Current bug thread
Also I didn’t want to put this in the bug report because it is not really a bug…
2 important turret traits(deployable turrets & power wrench) are in the tools tree. I’ll have you know NOTHING in this tree benefits them. The trait line stats include crit damage(turrets can’t crit) and toolbelt skill recharge rate(can’t use the toolbelt skill if the turret is deployed) which are 100% useless. The minor traits adrenaline pump and inertial convertor are also useless because they can only be used if you blow up your turrets. I’d love to go around playing whack a mole with my turrets but this trait line definitely won’t let me.
I didn’t do much testing but backpack regenerator does not procc with any kit as the tool tip says. At least I couldn’t get it to procc when switching to grenade kit in wvw while fighting a dolyak
that’s because it doesn’t give the boon “regeneration” – it gives extra regeneration that heals ALONG WITH regeneration…it’s actually a lot better than you would think :P
Ah thanks for the info. Seems like it would go good with healing turret. I was trying to mimic the regen ranger build. Anyways now I know!
Engineer is half broken thanks to the latest patch, S.O.S. to the Devs
Yes that is why I have started this thread. Please post any bugs I don’t have listed and I will update the list.
Just to clarify: auto tool installation does work on the elite turrets; just not the other ones. I haven’t checked the other traits, to confirm if they work on supply drop as well. Maybe someone got the type of turrets wrong in the script ;p
Stuff, which has been broken for many months:
Short fuse does not reduce the cooldowns of grenades underwater when traited with Grenadier. I suspect this bug is intentional stealth nerf as it has been document months ago. But why such nerf, because rangers reign supreme underwater especially now with the buffed pets?
http://wiki.guildwars2.com/wiki/Short_Fuse
Furnigate, Elixir gun #3 aiming or at least the animation is broken underwater (it shoots the green fumes way below the target even when auto targeting is enabled).
Non-engineer-related underwater bug:
4xSuperior Rune of Lyssa doesn’t trigger a random boon when the healing skill is used underwater (e.g. medkit is stowed). But it works well above water.
Above water bugs:
Rifled Barrels + jump shot (rifle #5) is often bugged, causing the engineer hover in midair for a long period of time. This turns the skill into viability and makes it very easy for enemy to dodge. Effectively it prevents to use this skill as a gap closer with the rifled barrels trait.
Possible bugs (or might not be, see my notes)
After the 30th April patch elixir gun #1 often shoots the ground (when wielded by a short Asura character) instead of the enemy even when there is level ground. This might be related to the fact that sometimes character models (especially NPCs) are rendered in wrong location. I have constantly see my character fall and then fall again. Weird bugs like this might cause this one. So it might be non-engineer related.
Elixir gun #2 misses most of the time (it has always been super slow projectile).
Elixir gun #4 should jump backwards but sometimes for no apparent reason it jumps forward, making it a huge viability in zerg clashes.
When the skill lag hits in huge WvWvWV fights grenade barrage and supply crate (elite) cannot be used at all (they can fail even 5+ minutes in a row, dozens of attempts, zero succeeded skill activations), while still e.g. the other toolbelt skills and grenade kit #1-#3, elixir gun #1-#5 are functioning. Why is that?
(edited by Deniara Devious.3948)
Elixir gun #2 Elixir F also states that it gives swiftness to you and allies. This doesn’t seem to be the case when fired on allies.
Elixir gun #2 Elixir F also states that it gives swiftness to you and allies. This doesn’t seem to be the case when fired on allies.
That seems to work only if the elixir gun #2 hits an enemy player and then luckily the projectile would bounce off to hit an ally. It happens, but it happens rarely. I really wish the projectile animation would have double speed as now it works once in a blue moon.
Also, the throw wrench doesn’t heal supply crate turrets (but the autoattack does)
Bugs
Been browsing the forums for way too long today, and I figure I should do something useful. Maybe if we put them ALL right here for the devs to see, and make their job easier we can get some fixes.
Hi Skewjo,
Can you also add the huge hitbox issue video I made on the following post?
Link : https://forum-en.gw2archive.eu/forum/professions/engineer/Turret-s-The-hitbox-needs-to-be-fixed/first#post1971801
Thank you!
Edit : Fixed the permalink, yaaaay!
(edited by Ambrecombe.4398)
Browse the Engineer Bug Compilation thread.
If your intention is to create a new and reliable Engineer Bug List to be a sticky on this forum (which would be great), you can copy the whole, take the list from the Enginee Bug Compilation Sticky thread.
Or better yet: contact the original poster, gkaare.8576, who generously offered to send over his list via email, so you can maintain it without editing hassle.
Refer to the original owners post here.
Everything after this post you would have to add/delete from the original list.
Red Guard
@Deniara
I’ve personally never experienced Acidic Leap propelling me forward. And I’d say #2 missing is simply due to things moving out of the way of the slow projectile.
I’ve noticed that Grenade Barrage and Supply Crate do indeed seem to suffer more from skill lag too. They’re locked ‘longer’, somehow. When I recover enough from the lag to use my other F1 abilities and heal skill, I often still can’t use Grenade Barrage or Crate.
For the toast!