In the meantime, I’ll take the liberty of linking some of my recent (PS and less recent) bug reports about Mercenaries here — maybe it’s useful for people.
That’s what’s displayed (in CAPS.) on the progress bar for completed Mercenary tasks if you select a task chain and scroll back (or for completed chains).
Tested at Heroic Icehowl. Yep, it’s those that get turned into blocks of ice.
Apparently, they can only be completed on normal difficulty. Besides, the visitor must also be in the party, which isn’t specified, although it makes sense in the context of the recent task rework.
[UPD]
I’ll add this here for further reference, to keep track of it and so that’s its visible — forgot to do it earlier:
In short, despite what’s written in the 25.0 Patch Notes , all the instructions I’ve written (see also below) still apply as of the current patch (25.0) — I hope it helps those w…
Sometimes this boss ability ‘misses’, i.e. hits the lowest-health character, even if none of the ‘predicted’ abilities were used. I’m not entirely sure what triggers it — possibly the lowest-health target having only one ability available (Boggy, for instance), even if it isn’t used at all on that turn.
The opponents in question are supposed to give (the enemy) spell resistance (+7, if memory serves) against spells with speed 7 or higher. However, this requirement ignores any speed modifiers that apply to an ability: for instance, a Boggy Blast sped up by Cenarion Surge will still be resisted, while a Lighting Bolt slowed down by enemies will do full damage, i.e. only the base speed is taken into account.
This also has implications for the Heroic Sayge fight, since he has two Fortune Tellers a…
Mercs: some abilities can erroneously target friendlies — need to check if it’s still broken.
There’s also a class of bugs where you can start with 7 characters on the board if there happen to be some extra minions on your side, for instance:
In the heroic version of the Chess Event, you start with two Black Pawns and four mercenaries on your side of the board. However, if you pick up the infamous Hot Potato (Spud M.E. 2) along the way and it lands on your side first, you end up starting the game with 7 characters, which is normally impossible.
Had a similar problem recently with (Heroic) Thaurissan and Ice Walls. There was space for only two mercs, however, another one got ‘auto-played’.
A couple of old bugs with treasures — haven’t tested these with the recent patch, something to watch out for:
I’ve observed a strange bug during this boss fight. The only unusual thing I had was the Infernal Combustion treasure on Ragnaros (was doing it with a Fire team, probably Alexstrasza, Geddon and Ragnaros, if memory serves), so I suspect it could have caused this strange behaviour, unless something crazy was going on on the server.
So, the way it goes tends to be like this: you down the acolyte first, then there go the tentacles and so on. This time, however, something strange was going on: the …
The treasure ‘Hidden Forces’ [1] is supposed to summon those bodyguards the first time Smite takes damage, however, it appears to trigger every time or something like it.
[1] _https://hearthstone.fandom.com/wiki/Mercenaries/Hidden_Forces
This one is still present and is arguably a UI problem:
Some mercenaries have special animations , however, those are not shown when your opponent in the fighting pit plays them or when you ‘auto-play’ your mercenaries from your ‘hand’ (i.e. not actively put them on the board and just press the button, mercenaries being played automatically); instead, ordinary animations for their respecitive roles are shown.
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