Undocumented changes, March 16, 2015
Hmm that comment about the end of CoF sounds interesting. Not in that I care about CoF, it’s more that maybe they changed something about objects, especially ones like that, which resulted in strange hit boxes…so maybe that happened to the Elemental in Snowblind and it is just a bug! I can hope right?
Same issue with the last dragon fight in the last chapter of the LS. It’s a structure also, and people are also having a hard time getting hits on it (as in 99% of attacks do not record a hit).
- When someone tried to solo Magg’s search for magmacyte and everyone WPed to the entrance, the npc joined us at the wp. We all had to cross the magma field to continue. Not sure if it’s an anomaly, or a fix.
NPC’s follow/port to the closest party member. So if he was closer to someone at the the WP than the person doing the run it would do that. If you have to make sure that when people waypoint Magg is always closer to the guy running the magma. People often forget this and screw it up.
I glitched into a contested CoF last night, it still works.
Wynd Cloud | Fierce N Licious
So I just started my first Arah p3 after the patch and I noticed that I get killed by Crusher’s smash even if I stand on his side, where it never hit me. Does anyone else feel like they increased it so everybody who is even a bit “in front” of him gets smashed? Would make sense if they also made Brie’s beam larger.
Edit: I also noticed that they might have increased the “Interact” range of the blue-light-things where you put the orbs in p3 and p4. This one I’m not so sure about though, since I’m a bit lagging.
They just made the sealed dore interact range huge, thats what confused me.
(edited by RealCheesus.8563)
Two things I noticed in my last CoF p2 run:
- When someone tried to solo Magg’s search for magmacyte and everyone WPed to the entrance, the npc joined us at the wp. We all had to cross the magma field to continue. Not sure if it’s an anomaly, or a fix.
Not new.
This has never happened to my parties since I started staying with Magg at the Oracite node until he finishes his dialog, and waypointing only then. It loses at most a couple seconds so it’s definitely worth the time instead of occasionally having to waste 3-5 minutes.
- When someone tried to solo Magg’s search for magmacyte and everyone WPed to the entrance, the npc joined us at the wp. We all had to cross the magma field to continue. Not sure if it’s an anomaly, or a fix.
NPC’s follow/port to the closest party member. So if he was closer to someone at the the WP than the person doing the run it would do that. If you have to make sure that when people waypoint Magg is always closer to the guy running the magma. People often forget this and screw it up.
Thanks for clearing that up. I’m usually the one crossing the field, so I wasn’t aware of that.
Can pretty much confirm that the top of Elemental Source cannot be reached anymore. Even necro’s life transfer doesn’t hit it, suggesting that the hit box was either removed or placed >600 range away.
Had to pug my 50 today for the first time in forever and ofc we get snowblind. x_x
It’s just painful and unnecessarily frustrating.
Ranger’s pets now atack your target even if you set then to avoid combat, i see that lots of pug rangers will start to get kicked at the final boss of ac p2 because of that :P
https://forum-en.gw2archive.eu/forum/professions/ranger/Pets-buggy
welp, looks like I’ll be running around in quaggan form a lot more until they fix this. -_- thank god for in combat tonics.
Since yesterday’s patch it feels like we’re in beta already without access to beta content >_>
i see that lots of pug rangers will start to get kicked at the final boss of ac p2 because of that :P
F3. I don’t see how you can be so utterly bad and still get to an endboss of anything.
welp, looks like I’ll be running around in quaggan form a lot more until they fix this. -_- thank god for in combat tonics.
or just not attack anything. like you’re already doing unless you’re supposed to.
edit: personally it’s a QoL change since the times I forgot to make pet attack outnumbers the times pet kittens up by infinity.
(edited by RemiRome.8495)
I can attest to the undocumented change on the beam type attacks used by bosses. During my daily p2 Arah duo i’ve been dying to Brie’s death ray far more than i usually did, since i usually just sidestep it. Tested it a few times and it seems the ray now hits in an about 60 degrees cone in front of her. Ended up having to dodge out of the way.
The great mystery is how many of these are actually intended.
The great mystery is how many of these are actually intended.
Knowing Anet, probably not many of them.
The one that seems most mysterious to me is the snowblind elemental top change because it seems highly unlikely to me that they would be aware of it seeing as most people I’ve encountered tend to not even be aware of how to damage it in the first place, especially in pug groups.
I Still think dungeons should be re-enterable without having to redo pre events every time. After all – we’ll just WP go do another path and come back later and leave others to open it up.
Seems non-sensical to block off entrance to CM -they definitely made it harder to get back into it once it’s closed off.
Noticed in FoTM 50- you cannot shadow step from wooden floors to stone – even when it is on a horizontal (and you can walk there it’s <150 range). Get pathing errors – I often use SB 5 just to jump over traps (I’m lazy see). These used to be valid shadow steps.
Same problem exists in drytop over vine bridge (cannot shadowstep along it any more) – def buggy.
Another interesting side effect: Thief Steal – I have not tracked this one exactly down yet but sometimes you will get a “target is too close” msg if on top of a boss directly and it refuses to fire off. May need to be in the boxs melee (eg inside his red agro circle). Will keep note of which bosses it was effecting and how this one fails to activate moving forward.
Yaeh I get target is too close in large hitbox bosses like arah 1 tar, arah 1 ooze. Can’t steal and can’t use sword 2 on top of the boss on thief
i see that lots of pug rangers will start to get kicked at the final boss of ac p2 because of that :P
F3. I don’t see how you can be so utterly bad and still get to an endboss of anything.
welp, looks like I’ll be running around in quaggan form a lot more until they fix this. -_- thank god for in combat tonics.
or just not attack anything. like you’re already doing unless you’re supposed to.
edit: personally it’s a QoL change since the times I forgot to make pet attack outnumbers the times pet kittens up by infinity.
I was making a joke, but thanks for the personal atack.
Also, with this new bug you need to keep spamming f3 while you atack to make your pet stop agroing stuff, making it more annoying to charge the traps in the ac p2 boss.
(edited by Casmurro.9046)
or just not attack anything. like you’re already doing unless you’re supposed to.
edit: personally it’s a QoL change since the times I forgot to make pet attack outnumbers the times pet kittens up by infinity.
After playing with it a bit more I think I misunderstood what the change was, and I see it’s not unmanageable. Once you call off the pet after attacking, the pet wont re-engage with the target until you f1, so you don’t have to spam call off your pet like I was afraid you would need to. I can see it being an intended change, although I wish it had been included in the patch notes just to avoid the confusion. _
Looks like they reverted the scaling change again for low lvl dungeons.
Screenshot for reference: http://puu.sh/gEPOT.png (this is on a 64202 build on ele, no signet/food/banner/fury)
Looks like all the scaling nerfs from yesterday were reverted, guys. Unless the hero panel lies, that is… will do some test runs now.
Lol. x)
I’d say chances are, the reversion of downscaling is unintended. They seem to have a lot of trouble with version control: we often see old fixed bugs return in later patches.
I was making a joke, but thanks for the personal atack.
generic you.
our hypothetical pug rangers would have been kicked way before the boss.
Another bug i got was in ac story mode, on the chain to disable the traps after the first boss (the one you fight on the coffin room), that chain is not working.
Has anyone noticed anything odd about Belka? It feels like her damage has been significantly reduced.
Having fought her solo several times each week since October, I have a pretty decent idea when I’d need to run away from her – and after the patch I barely had to. There’s no change in my clumsy skills and rotations. The difference is quite noticeable.
On a side note, it feels like Brie’s death ray has been reverted, or maybe I just did better at sidestepping… although on the patch day I got hit by her every time she charged it up.
Has anyone noticed anything odd about Belka? It feels like her damage has been significantly reduced.
Having fought her solo several times each week since October, I have a pretty decent idea when I’d need to run away from her – and after the patch I barely had to. There’s no change in my clumsy skills and rotations. The difference is quite noticeable.
On a side note, it feels like Brie’s death ray has been reverted, or maybe I just did better at sidestepping… although on the patch day I got hit by her every time she charged it up.
Funny, I’ve had the same experience at Belka. As for Brie, I don’t believe it’s been reverted.
Thanks Lord Kuru I wonder what the developers could have been planning when they tampered with Belka.
TA Up, the champion Nightmare knight now uses skills and moves away when stacked against the tree. My group used the smaller one on the right side.
- doranduck, 2016 on Lore in Raids
They still bug on the other tree.
Ahh, sad
For some reasons, I was quite happy thinking that they start caring about fixing bugs in dungeons.
- doranduck, 2016 on Lore in Raids
Hmm that comment about the end of CoF sounds interesting. Not in that I care about CoF, it’s more that maybe they changed something about objects, especially ones like that, which resulted in strange hit boxes…so maybe that happened to the Elemental in Snowblind and it is just a bug! I can hope right?
That might explain why hunter’s call doesn’t work on structures anymore (ranger warhorn 4)
Did they nerf thaumanova anomaly?
Did they nerf thaumanova anomaly?
They fixed the debuff from grizza if you’re thinking he goes down easier?
Did they nerf thaumanova anomaly?
They fixed the debuff from grizza if you’re thinking he goes down easier?
Yeah. Fought him twice today, he seemed to die pretty fast. Thanks!
Did they modify Lupi’s auto-attack in today’s patch? I seem to be getting hit by it even in melee range (though it is pug groups, so its possible that somebody was at just the right spot for me to get the splash damage from it). I got hit at least 3 times by it in one group, and at least once in another. Probably more than that, but wasn’t watching my health the whole time.
Did they modify Lupi’s auto-attack in today’s patch? I seem to be getting hit by it even in melee range (though it is pug groups, so its possible that somebody was at just the right spot for me to get the splash damage from it). I got hit at least 3 times by it in one group, and at least once in another. Probably more than that, but wasn’t watching my health the whole time.
Something is wrong with it, yes. I just don’t know what. I was getting hit by it while standing directly beneath him, solo, against the wall. It seemed to vary depending on the angle of my camera, but that could just be coincidence.
PrePatch if you were standing on an peice of rubble with him close by y ou could get hit by it also, maybe they screwed up the hotboxes (as per Eternal Flame/Elemental) and such it’s giving a wrong sense, so it’s acting now you’re having the same issue as we had prepatch on that rubble? Just a guess, I havne’t done him post patch.
The biggest change is that Lupi’s bubble attack is no longer summoned on the target – it does not track the target unless outside of a set minimum range (approx the safe zone range in p2 where there is no swipe and you do not get hit by the auto). Before, you would get bubbled if you were not fast enough getting back under him from the rising up AOE. Now it will not trap you at all, it will completely miss or the outer edge will nick you once. There is almost no threat of being bubbled now. You can even trigger it by stepping away from him and the bubble will land exactly at that min distance without trapping you.
I know not if this is intended or perhaps a result of the atk/cleave changes of some atks, either way it certainly feels very unsatisfying as it trivializes threat in the fight but also makes pushing lupi around a non-issue.
Unrelated to this I also noticed the guard sword 3rd auto cone is a bit larger so it will reliably hit when you are forced to make tighter circles max melee kiting. It still suffers at the tip of the cone where not all hits may land.
Thanks Lord Kuru I wonder what the developers could have been planning when they tampered with Belka.
Just checked: Belka’s burning is now 588 per tick; 1/2 of the 1176 that it used to be (from gw2dungeons).
AC story – chains in second chamber didnt turn off flame traps.
Those “changes” look to me like bugs and with anet fashion they either will be fixed at the very end of fixing process or not fixed at all.
I keep wondering how these bugs are related to the changes made. Gw2 is the only game where we constantly get completely unrelated bugs each patch.
Thanks Lord Kuru I wonder what the developers could have been planning when they tampered with Belka.
Just checked: Belka’s burning is now 588 per tick; 1/2 of the 1176 that it used to be (from gw2dungeons).
It’s because burning damage is bugged at the moment
https://forum-en.gw2archive.eu/forum/support/bugs/Burn-condi-is-broken-nerfed-or-glitched
The tracking bug may be related to how they change shadowstep/port function. Shadowstep is now smoother, more responsive and slightly faster than before.
- doranduck, 2016 on Lore in Raids
Thanks Lord Kuru I wonder what the developers could have been planning when they tampered with Belka.
Just checked: Belka’s burning is now 588 per tick; 1/2 of the 1176 that it used to be (from gw2dungeons).
Actually on the site it lists the total damage, not damage per tick.
Thanks Lord Kuru I wonder what the developers could have been planning when they tampered with Belka.
Just checked: Belka’s burning is now 588 per tick; 1/2 of the 1176 that it used to be (from gw2dungeons).
Actually on the site it lists the total damage, not damage per tick.
Yes, of course. My bad. Then maybe it’s the condition damage issue? (But I scrolled as far as I could in my combat log and the burnings were all for 588 per tick.. maybe it’s missing ticks?).
NPC’s follow/port to the closest party member. So if he was closer to someone at the the WP than the person doing the run it would do that. If you have to make sure that when people waypoint Magg is always closer to the guy running the magma. People often forget this and screw it up.
It seems like post-patch the rocks behind the magmacyte that you jump onto to lose aggro also drops the aggro from Magg – you become unreachable, and he teleports to the closest party member who is reachable.
Will have to test further but something definitely changed post patch – I’ll be the only one running him across the field, everyone else already ported, he’s very clearly following me, and then just disappears and ports back to the beginning when I get to the end.
The idea is for people to port to the start after u make it across so he doesnt aggro mobs because hes following you. That way you dont need to jump up on those rocks.
Pugs… /shakes head