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Posted by: Straegen.2938

Straegen.2938

What are some of the WvW specific bugs you have found? Please do not include intentional design changes you do not like. Here is the list I know about (please correct me if I missed something):

General Bugs

  • Significant lag when large fights are being conducted on the map
  • Frequent OBSTRUCTED messages when using ranged attacks with very slight terrain changes. Occurs most frequently on the ramps in towers
  • Downed players on uneven terrain often cannot be stomped or damaged
  • Players sometimes get locked into combat for several minutes after a fight ends
  • XP (not WxP) gained in WvW doesn’t do anything or go toward anything
  • When an enemy enters the down state, they can open the WvW panel then click “Leave the Mists” while in combat and exit without leaving a bag or dying.
  • Party member’s blue dot no longer displays on the mini-map when they are out of range
  • Outfitter[Merchant] npcs in EotM incorrectly carry the Siege Master[Siege Merchant] blueprints instead of the usual outfitter items. This was reported fixed in WvW but I don’t think they fixed it in EotM
  • Some players are not always getting keep/tower rewards even if they damage the lord and stand in the circle when capping

Display

  • Players can see other players loot bags
  • Dolyaks are not always where they are displayed
  • When the camera is moved 180 degrees around, the character sometimes stops when moving forward. The player has to move the camera to start moving again and sometimes they become stuck
  • Some players report invisible gates that are there and functional just not visible

Structure/Camp Bugs

  • When objectives are captured the supervisor, quartermaster, etc respawn in the same place they were when they died rather than resetting to their default location
  • There is a keep/tower upgrade that prevents some or all walls from being damaged by siege
  • Oil often cannot be damaged by ranged attacks and generate the OBSTRUCTED message unless the player stands in specific locations
  • Treb and mortar shots cannot hit some structures as they fly right through them. For example a treb built in Klovan on the extension behind the supervisor cannot be counter trebbed as treb shots sail right through the structure
  • The dolyak from the borderland south east supply camp to the keep does not spawn or becomes stuck
  • Siege placement at the north inner gate of SM is completely bugged out. Cannot throw rams on the right side of the gate. Have to stack them all left of the centre
  • Fire Keep turrets will still fire at attackers even if all 3 shrines have been flipped before attacking the keep
  • Air keep centre outer gate siege placement is bugged. Go north or south or through a wall, but the front gate takes an immense amount of damage before you can get through it
  • Ranger Pets and some NPCs at the Fire Keep will burn to death while you’re at the outer gates and walls, even when not actually in the lava
  • Barricades appear on the map next to the Air and Fire keeps but are not present in the world
  • Occasionally NPC guards and camp supervisors will change into the enemy which then contests an objective
  • Fire keep will not mark the enemies if they are from that map
  • Players can leap from an outside ledge into the BL southwest tower (Outpost tower) bypassing walls and gates
  • Red EBG Keep Golem Banker can be killed and not respawn after a lords room fight.
  • Keeps are not consistently marking enemy players. If Red captures a keep and an enemy player is there, that player is marked either for Blue or for Green
  • Yaks in EBG’s Danelon frequently get a Yak shield from enemy players
  • Auras are sometimes not working or not available even though the guild has them
  • Players running through breaches in wall can become stuck in the wall when the objective flips
  • Players can get stuck inside Burning Oil when it’s being built
  • Access to repair the middle Badlands bridge (from the keep side) is impossible to get to
  • Scorpions (siege devourers) can become stuck in the south Badlands keep bridge when being repaired or destroyed
  • Players can become stuck inside the gigantic pillars/walls (in the middle of the Badlands keep) if you’re fighting the champion and one of his turrets pushes you back into the wall
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(edited by Straegen.2938)

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Posted by: Straegen.2938

Straegen.2938

Fixed

  • Many players are experiencing significantly more game crashes than before HoT. A 64-bit GW2 client is available that may clear this issue up. The 64-bit client has worked for me.
  • Outfitter[Merchant] npcs in keeps and towers incorrectly carry the Siege Master[Siege Merchant] blueprints, instead of the usual outfitter items such as the salvaging and harvesting tools. The citadel Outfitter[Merchant] is the only one with the correct items. Not fixed in EotM at least on Blue side.
  • 2nd floor oil in SM above the gates cannot reach the ground below and are oddly placed Removed
  • Blue keep in EBG spawns almost double the amount of patrolling guards at various upgrade intervals
  • Some parts of buildings do not replace the wooden model – thus resulting in 2 models constantly clipping though each other
  • Speldan’s supervisor occasionally belongs to a faction different than the camp (such as the supervisor is blue but the camp is red). This prevents a camp from being taken by certain factions
  • Citadel supply bugged. Currently shown as red. If you are blue or green team, cannot access supply dropped from EotM
  • Dolyaks going into Undercroft get burned by lava even when on the path and sometimes do not make it into the keep alive
  • Kill a veteran creature daily doesn’t work with the veteran scale or wolf in EBG. Only the Wyverns in the North East corner of the Borderlands map now count Added a veteran wurm, warg, and harpy event. Unknown if Wyverns still count
  • Capture a ruin daily cannot be completed Changed to Master of Monuments and can also be completed by capturing shrines.
  • Sometimes downed players still rally off of critters
  • Clipping problems with different structures still persist on some tower walls. This creates a very annoying flicker
  • Some class skills can shoot through walls or floors and hit players behind them even when they are well away from the wall
  • Some towers and keeps are constantly contested because guards are fighting non-player creatures. For example, Jerrifer guards are constantly hitting a marsh drake
  • Nonfunctional SM auto turrets
Sarcasm For Hire [SFH]
“Youre lips are movin and youre complaining about something thats wingeing.”

(edited by Straegen.2938)

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Posted by: Sich.7103

Sich.7103

you can add the doly from the south east supply camp to palace don’t spawn…
Or to give more information, the doly spawn 1 time, and after that seem stuck or whatever near the west gate. If you go to the west gate after the bridge you will see on the right the defend doly event but no dolly.
This bug was on the old BL, and it’s back on the new…

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Posted by: Fellfoot.8156

Fellfoot.8156

I saw some of the guards at back door to the EBG keeps fighting each other today. The keep had been capped about 10mins, then suddenly some of the guards turned traitor and started attacking the other guards.

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chopping wood one day, dropped a piece,
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Posted by: Straegen.2938

Straegen.2938

I saw some of the guards at back door to the EBG keeps fighting each other today. The keep had been capped about 10mins, then suddenly some of the guards turned traitor and started attacking the other guards.

I do not think technically this is a bug. When a camp, tower, keep flips the guards normally flip. If the guards are escorting a yak, they flip but the yak doesn’t. Anyway, they try and kill each other. Once that is over they spawn properly. The reason I don’t think this is a bug is that it fixes itself and the fix would be making the guards disappear which really wouldn’t change anything.

There could be a deeper issue related to the supervisor bug at Speldan but then it would likely be the same issue. The NPC “flip” code is bugged.

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Posted by: Tyaen.5148

Tyaen.5148

Ogrewatch Cut is always contested due to guards fight bats (I think it’s bats).

Tyyaen – Engineer (80) [SS]
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Posted by: Sviel.7493

Sviel.7493

The Dolyaks going into Undercroft get burned by lava even when on the path. The Yak from the southeast camp often doesn’t make it in alive.

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Posted by: Kinthiri.9604

Kinthiri.9604

Have a few others to add to that.

  • Citadel supply bugged. Currently shown as red. If you are blue or green team, cannot access supply dropped from EotM
  • Siege placement at the north inner gate of SM is completely bugged out. Cannot throw rams on the right side of the gate. Have to stack them all left of the centre. Good for defenders with disablers, otherwise not so fun.
  • T3 tower walls glitching out often. For example, a T3 Anzalius tower only has the front wall to the left of the gate that can take damage. Bravost doesn’t have any walls that can be damaged. Veloka only the side wall under the lords room can take damage.
  • No ruins not a big deal, but update the Veteran Creature daily please. To my knowledge, only the Wyverns in the North East corner of the Borderlands map now count, and that was only accidentally discovered by a guildmate.
  • Fire Keep turrets will still fire at attackers even if all 3 shrines have been flipped before attacking the keep.
  • Air keep centre outer gate siege placement is bugged. Go north or south or through a wall, but the front gate will do your head in before you can get through it.

Have to say, I’m really disappointed in general with the HoT changes. As someone that is in a WvW guild, the Guild Hall changes and costs of upgrades have essentially destroyed our guilds ability to function at the level we did previously.

We’re a small guild with quite a few roamers. Those roamers are now penalised for not joining a group of at least 10 or 15. Supply costs have destroyed the value of guild siege. Making the guards more difficult isn’t a big deal, but auto-upgrades of objectives really hurts small groups.

Further, the need to have Scribes and the cost of some of those upgrades… +5 supply is now the 3rd to last upgrade of a War Room and requires a guild be level 37? WTF? Seriously?

It’s almost as if Anet were deliberately trying to destroy WvW in every way except for the massive blob zergs.

kinthiri.9604 – Co-leader of Anvils Hammers [HARD] – Stormbluff Isle

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Posted by: Kinthiri.9604

Kinthiri.9604

Oh yeah, forgot to add… Ranger Pets at the Fire Keep will burn to death while you’re at the outer gates and walls, even when not actually in the lava.

kinthiri.9604 – Co-leader of Anvils Hammers [HARD] – Stormbluff Isle

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Posted by: CrimsonNeonite.1048

CrimsonNeonite.1048

It’s not just T3 wall textures glitching, it’s also T2, somehow they messed up the transfer of EB.

Scrubio
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Posted by: salogel.1869

salogel.1869

Was looking for a thread like this a few days ago when posting a bunch of WvW bugs
(here’s the post if anyone is interested: https://forum-en.gw2archive.eu/forum/support/bugs/Various-WvW-Bugs-since-HoT/first#post5697171 – it has a few more bugs in it).

After some more WvW play:

  • The bugged lava damage seems to affect all NPCs (even those friendly to the structure)
  • There seems to be all sorts of bugs with NPCs being on the wrong team, spawning or being moved to incorrect places (rezzing a dead player also seems to permanently move them), and aggroing on random neutral creatures for no reason (contesting the structure).
  • Fortifying our EB keep reduced some slightly damaged walls to basically 0hp (wall still intact but no hp visible)
  • Can see enemies marked on the map in a keep flipped by the 3rd team
  • Auto turrets appear randomly above some gates (seem to do nothing tho)
  • not sure if this is intentional but the Valley (blue) keep in EBG has a 12 guard patrol at T3 now
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Posted by: Infusion.7149

Infusion.7149

I can confirm:

Air keep main gate cannot be sieged

Core / skysplitter event causes skill lag for all players on map

Pets dying in lava even when the player has the buff

Random contested when nothing hitting tower

Random obstruction

Random nonfunctional auto turrets (when AoEing burning oil or gates)

Supply drop at spawn the wrong color

Random NPC spawn (I.e. quartermaster outside keep wall)

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

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Posted by: Huyzee.4013

Huyzee.4013

XP (not WxP) gained in WvW doesn’t do anything or go toward anything

This. With the experience split between PvE and WvW the experience from mobs, rezzing players, repairing, etc. doesn’t count towards WvW rank tracks nor does it go towards PvE core / HoT masteries.

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Posted by: Ychiju.7960

Ychiju.7960

My experiences of two weeks HoT tell me that the marked debuff in keeps never works. You get the debuff, but there will be no red dots on the map.

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Posted by: Infusion.7149

Infusion.7149

XP (not WxP) gained in WvW doesn’t do anything or go toward anything

This. With the experience split between PvE and WvW the experience from mobs, rezzing players, repairing, etc. doesn’t count towards WvW rank tracks nor does it go towards PvE core / HoT masteries.

IMO it ought to go towards proof of heroics. 1 level up = proofs or something.

Having it go towards WXP would be iffy since it would make WXP more meaningless. Proof of heroics on the other hand go towards specialization (which takes ridiculously long to get in WvW) and siege weapons.

There needs to be more proof of heroics in WvW, not just from the rankup chest. For example, keep / tower / SMC cap should have proof of heroics.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

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Posted by: Straegen.2938

Straegen.2938

Updated the list. Hopefully I got everything.

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Posted by: Straegen.2938

Straegen.2938

Added several more reported bugs.

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Posted by: Kitiara.2706

Kitiara.2706

Thanks for this list. I will make sure to tell my guildies to post here when they notice more. I think you got most of the ones we have been encountering.

Fire keep will not mark the enemies if they are from that map. As in, SBI’s borderland, we take fire keep. If they are in fire keep it wont mark them visible if we take their keep.

I would advise you also copy this and post it in the bugs forums. Not sure if they read that forum, but I am pretty sure they dont ever read this one. >.< Good work, though!

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Posted by: Timelord.8190

Timelord.8190

When i move my camera 180 degrees around the character stops up alot of times when i press forward. I have to move my camera a tiny bit to start moving again, and i still get the stuck bug. The only way to get out of it is to use a movment based skill or an emote as i know.

And what was that bullkitten about realising HoT when it was ready? It has never been ready. Anet spend so much time before they fix anything. And do not simply seem to care about polishing or testing anything before release.

I’ve watched some Overwatch streams and that game seems more fluent than this game has ever done. And it’s even in BETA!

Far ShiverPeaks (EU)

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Posted by: Yougottawanna.7420

Yougottawanna.7420

Central (west) outer gate of palace: you can now put siege down here as we successfully put down rams yesterday. But now teleport skills don’t work here for some reason. Mesmer blink returns “no valid path to target” even if you try to blink like two feet away with no elevation change.

When camps flip (and possibly other objectives too) – the supervisor and quartermaster respawn in the same place they were when they died. So camp supervisors that got dragged away from the capture circle (like by someone soloing a camp, say), respawn in that same place, which is sometimes well away from the camp. I suspect this is what’s happening to people that have seen quartermasters outside of tower walls. Somehow they got dragged outside during the capture, and the new quartermaster spawns in the same place as the old one was.

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Posted by: Jana.6831

Jana.6831

Actually the bugs and camera changes are what’s putting me off of wvw right now.
All the stuff mentioned in the OP is really annoying and with that exhausting. Please fix it.

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Posted by: Straegen.2938

Straegen.2938

Updated the list with new entries. I will copy this over to the bugs forum once the list settles a bit.

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Posted by: Mishi.7058

Mishi.7058

- Treb shots go through breakable walls.

-Player skill-
Elementalist’s “static field” I have seen cause enemy players to turn from being red names to yellow until they are no longer stunned.

- Blue keep guards can be pulled to Stone Mist Castle gates

Commander Silvannas
“Invincibility lies in the defence; the possibility of victory in the attack.” Sun Tzu

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Posted by: Jana.6831

Jana.6831

I couldn’t hit players outside the gate with cows. No idea if this is intended – at the very least it’s new. Also I’m not so sure if walls and gates are bugged as at least 2 went down really fast but I didn’t really pay attention to their progress, maybe they were at 50% to start with.

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Posted by: Straegen.2938

Straegen.2938

- Treb shots go through breakable walls.

-Player skill-
Elementalist’s “static field” I have seen cause enemy players to turn from being red names to yellow until they are no longer stunned.

- Blue keep guards can be pulled to Stone Mist Castle gates

I haven’t seen the treb shot issue except in places like Klovan where treb shots sail through part of the structure. Do you have an example?

I think the Yellow name artifact is actually a mechanic of taunt. Could be wrong about that.

The blue keep guard issue is a symptom of the increased agro range of all guards I think. This is also the same issue that causes tower/keeps to be constantly contested.

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Posted by: Bikemech.7819

Bikemech.7819

On the outpost tower (southwest tower on BL) you can leap from the outside onto a ledge and thus get into the map.

Hope to see this fixed soon, possibly by just extending the existing wall a couple of meters?

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Posted by: Straegen.2938

Straegen.2938

On the outpost tower (southwest tower on BL) you can leap from the outside onto a ledge and thus get into the map.

Hope to see this fixed soon, possibly by just extending the existing wall a couple of meters?

You said “thus get into the map”. I assume you mean they can get into the tower by leaping from the ledge. Is this correct?

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Posted by: Bikemech.7819

Bikemech.7819

On the outpost tower (southwest tower on BL) you can leap from the outside onto a ledge and thus get into the map.

Hope to see this fixed soon, possibly by just extending the existing wall a couple of meters?

You said “thus get into the map”. I assume you mean they can get into the tower by leaping from the ledge. Is this correct?

Yes, naturally. Silly typo. You can leap from the outside into the tower

Can also add that it’s been reported in game(with screenshots). Just added here as I’ve seen a couple of questions about it.

(edited by Bikemech.7819)

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Posted by: Wryscher.1432

Wryscher.1432

-Player skill-
Elementalist’s “static field” I have seen cause enemy players to turn from being red names to yellow until they are no longer stunned.

As the person mentioned above, you are being taunted. I think it is Revs that have a trait that taunts the person who stuns them, when they get stunned. Much like the mesmers trait that copies the stun on the person who stunned them.

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Posted by: Mishi.7058

Mishi.7058

- Treb shots go through breakable walls.

-Player skill-
Elementalist’s “static field” I have seen cause enemy players to turn from being red names to yellow until they are no longer stunned.

- Blue keep guards can be pulled to Stone Mist Castle gates

I haven’t seen the treb shot issue except in places like Klovan where treb shots sail through part of the structure. Do you have an example?

I think the Yellow name artifact is actually a mechanic of taunt. Could be wrong about that.

The blue keep guard issue is a symptom of the increased agro range of all guards I think. This is also the same issue that causes tower/keeps to be constantly contested.

I’ve seen the treb shots go right through outter blue keep walls and hit cata’s set to where the treb shot would “hit” the wall from an Inner treb and not hit the cata’s. Yet the walls allowing the treb shots through cause the treb shot to hit the ground outside of the wall and kill the cata’s. (Along with the full animation of the treb shot going through the wall, not just “splash damage”)

Blue keep guards I only brought up, because they came to SMC the other day along with the owners of the blue keep. (It was a bit amusing lol.)

As for the yellow name, I’ve had it happen while fighting just a mesmer. (But that was last week so that part could have been corrected.)

Commander Silvannas
“Invincibility lies in the defence; the possibility of victory in the attack.” Sun Tzu

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Posted by: Fellfoot.8156

Fellfoot.8156

In EBG, I saw walls on towers and keeps that were down to <10% but if you tried to cata them they’d go back to 100%?

Has anyone from ArenaNet actually confirmed fixes to WvW bugs in any patch release notes? Where do I find those? On the main GW2 website?

[AIR] Henge of Denravi aka Pink Abu, [BAMA] RollTide
chopping wood one day, dropped a piece,
all I could say was, “…fell…foot…”

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Posted by: Mishi.7058

Mishi.7058

I think ANet has been spawn camped enough they left wvw..lol

Commander Silvannas
“Invincibility lies in the defence; the possibility of victory in the attack.” Sun Tzu

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Posted by: Xenesis.6389

Xenesis.6389

All Outfitter[Merchant] npcs in the keeps and towers incorrectly carry the Siege Master[Siege Merchant] blueprints, instead of the usual outfitter items such as the salvaging and harvesting tools. The citadel Outfitter[Merchant] is the only one with the correct items.

Essentially we have two merchants side by side with the same siege blueprints for sale.

Another derailing post. ^^
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Posted by: Ychiju.7960

Ychiju.7960

Yesterday at the fire keep: Flickering walls. Depending on where you click, the same wall is displayed as normal, reinforced and fortified. While breaking an (allegedly) reinforced wall, with the last shot it turned into (allegedly) fortified with 50% health. The keep was owned for 31 minutes at that time.

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Posted by: Straegen.2938

Straegen.2938

Yesterday at the fire keep: Flickering walls. Depending on where you click, the same wall is displayed as normal, reinforced and fortified.

I believe it is the same bugs as this one: “Some parts of buildings do not replace the wooden model – thus resulting in 2 models constantly clipping though each other”

In EBG, I saw walls on towers and keeps that were down to <10% but if you tried to cata them they’d go back to 100%?

This happens when towers/keeps upgrade. You will be nearly in and then bang back to 100%. It did this before but wasn’t nearly as obvious since structures didn’t auto-upgrade.

Has anyone from ArenaNet actually confirmed fixes to WvW bugs in any patch release notes? Where do I find those? On the main GW2 website?

Only place I know about is https://forum-en.gw2archive.eu/forum/info/updates and Dulfy at http://dulfy.net/category/gw2/

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Posted by: Straegen.2938

Straegen.2938

Updated the list with a couple more. Thanks for the input.

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Posted by: Ychiju.7960

Ychiju.7960

Yesterday at the fire keep: Flickering walls. Depending on where you click, the same wall is displayed as normal, reinforced and fortified.

I believe it is the same bugs as this one: “Some parts of buildings do not replace the wooden model – thus resulting in 2 models constantly clipping though each other”

Actually it should have been a paper keep. But I found something now, this description matches:

Patch Bug – Immediately after a patch, structures can be paper, reinforced, and fortified all at the same time with multiple guards and multiple walls and gates inside each other. When the structure upgrades, it appears to fix itself.

Although it wasn’t really a patch. Most of us had a DC and after coming back the shrines and guards were grey.

(edited by Ychiju.7960)

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Posted by: Straegen.2938

Straegen.2938

Although it wasn’t really a patch. Most of us had a DC and after coming back the shrines and guards were grey.

This happens any time they restart WvW. T1 has crashed WvW or forced ANet to take it offline a couple times in T1 since HoT release.

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Posted by: briggah.7910

briggah.7910

Keep and some tower lords are spawning outside the objectives..

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(edited by briggah.7910)

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Posted by: Straegen.2938

Straegen.2938

Keep and some tower lords are spawning outside the objectives..

I believe that one is on the list: “When objectives are captured the supervisor, quartermaster, etc respawn in the same place they were when they died rather than resetting to their default location”

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Posted by: Straegen.2938

Straegen.2938

Updated the list with another one and cleaned up some text.

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Posted by: Gaige.7928

Gaige.7928

Didn’t see it at first. Oops!

(edited by Gaige.7928)

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Posted by: Straegen.2938

Straegen.2938

Can’t explain how this can be repeated, but I’ve noticed several occasions where tower walls will become zero hp when fortified.

Yep that one is on the list: “There is a keep/tower upgrade that prevents some or all walls from being damaged by siege”

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Posted by: Jana.6831

Jana.6831

The Dolyak guards (on EB) spawn very late – on the last few metres of the final destination, and sometimes it’s just one guard that spawns. The camp that yak comes from is 300.

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Posted by: SkiaPhil.4015

SkiaPhil.4015

  • blue borderland: earth keep inner gates are bugged, when they are steel gates and the enemy completes the oasis laser event, all inner gates in this keep have only 10% health left, all other steel gates have 50% health left

When they introduced the new wvw map in their live streams thay announced, that the laser will only damage the outer line of defense of all objects (which would be outer gates of keeps)

  • oasis laser hitting inner gates
  • condition builds not being able to damage barricades
  • some crafting merchants (cook for example) are missing inside the green citadel

(edited by SkiaPhil.4015)

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Posted by: Fellfoot.8156

Fellfoot.8156

I just noticed that trebs do a little over 8k damage to reinforced walls, BUT they only do 292 total damage to the ugly “piles of sticks” aka barricades. Seriously, how does this make any sense?

*There are two zeros missing from the end of treb vs barricade. Please move the decimal to the right two places. Thank you.

I also noticed that yaks still do that whole “ghost” rubberbanding thing in the BL’s. It’s right in front of you, you hit it, no damage, then it appears about 3000 range away.

[AIR] Henge of Denravi aka Pink Abu, [BAMA] RollTide
chopping wood one day, dropped a piece,
all I could say was, “…fell…foot…”

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Posted by: Dawdler.8521

Dawdler.8521

Couldnt see it listed (may have missed it) but when you flip a camp that has escorted dollys, the guards escorting the dolly turn friendly and start attacking the dolly.

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Posted by: EternalNub.2078

EternalNub.2078

https://forum-en.gw2archive.eu/forum/support/bugs/WVW-EB-keep-tower-SM-wall-bugs/first#post5730116 i made that topic while ago cuz anet asked to do so…nothing has fixed so far :P

Kikiii
My Elephant Goes[TOOT]
Desolation[EU]

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Posted by: Straegen.2938

Straegen.2938

Updated the list with a couple new entries and removed all the fixed entries from the patch notes. Let me know if I missed an entry or three.

Sarcasm For Hire [SFH]
“Youre lips are movin and youre complaining about something thats wingeing.”

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Posted by: Ychiju.7960

Ychiju.7960

My experiences of two weeks HoT tell me that the marked debuff in keeps never works. You get the debuff, but there will be no red dots on the map.

To state it more precisely: Keeps mark a player always for the wrong server, even for the own server. If Red captures a keep and an enemy player is in it, he is marked either for Blue or for Green, which does not make sense.

And this is from today. Tengus don’t even belong there:

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