug.
    • Leaping back to the platform after being knocked by Tyth is too inconsistent, it should be made more reliable or impossible.
  • Nahut
    • Energized Slice is reflectable despite being an AoE attack, strongly incentivizing groups to stack multiple PTs | VGs
    • For all intents and purposes, ranged DPS cannot be brought to Nahut in higher difficulties. This significant degree of melee favoritism is not present anywhere else in the game. Ranged DPS lack AoE DR and have only 2m to work with where they can stand inside the Reflect Shield (10m radius) while avoiding the damage from Rending Cloud (8m radius) while having to constantly remain on the move.
      • Recommend increasing the radius of the Reflect Shield to 15m, make it reflect and increasing the radius of Rending Cloud to 10m, giving rDPS 5m to work with.
      • In addition, recommend reducing reflected damage to 50%, so that rDPS can finish their cast but not enough to stand outside the shield indefinitely.
      • Add a descriptive debuff called Schwarzchild Radius to players standing between 10 and 15m from the boss to convey that the player is inside the shield but avoiding the Rending Cloud. It might be fun to rename Rending Cloud to Dark Matter as well.
    • The damage scaling of Nahut’s Railgun Snipe and Extermination Droid HP during Couplings phase aren’t scaled correctly such that a single shot from Nahut’s railgun will leave the droids at ~25% HP rather than defeating them.
    • Nahut’s initial Railgun Snipe is more lethal than it used to be, to the extent that it will one-shot DPS and healers unless they have a powerful DCD running.
      • This is especially problematic for Operative | Scoundrel healers as they are often assigned to take a beam.
      • The extreme damage dealt by the Railgun Snipe invalidates the mechanic where the second shot is meant to be lethal rather than the first.
    • Extermination Droids can become incredibly desynced if they don’t stop moving, likely because their position isn’t updating if the kiter is effective
    • The blast radius of Pins and Nails is slightly larger than their telegraphed and detection radii. Since they automatically detonate during phase transitions, players in safe areas can get killed if they don’t move.
    • Nahut can reset if a pull in from the Singularity happens while crossing a Coupling bridge, typically right before burn
    • The frequency of Mass Distortion puddles during Turret phase is unreasonably difficult to manage for Juggernaut | Guardian tanks
  • Scyva
    • Many fight mechanics and are difficult to figure out due to confusing, complicated, convoluted and/or missing ability names, enemy names, and effect descriptions.
      • It may be easier to just add a terminal outside that allows you to read about the abilities, buffs, and debuffs of Scyva and her droids
    • System messages in phase 1 misspell “Auxilliary” and “Primary” (spelled as Auxillery and Prinary) and these messages will often appear even if the generator wasn’t actually hit, giving prog groups false positives
    • Refracted beams can be reflected despite being an AoE
    • Not a bug whatsoever, but it would be A LOT cooler if the Omega Protocol Droid used the model for SCORPIO instead of Colossus Droid/K1-Z3N. Don’t change the name of the droid though because it has fun implications that way, especially considering SCORPIO is called the Lady of Sorrows and Scyva is the Mother of Sorrows. The same droid model should be used for the Scyva droid that gets summoned during Izax too.
    • The Omega Protocol Droid does not always register as standing in the Stasis Field to activate its Emergency Deflection Shield
    • Ambient Reinforcement should have a buff with 2 stacks that decrement each time a shield is destroyed and there should be some VFX coming from the generators to OPD to convey this.
    • It is unclear that tanks are meant to run out of the shield during Accelerated Destruction (if this is intended at all). It works as a mechanic, so it would be easier to change names and descriptions. I recommend renaming Accelerated Destruction to Irradiate and add the following description either as a debuff during Accelerated Destruction (Irradiate).
      • “The Omega Protocol Droid is refocusing ambient shield radiation into you!”
    • Ignition Catalysts do their explosion VFX and SFX before the channel finishes and the damage goes out, so it’s possible to destroy the Catalyst at the very last second, and the VFX will go off but the group will survive.
    • The final Ignition Catalyst does not explode at the end of its cast and can be safely ignored. It should explode normally or not spawn at all.
    • The purple energy orbs that interact with Radiance are desynced with their telegraphs on the floor
    • The DPS check for Ignite Core is not balanced correctly and demands that groups bring multiple Powertechs | Vanguards to leverage their ~60k burst DPS potential (every other combat style ranges from 40k-47k DPS over 10s)
    • Damage from the first Extinction Protocol can be completely avoided if everyone stacks immediately beneath the boss
  • Izax
    • Induction Cascade deals too much damage to be reliably mitigated by Sorcerers | Sages and Mercenaries | Commandos
    • Izax’s missile attacks and Deflector Pulse are reflectable despite clearly being AoEs
    • Getting knocked into the towers during Deflection Pulse can sometimes kill the player even though they didn’t fall off the map
    • Hull Cutter Drones sometimes stop using their abilities and stand still after being stunned or interrupted
    • Using the Tether ability on Anchor Drones does not always work
    • Sometimes 2 sets of Homing Missiles go out in Phase 5 at the same time, making it difficult to see where to run
    • Energy Drone orbs are sometimes desynced
    • The first set of Electro-Tether Droids can fail to aggro to the Repurposed Gemini Droid/Scyva and stun players instead
    • It’s easy for corpses to get stuck under the map when transitioning to the final burn phase, preventing them from being brezzed

Dxun

  • Red
    • Rampaging Chargers (Reeks/bulls) do not consistently despawn after a wipe
    • Rampaging Chargers sometimes go invisible
  • Breach CI-004: According to Plan (pt 2)
    • Everything. This is the most broken fight ever released, and it’s not even close.
    • Add aggro does not work properly on the first pull
    • The initial group of adds (with the delicious bull) can be skipped, and it is ideal to do so
    • The red light-green light minigame with the rocks and the lightning is almost entirely skippable
    • The Stalkers have severe position desync when running to the rocks. They’ll still look like they’re 10-20m away when they’re actually in melee range.
    • Beasts do not reliably respect the door being closed.
    • Not all beasts despawn after closing the door, and it is possible for all adds
    • It is possible for 1 tank to take both Reapers and Warden Droids and have them kill each other before the tank dies while the entire rest of the group stands in the corner and does nothing.
    • It is possible for Lake Crabs to make their way into the room after several waves of adds en masse, causing a wipe.
    • Honestly, I feel like most of the bugs with this encounter could be fixed if you just actually had us exit combat and fully despawned all of the chasing enemies. Engage the second part of the fight (in the room) with the terminal. Adjust the size of the crate so that the Delicious Rampaging Charger will fit inside it for the Delicious achievement and have it break free once the next phase starts.
  • Mutant Trandoshans
    • It is possible for the battery to get stuck to the group if the player is killed while carrying it, where the battery will teleport to random players on occasion, causing them to pick it up and get slowed. This creates significant problems for Trandos and requires you to reset the phase and redo one of the longest bits of trash in the game.
    • It is possible to get killed by Titax Strike by getting launched over the green vat of mutagenic goo if you’re at just the right distance away
    • It is possible for the green vat of mutagenic goo to protect the player from getting killed by Titax Strike but not break and spill acid everywhere. The vat is still considered broken, so you can’t get Titax Struck into it.
    • Hissyphus’ Caustic Plume is considered direct damage
    • The Ultimate Hunter’s Irradiated Fire Blase is reflectable despite being an AoE
    • Dying Light doesn’t always trigger on time
    • The Ultimate Hunter doesn’t always spawn
  • Huntmaster
    • Huntmaster does not always remain in the light when he should and can roll back at problematic times
    • The light VFX from the probe doesn’t illuminate the area
    • The safe place to drop the grenade while remaining in the light is so unclear and inconsistent that it might as well be RNG because the Light’s Safety Field is so erratic
    • Eggsnipe does not have a telegraph (it should, even if it wasn’t intended to have one)
    • DPS with 35m can still damage the boss during Holdout
  • Apex Vanguard
    • The battery doesn’t get replaced if there is lightning or adds near the transformer

R-4 Anomaly

This raid is unfinished, so I’m not listing everything, but finishing the following small aspects specifically would make a world of difference

  • Grey Reaper’s Murderous Rage ability does not respect interrupts, stuns, CC breaks, or immunities because the attack applies the controlling effect via a debuff of the same duration rather than the channel itself
  • In the Nihrot hallway, there are multiple Attractors stacked on top of each other rather than a single super Attractor or placing them side by side

Lair Bosses

  • Propagator Core XR-53
    • Prey Seeker droids do not respect active CC immunity effects or abilities that can be used while stunned, like Force Barrier, Responsive Safeguards | Echoing Deterrence, and Enraged Defense | Focused Defense
      • I reject the notion that “scripted stuns” should be a thing at all. These classes are balanced around having the capability to pop these DCDs while stunned, typically because they don’t last very long or have other conditions preventing their activation.
    • It’s unclear when you’re being targeted by a Prey Seeker Droid instead of an Imperfect Construct, changing the color of the Prey Seeker Droid arrows would help a lot.
  • The Eyeless
    • Can be kited indefinitely
    • Has too much HP in VM

World Bosses

  • Dread Pirate Karvoy does not have the Unshakable buff despite everything but Mark of the Dread Pirate being interruptible. The buff should be removed when the ability is cast and reapplied when it ends.
  • Lucky is missing the Terrifying buff to prevent companions from participating
  • Kith’rawl missing the Terrifying buff to prevent companions from participating
  • FR3-D0M
    • Missing the Terrifying buff to prevent companions from participating
    • Annihilation Cannon does not have a proper cast bar, only the telegraph on the ground. Also, the cast should be named Peaceful Coexistence Beam.
    • Flamethrower does not have a proper cast bar and only shows the telegraph on the ground.
    • The flamethrower VFX as part of the Flamethrower ability are not pointing in the direction of the conal attack.
  • All DvL bosses are missing the Terrifying buff that prevents companions from participating

PvP

General

  • In arenas, it is possible for a match to have an unequal number of players due to one team receiving backfills while the other doesn’t
  • In arenas, it is possible for extremely unbalanced compositions that are practically guaranteed to result in sudden death, even if changing around roles would fix the issue
    • Example: It is possible to have Frogdogs with 2 tanks, 1 healer, 1 DPS, while the Rotworms have 4 DPS. The Frogdogs won’t be able to kill anyone before the time runs out because they don’t have enough damage output, while the Rotworms won’t be able to kill anyone due to high survivability. The problem could be fixed by swapping 1 tank from the Frogdog team with 1 DPS from the Rotworm team.
  • In arenas, it is possible for a 2v2 match to have 1 team get 2 backfills before the other team gets any, turning it from a balanced match into a 4v2.
  • Solution to both problems:
    • Everyone initially spawns in on Giradda’s barge instead of their team boxes. Teams don’t get assigned until everyone has joined the match. Backfills spawn on Giradda’s barge and don’t participate in the match until there is a pair where both teams get 1 player at the same time
  • Timers on respawn doors are not always accurate or synchronized 
  • The Highly Decorated buff you would get to convey you got max rewards for the match is still granted at 8 medals rather than 7. Max valor should also be granted at 7 medals. It’s important for all rewards to be granted at the same medal count, but this should compensate for the Valor lost by the removal of the MVP vote system.
  • Rolling off a ledge causes you to travel far further than intended, which has significant implications in Huttball and Arenas
    • Covered Escape | Hightail It
    • Mad Dash | Blade Blitz
    • Hololocate | Scamper
    • Rocket Out | Propulsion Round

Onderon Palatial Ruins

  • No music plays at the beginning of the match
  • Giradda’s float is not present

Voidstar

  • Players cannot adjust ability tree talents or change tacticals at the beginning of the match
  • Ability cooldowns are not reset between rounds (swapping attackers and defenders)
  • The Alliance Shuttle shows up as already landed as said ship is flying in to land during the opening cutscene
  • The Alliance Shuttle in the first spawn zone for Attackers is too low to the ground and partially clips through the floor, such that you’d have to crawl up the ramp to get into the ship. It’s super obvious.

Corellia Square

  • The railings on the northwestern corner cause rubber banding when you try to jump over them. This is problematic because jumping over them is a critical part of LoSing and kiting. It’s fine if they are not meant to be jumped over, but if that’s the case, they should be raised so it’s clear you can’t jump them.

Huttball (All)

  • The acid gas and pools do not always get removed when exiting them. It is possible to die from the acid continuously after respawning.
  • It is too difficult to target another player or the player with the Huttball to the extent that it can have a significant impact on match outcomes
  • It is possible for a Huttball pass to fail as a result of position lag/desync

Flashpoints

General

  • Kuat Drive Yards is missing from Group Finder and lacks a Master Mode difficulty
  • Collicoid War Games is missing from Group Finder (and mercifully lacks a Master Mode difficulty)

Mandalorian Raiders

  • The Supercharged Turrets spawning and Mavrix Varad’s repositioning are percentage-based, but his health is way too low compared to the turrets, so rotational AoE will result in him jumping around way too quickly.
    • Recommend rebalancing the base turret and boss HP

Ruins of Nul

  • Companions are vulnerable to the AoE air strikes, meaning they tend to get murdered
  • Just let people stealth through the trash unless you’re gonna go back and change all the other FPs or redesign stealth

Shrine of Silence

  • Most of the decos that drop from trash at the Interpreters Retreat do not drop in Shrine of Silence. They might not be as directly relevant, but farming trash in the open world is lame when there’s a related FP right there.
  • The ghosts that appear while fighting The Curse are depicted as NPCs, but they’re completely uninterractible, so they should not be targetable or have nameplates

Acknowledgments and Special Thanks

We want to give a special thanks to the countless readers who reached out to us to report bugs I hadn’t included on the first version of the list. We will continue to maintain this list as best we can, so please contact us or leave a comment if you discover a bug that isn’t on the list or that has been silently fixed.

Endonae

Endonae

Endonae is a passionate gamer who's particularly fond of challenging action RPGs and open world games with visceral combat. The closer it is to being a Soulslike, the better. Ranged casters, particularly of the energy or elemental variety, are his bread and butter. Lightsabers are pretty cool, too.
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