Sorry for shattering your illusions
(edited by Unterkiefer.8372)
Hi forum,
I have seen some bugs out there, that somehow barely to never find their way to the forums. I don’t know if Anet does delete this kind of posts or if ppl are to frustrated to post them since some of them are old / class related. Anyhow I want to try to make a little list with all the bugs we can gather. Remember to post bugs. Do not flame that some skills are broken or op. If you are not sure if it works as intended, please indicate it in some way. Maybe the devs will shed some light on it.
There are 3 types of bugs:
- environment/map
- classes/skills
- equipment
Leading as an example:
Maps:
- on eternal coliseum a dh can pull you in the wall on the side notes. The place is at the start of the ramps leading down right next to the capture point. You then can’t leave the wall other than being killed or relog.
Classes:
- teleporting/shadowstepping over dh traps activates them and teleporting over ToF deals dmg to the player. [unsure/see below]
- teleporting out of dh elite/bow rings/hammer ring knocks down the player. [Don’t know if this is intended, since it has been around for some time now]
- blocking an attack that also has a cc will cause to block the dmg but not the cc. This occurs when your block only blocks 1 attack. Example: Mesmer scepter 2 blocking guardian shield. [This behaviour has been around since hambow-meta. So I don’t know if it works as intended.]
- DH tether pulls enemy into air causing them to take/die to fall dmg.
- Any AI called by mes while they are in downstate completely ignore stealth and continue to attack stealthed enemy.
- Druid staff AA animation sticks to target indicating where the target is for the whole match, even if enemy went in stealth, is on other side of the map, even when druid is not actually attacking nor can target the enemy.
- Dodging into chronomancer clones that run at target to shatter doesn’t cause them to shatter but actually ignore dodge and shatter after dodge is done (caused mainly by 200% run speed). Dodging into shattering clones from core build does cause them to shatter into dodge and not ignore it.
- DH traps (ToF specifically) have bigger effective range than actual visual indicator.
- Daredevil staff Vault can be used over Spectral Wall to ignore the fear. Meanwhile this can’t be done with any other wall in the game (i.e. you still get CCed if you try to Vault over any other wall).
- Druid Staff AA has a coefficient that’s 20% higher than the coefficient from the tooltip.
Equipment:
- rune of the berserker does not seem to give the 5% bonuses
- sigil of force does not seem to give the 5% bonus
- Krait runes 6th bonus ignores dodges/evades
(edited by Unterkiefer.8372)
Elementalist. Dagger/Dagger.
In a Fire field, activating Earthquake to Churning Earth too fast does not grant might stacks.
Not sure if intended, using Churning Earth in a Fire field instantly displays “Area Might” but doesn’t apply Might until the end of the animation. Sometimes you get disrupted and don’t get the Might stack.
Elementalist. Dagger/Dagger.
In a Fire field, activating Earthquake to Churning Earth too fast does not grant might stacks.
Not sure if intended, using Churning Earth in a Fire field instantly displays “Area Might” but doesn’t apply Might until the end of the animation. Sometimes you get disrupted and don’t get the Might stack.
Hi sephiroth,
is this an pvp only issue? The purpose of this thread is to collect bugs that concern pvp. If it is a bug that is class specific on all gamemodes, you should consult the specific forum.
With classes I meant intercession bugs, that accur when skills or traits interact with each other. As an example I: some time ago there was the so called “dancebug” it occurred when you were cced (mostly taunts) while using a movement skill/stunbreaks. The bug would cause that you were stuck in place and could not move unless you used /dance or movement skills.
- teleporting/shadowstepping over dh traps activates them and teleporting over ToF deals dmg to the player. [unsure/see below]
- teleporting out of dh elite/bow rings/hammer ring knocks down the player. [Don’t know if this is intended, since it has been around for some time now]
“Teleporting” is not a teleport at all but a Shadowstep.
Shadowstep, per the GW2 Wiki definition, is simply a very fast physical movement from point A to point B. You actually move along the ground to get to where you want to go.
Bug: If pulled by a DH spear in a vertical motion, where the target is taken off the ground to reach the DH, that target will flip up in the air instead. If severe enough, the pulled target can take massive fall damages.
(edited by Saiyan.1704)
Your interpretation of the mechanic description a bit… let’s just say, interesting.
Gw2Wiki:Shadowstepping is a mechanic that allows the user to move instantly from one place to another.
Your interpretation of the mechanic description a bit… let’s just say, interesting.
Gw2Wiki:Shadowstepping is a mechanic that allows the user to move instantly from one place to another.
It’s a set of statements that defines the mechanic, not just one. The last statement completes the definition.
“Shadowstepping allows the player to move vertically as long the position can be reached normally by moving on the ground without jumping.”
They could have simply left it at “moving on the ground” bit but they added the “without jumping” part to emphasize that it’s a ground traveling ability, not a ground skipping one.
The explanation of the pathing limitations does not imply that it is meant to be considered “a very fast physical movement.” You may interpret it that way, but that doesn’t make it so.
Elementalist. Dagger/Dagger.
In a Fire field, activating Earthquake to Churning Earth too fast does not grant might stacks.
Not sure if intended, using Churning Earth in a Fire field instantly displays “Area Might” but doesn’t apply Might until the end of the animation. Sometimes you get disrupted and don’t get the Might stack.
Hi sephiroth,
is this an pvp only issue? The purpose of this thread is to collect bugs that concern pvp. If it is a bug that is class specific on all gamemodes, you should consult the specific forum.
With classes I meant intercession bugs, that accur when skills or traits interact with each other. As an example I: some time ago there was the so called “dancebug” it occurred when you were cced (mostly taunts) while using a movement skill/stunbreaks. The bug would cause that you were stuck in place and could not move unless you used /dance or movement skills.
Fair enough, I’m sure you can understand my confusion with comments like:
teleporting/shadowstepping over dh traps activates them and teleporting over ToF deals dmg to the player
- teleporting out of dh elite/bow rings/hammer ring knocks down the player. *[Don’t know if this is intended, since it has been around for some time now]
- blocking an attack that also has a cc will cause to block the dmg but not the cc. This occurs when your block only blocks 1 attack. Example: Mesmer scepter 2 blocking guardian shield. [This behaviour has been around since hambow-meta. So I don’t know if it works as intended.]
What you posted happens throughout the game and not just in PvP, so I’m sure you can understand my confusion when you’re being so contradicting.
(and yes, it happens mostly in PvP as D/D is not a PvE/WvW weapon set.)
(edited by sephiroth.4217)
Krait runes 6th bonus ignores dodges/evades.
DH tether pulls enemy into air causing them to take/die to fall dmg.
Any AI called by mes while they are in downstate completely ignore stealth and continue to attack stealthed enemy.
Druid staff AA animation sticks to target indicating where the target is for the whole match, even if enemy went in stealth, is on other side of the map, even when druid is not actually attacking nor can target the enemy.
Dodging into chronomancer clones that run at target to shatter doesn’t cause them to shatter but actually ignore dodge and shatter after dodge is done (caused mainly by 200% run speed). Dodging into shattering clones from core build does cause them to shatter into dodge and not ignore it.
DH traps (ToF specifically) have bigger effective range than actual visual indicator.
The explanation of the pathing limitations does not imply that it is meant to be considered “a very fast physical movement.” You may interpret it that way, but that doesn’t make it so.
What’s your interpret of it?
@ kin korn karn & Saiyan:
You both have some good points and i guess it is up to the devs to make a statement. Whether or not shadowstep works as a teleport, teleport still does have the same issues. If teleporting does not teleport but moves you fast to the target location, then there is no bug and it works (as missleading as it may seem) as intended. Until then it stays in the list.
@Cynz:
Thanks i added the bugs to the list.
@sephiroth:
I know I can be confusing and hard to understand at times :P . My Idea was to show bugs that happen on interaction between players and classes. If all class intern bugs would be posted here the list would explode :P. If however this would only happen in PvP or is tied to an action taken there, than it is a bug that i would add to the list. I know that the bugs that relate to classes also happen in other game modes, but aren’t as obvlious or do matter in the same way. It is therefore much more frustrating to encounter them playing vs other players. Sorry for the confusion
Daredevil staff Vault can be used over Spectral Wall to ignore the fear. Meanwhile this can’t be done with any other wall in the game (i.e. you still get CCed if you try to Vault over any other wall).
Druid Staff AA has a coefficient that’s 20% higher than the coefficient from the tooltip.
Not exactly PvP only, but it’s only really meaningful in PvP. (As a Thief, Mender’s Druid Staff Auto HURTS.)
“Shadowstepping allows the player to move vertically as long the position can be reached normally by moving on the ground without jumping.”
They could have simply left it at “moving on the ground” bit but they added the “without jumping” part to emphasize that it’s a ground traveling ability, not a ground skipping one.
Shadowstepping across linear walls (spectral wall, line of warding, unsteady ground) doesn’t knock you down. If it were true that your character invisibly walks from point A to point B, you SHOULD be getting feared or knocked down when shadowstepping across a linear wall, but you don’t. It only happens when you shadowstep/teleport across circular walls like Ring of Warding or the trap.
@MethaneGas: Thanks for the bug. I added it to the list. The walls have different heights. Maybe spectral is to low to connect with the skill. As a similar example: Mesmer focus 4 does not always reflect ranged attacks if they are flying to high over the wall. But it stays in the list until the devs or someone else presents a evidence that it isn’t a bug
@Zui: Thank you for the bug. It does hurt a mesmer as well did not know this. It is either intended and therefore a tooltip bug (in that case it does not really belong here but the ranger section) or it really is 20% to much (in that case it definitely belongs in the list). It stays in the list until this is addressed by a dev.
DH Bug:
Using almost any ability while using Scepter’s Auto attack, does not cancel the auto attack’s channel. So if I pressed “1” to auto attack and I suddenly wanted to use my F3 block, or F2, or Sce#2, they will not cancel Scepter#1 until the channel ends. There’s no interrupt to the skill like other weapons.
If you press “1” several times then the input lag will channel the skill twice and you can’t use a much needed ability until Scepter#1 ends. This is extremely problematic in clutch situations for a DH.
DH Bug:
Using almost any ability while using Scepter’s Auto attack, does not cancel the auto attack’s channel. So if I pressed “1” to auto attack and I suddenly wanted to use my F3 block, or F2, or Sce#2, they will not cancel Scepter#1 until the channel ends. There’s no interrupt to the skill like other weapons.If you press “1” several times then the input lag will channel the skill twice and you can’t use a much needed ability until Scepter#1 ends. This is extremely problematic in clutch situations for a DH.
Pretty sure it affects all classes. I Have similar issue with PP for example or backstab.
DH Bug:
Using almost any ability while using Scepter’s Auto attack, does not cancel the auto attack’s channel. So if I pressed “1” to auto attack and I suddenly wanted to use my F3 block, or F2, or Sce#2, they will not cancel Scepter#1 until the channel ends. There’s no interrupt to the skill like other weapons.If you press “1” several times then the input lag will channel the skill twice and you can’t use a much needed ability until Scepter#1 ends. This is extremely problematic in clutch situations for a DH.
Pretty sure it affects all classes. I Have similar issue with PP for example or backstab.
It’s just frustrating because my other weapon sets are not the same. Sword#1, and #3 doesn’t prevent other skills from casting during its channel.
Krait runes 6th bonus ignores dodges/evades.
DH tether pulls enemy into air causing them to take/die to fall dmg.
Any AI called by mes while they are in downstate completely ignore stealth and continue to attack stealthed enemy.
Druid staff AA animation sticks to target indicating where the target is for the whole match, even if enemy went in stealth, is on other side of the map, even when druid is not actually attacking nor can target the enemy.
Dodging into chronomancer clones that run at target to shatter doesn’t cause them to shatter but actually ignore dodge and shatter after dodge is done (caused mainly by 200% run speed). Dodging into shattering clones from core build does cause them to shatter into dodge and not ignore it.
DH traps (ToF specifically) have bigger effective range than actual visual indicator.
A lot of these “bugs” have been in the game for some time, and are not as specific to a profession as stated.
Engineer downed skill #2 activates inconsistently. Sometimes it works, other times it simply goes straight to cooldown.
“Shadowstepping allows the player to move vertically as long the position can be reached normally by moving on the ground without jumping.”
They could have simply left it at “moving on the ground” bit but they added the “without jumping” part to emphasize that it’s a ground traveling ability, not a ground skipping one.
Shadowstepping across linear walls (spectral wall, line of warding, unsteady ground) doesn’t knock you down. If it were true that your character invisibly walks from point A to point B, you SHOULD be getting feared or knocked down when shadowstepping across a linear wall, but you don’t. It only happens when you shadowstep/teleport across circular walls like Ring of Warding or the trap.
It is part of the wave/particle duality of shadow stepping. If you had a better grasp of the physics behind it you would see it is working as intended.
Shadow steps can be used to go through walls/ceilings. E.g.you target the ceiling on krihlo but you end up on the roof.
Bird pets have to be able to walk to their target.
Shadow steps can be used to go through walls/ceilings. E.g.you target the ceiling on krihlo but you end up on the roof.
Bird pets have to be able to walk to their target.
That first one’s not actually a bug. It’s been around since beta.
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