2024-10-01 Compiled list of Mirage bugs

SaintYin

New member
Skill 1: Tornado

Bug 1:
Tornado causes Mirage to clip into buildings if he casts while near the ceiling of any object.
Steps to replicate:
  1. Go to any overhang that would interrupt jumping or double jumping.
  2. Jump or double jump such that Mirage is stopped by structure.
  3. Cast Tornado around time Mirage is stopped by structure.
Expected outcome: Tornado goes to the ground and cast completes as normal.
Actual outcome: Mirage is clipped into structure and must be unstuck or killed to escape.

Bug 2: Tornado is immediately cancelled if the pathway is disrupted by any "wall"
Steps to replicate:
  1. Stand near any corner or raised surface.
  2. Cast Tornado.
Expected outcome: Tornado is either redirected or slows down as it pushes into wall.
Actual outcome: Tornado cast immediately ends.

Skill 2: Fire Beetles

Bug 1:
It is possible to hit the same target twice per cast of Fire Beetles.
Steps to replicate:
  1. Cast Fire Beetles, hitting a target.
  2. Wait until Fire Beetles is nearly ended.
  3. Recast Fire Beetles at a target already struck such that the beetle finishes the cast while the launch window ends. I've found increasing distance increases consistency.
Expected outcome: Target does not take damage.
Actual outcome: Target takes damage again.


View attachment Mirage double 2.mp4

Bug 2: Targets hit by a previous cast of Fire Beetles are immune to new casts of Fire Beetles generated by Echo Shard or Refresher.
Steps to replicate:
  1. Cast Fire Beetles, hitting a target.
  2. Recast Fire Beetles until no charges are remaining.
  3. Refresh Fire Beetles with Echo Shard.
  4. Cast Fire Beetles, hitting the same target as step 1.
Expected outcome: Target takes a second instance of damage.
Actual outcome: Target is immune to second cast.

Bug 3: Fire Beetles goes on full cooldown when launch window expires.
Steps to replicate:
  1. Cast Fire Beetles.
  2. Wait for launch window to expire.
Expected outcome: Ability returns as (cooldown - launch window)
Actual outcome: Ability is placed on full cooldown.

Bug 4: Fire Beetles goes on full cooldown if player reduces cooldown enough to make cooldown shorter than launch window, then casts final charge after the cooldown is internally refreshed.
  1. Purchase Rapid Recharge, Superior Cooldown, Superior Duration, Diviner's Kevlar, Spiritual Overflow.
  2. Cast Fire Beetles.
  3. Wait for launch window to nearly expire.
  4. Consume last charges of Fire Beetles before launch window ends.
Expected outcome: Ability returns fully refreshed.
Actual outcome: Ability is placed on full cooldown.

Bug 5: Fire Beetles displays damage as spirit damage, causing display errors when target is negative spirit resistance.
Steps to replicate:
  1. Purchase Mystic Shot, Spirit Vulnerability.
  2. Shoot target once.
  3. Cast Fire Beetles onto target.
  4. Trigger Djinn's Mark from shot.
Expected outcome: Fire Beetles displays as having not been amplified by negative spirit resistance due to being true damage.
Actual outcome: Fire Beetles damage displays blue despite not being affected by negative spirit resistance.

Skill 3: Djinn's Mark

Bug 1:
Djinn's Mark is hidden within the chest of Guardian statues.
Steps to replicate:
  1. Shoot enemy Guardian.
Expected outcome: Multiplier appears above Guardian's head.
Actual outcome: Multiplier appears in chest, making it impossible to see unless a very large distance away.

Bug 2: Djinn's Mark is displayed under crotch of Walkers.
Steps to replicate:
  1. Shoot enemy Walker.
Expected outcome: Multiplier appears above Walker's head.
Actual outcome: Multiplier appears between walker's legs.

Bug 3: Djinn's Mark can be applied to immune structures (Guardian + Walker when no minions nearby and no players in range)
Steps to replicate:
  1. Have Guardian/Walker activate from walking in range or minions walking into range
  2. Shoot once.
  3. Leave aggro range of Guardian/Walker so it returns to an immune state while multiplier is on it.
  4. Shoot Guardian/Walker while it is immune.
Expected outcome: Multiplier does not increase.
Actual outcome: Multiplier increases.

Bug 4: It is possible to apply and stack Djinn's Mark on Walkers and T1 Guardians outside of immunity range.
Steps to replicate:
  1. Shoot enemy Walker/T1 Guardian from outside maximum range while it is engaged with minions/other heroes.
Expected outcome: Target does not receive stacks of Djinn's Mark.
Actual outcome: Target receives stack(s) of Djinn's Mark.

Bug 5: It is possible to apply and stack Djinn's Mark on Shrines from outside of immunity range.
Steps to replicate:
  1. Shoot enemy Shrine from outside maximum range.
Expected outcome: Multiplier does not apply.
Actual outcome: Multiplier is stacked on Shrine.

Bug 6: In Sandbox, it is possible to shoot and apply stacks of Djinn's Mark to Rejuvenator token while it's on the ground.
Steps to replicate:
  1. Shoot Rejuvenator token.
Expected outcome: Rejuvenator token is immune.
Actual outcome: Rejuvenator token receives stack(s) of Djinn's Mark.

Bug 7: In Sandbox, it is possible to shoot and apply one stack of Djinn's Mark to Rejuvenator token when it first spawns in the sky.
Steps to replicate:
  1. Shoot Rejuvenator token while it is in the air.
Expected outcome: Rejuvenator token is immune.
Actual outcome: Unlike previous, Rejuvenator token can only receive one stack while descending.

Skill 4: Traveler

Bug 1:
Player stores previous camera orientation after finishing Traveler channel.
Steps to replicate:
  1. Cast Traveler on a target.
Expected outcome: Player orientation is changed to face target of cast, if they have moved away from Traveler's endpoint.
Actual outcome: Player orientation remains exactly the same, often resulting in the player looking in a bad/useless direction.

Bug 2: Player is allowed to crouch spam while channeling Traveler.
Steps to replicate:
  1. Cast Traveler on a target.
  2. Crouch and uncrouch.
Expected outcome: Player should have an animation while channeling Traveler.
Actual outcome: Player may crouch spam.

Bug 3: Player's model freezes during Traveler cast if movement keys (W/A/S/D) is held during channel.
Steps to replicate:
  • Cast Traveler on a target.
  • Press and hold any movement key.
Expected outcome: Idle animation is unaffected.
Actual outcome: Player model locks in first frame of idle animation until key is released.

Edit: Forgot Mirage model errors.

Mirage Model:

Bug 1:
While in Matchmaking or Sandbox with Mirage on-screen, Mirage's model is animated while the rest are stills.

Bug 2: Mirage model used for Matchmaking or Sandbox has broken animations in cloak, causing light triangles to appear in areas that should be fully shadowed.
1727828989478.png

Bug 3: Mirage arm is not correctly attached to body while on zipline.
1727829039327.png

Bug 4: Mirage coattails break and fold into themselves and Mirage's leg while Mirage is crouched.
1727829138040.png

Bug 5: Mirage pants clip through when moving in all directions. It looks to be partially caused by having white pants on black coat, but I believe there are holes in the coat as well.
View attachment Mirage focus on legs.mp4

If anyone can think of any missed Mirage bugs, feel free to post them here.
 
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