Engineer Bugs Compilation
Tested with only Potent Elixirs as a major, 20 points in Alchemy, in the Mists. Rampage does indeed now last 25s and Tornado 18s.
Strange as, someone on the forum here also confirmed that theirs wasn’t working. Must have a similar build, with a trait that breaks it…
Edit: Testing in PVE, with the following build: http://tinyurl.com/aotfk3o
Potent Elixirs is once again not working. 15s Rampage, 20s tornado.
So confusing. x-x
For the toast!
(edited by Halcyon.7352)
Mostly as of recently I test reports in and out of the Mists. PvP and PvE abilities are split and every ability is actually 2 abilities. It often does make it quite a bit more difficult to identify bugs. :<
Hi – here’s a bug not yet on the list:
Mine Field does not benefit from the reduction in cooldown of the Tools trait line. No matter how much you have in Tools, Mine Field always has a 20 sec cooldown.
NOTE – this is NOT a labelling issue. The actual CD is 20 seconds as well as the tooltip value. For other toolbelt skills the labels remain unchanged, but the actual CD is lower.
Is this the right place to mention this bugs? I assumed the main post could be updated if I report it as a reply.
Hi – here’s a bug not yet on the list:
Mine Field does not benefit from the reduction in cooldown of the Tools trait line. No matter how much you have in Tools, Mine Field always has a 20 sec cooldown.
NOTE – this is NOT a labelling issue. The actual CD is 20 seconds as well as the tooltip value. For other toolbelt skills the labels remain unchanged, but the actual CD is lower.
Is this the right place to mention this bugs? I assumed the main post could be updated if I report it as a reply.
Hi Cribbage!
This is definitely the right place to post these reports. You can also PM me, message me in-game, or write it into the wiki; whatever you feel like doing.
The bug you reported is already in my list, but maybe it’s not clearly written. Please let me know if you have a suggestion for how it could be more visible to people looking for it!
Healing turrets cd is now bugged. It use to be if you deployed it then immediately picked it up the cd was only 15 secs because you didnt let it die and recycled it. But now if i deploy then pick it up the cd says 14 seconds for like a split second then bumps up to 19 seconds.
If you have a condition duration food buff (pizza) or spent points in Explosives, Elixir Gun’s Tranquilizer dart will not apply additional duration of weakness. I don’t know whether it correct displays the duration (to the quarter second) in the tool-tip. Frankly I don’t care.
I realize it only applies 1 second. I also realize condition durations are rounded down to the tenth of a second. But if I have +24% condition duration, the weakness applied should be 1.2 seconds, which would gain me an extra second of weakness every 5 shots. That’s something that I counted upon when making my dungeon support build, because I would spend several seconds stacking weakness, with enough extra time on the condition stack to do other things before switching back to applying weakness.
Doing what I can for DB during EU primetime
(edited by Eviator.9746)
Firing a projectile through the combo field does not remove a condition from you. It removes a condition from an ally that your projectile hits.
I FRAPS’d a video that says otherwise, though it’s 2 months old. In PvE I got a spider to apply a long poison, set down Super Elixir, then got inside it, then fired my 20% projectile through it. It took a few tries to get the condition removed before it expired, but it did work.
However I get the sense it doesn’t work as it should. On average 20% of the time it should remove the condition on the first shot. It never did, and most of the time it took more than 5 shots. Even with a 100% projectile (e.g. Rifle Turret’s toolbelt skill), the condition removal was inconsistent.
Doing what I can for DB during EU primetime
(edited by Eviator.9746)
I am unsure if this is a bug but I will list it for the community to decide.
Using Elixir S if you have a kit equipped will automatically unequip your kit (which may be a bug of just a minor annoyance), but you can re-equip the kit while shrunk and it will appear active when you return to full size. However re-equipping a kit and then using certain abilities while small will inadvertantly trigger their cooldown without the abilities going off, which seems kind of off. For example drink an elixir S, equip “tool kit” while small, then press 4 for gear shield. When you appear large your gear shield will be on cooldown (and obviously won’t have been active).
I’ve read the other day that Evasive Powder Keg is not working. I made a few tests in PVE to check it out and it seems to me true: when you dodge in combat, a bomb spawns but the blast doesn’t do any damage at all. Can we get some confirmations? My appreciations on the thread btw.
If you take Kit refinement you can’t attack util the Kit refinement spell effect happens:
Just try this: Without Kit refinement, switch weapon to bomb and instantly drop a bomb (don’t even wait for the weapon shift animation), everything will work fine
With Kit refinement, it will take a while until you are able to drop that bomb.
It actually makes bombs worse with Kit refinement than without it because without Kit refinement, you could shift and instantly drop whatever bomb you wanted (including bomb 1), now you have to wait until drop bomb 1 happens before you press the button to drop whatever bomb you wanted.
This bug sort of makes you uncertain you used the skill you wanted when you switched kits… it’s really annoing…
(edited by dede.7340)
Hello!
Sorry for being slow to test your reports, I usually do it on weekends and this last weekend was busy for me. I also need to reformat the posts again because some of them are over 4000 characters.
Keep giving me reports as I’ve been writing them all down and plan on testing everything reported.
- Healing Turret’s Regeneration heals for 5 health per tick if you only gain Regeneration from the first pulse. Subsequent pulses from the turret apply a Regeneration boon that heals for the proper amount.
Here’s another one not listed
The healing turrets secondary ability doesn’t remove any conditions.
the description says “Overcharge your healing turret, supplying a burst of healing that cures all conditions”
tested severel times, seems to work here and there though – but never when i really need it
no gutz no glory
“Tranquility has a beard.”
- Healing Turret’s Regeneration heals for 5 health per tick if you only gain Regeneration from the first pulse. Subsequent pulses from the turret apply a Regeneration boon that heals for the proper amount.
Here’s another one not listed
The healing turrets secondary ability doesn’t remove any conditions.
the description says “Overcharge your healing turret, supplying a burst of healing that cures all conditions”tested severel times, seems to work here and there though – but never when i really need it
I have experienced this and have heard reports of it as well. To save my life I cannot narrow down why it doesn’t work when it doesn’t work. I have also never experienced this in sPvP. Most of the time it works just fine but occasionally it just doesn’t remove anything in PvE/WvW.
I have this on my list of bugs that I cannot reproduce reliably and I really wanted to get it consistent before I added it to the forum post. I think I’ll just add this bug, along with Jump Shot teleporting you, even though I cannot consistently reproduce either one.
The entire Engineer community and I would be extremely grateful if you could help me find out exactly why it doesn’t remove conditions sometimes. :>
It appears that swapping to a kit in sPvP changes your equipped PvP weapon to your equipped PvE weapon in the Hero screen. While this isn’t really a gameplay issue now, it will be when weapon stats are applied to kits, at least for those of us without legendaries.
For specifics, I’m pretty sure I was equipping Bomb kit with a Rifle (for both PvP and PvE) when I noticed it (The only ones I had equipped were Bomb, Healing, and Elixir Gun). I didn’t notice it until I was messing around in the Mists, so I’m not sure whether it shows up in the actual matches or not. I haven’t extensively tested if it’s just a bug with the UI though.
Kits can be switched, equipped but not stowed in mid air. The error being : “You cannot drop bundles while in the air!”
https://forum-en.gw2archive.eu/forum/info/news/Game-Update-Notes-November-15-2012
Package Stimulants trait is bugged if you use it, It changes all Medkit skills cd to 15 seconds. Also u cant take the 5 skill again if you have swiftness already.
Kits can be switched, equipped but not stowed in mid air. The error being : “You cannot drop bundles while in the air!”
I’ve noticed this too. The catch is, if I press the hotkey I use to equip the kit again (7, 8, or 9 default) the kit will unequip, but if I press the drop bundle key (default ~) I get this message. It’s a particular problem for Med Kit, since the drop bundle key is the only way to unequip it short of equipping another kit.
- Healing Turret’s Regeneration heals for 5 health per tick if you only gain Regeneration from the first pulse. Subsequent pulses from the turret apply a Regeneration boon that heals for the proper amount.
Here’s another one not listed
The healing turrets secondary ability doesn’t remove any conditions.
the description says “Overcharge your healing turret, supplying a burst of healing that cures all conditions”tested severel times, seems to work here and there though – but never when i really need it
The effects of overcharge will apply the next time your turrent fires (when it creates the water field).
It would be more accurate to say: “Regeneration boon from healing turrent heals for 5 after the turrent is no longer in existence.”
I wish they used our healing power…
I am unsure if it is intended, but using Elixir S is supposed to stop us from attacking, making it an escape tool correct?
Well, we can still use a kit, letting the Engineer obtain 3 seconds of invulnerability. 6 seconds if we include the Alchemy trait.
When I use Elixir X underwater and change into a whirlpool, my character disappears (this visual effect is likely intended) and the 1-5 abilities on the hotbar appear as grayed-out, locked slots. When this happens, I’ve had the whirlpool effect activate, doing damage, when I randomly spam 1-5, but I’ve also had the keys enact no abilities at all.
Could you clarify this a bit for me? When you transform into the Whirlpool, you lose all your abilities. That is intended. Are you saying something else happens?
I am unsure if it is intended, but using Elixir S is supposed to stop us from attacking, making it an escape tool correct?
Well, we can still use a kit, letting the Engineer obtain 3 seconds of invulnerability. 6 seconds if we include the Alchemy trait.
I believe this is intended because in BWE 1 and 2, we could not use anything with Elixir S. In BWE 3, we could.
HGH trait is only giving 1 stack of Might for thrown elixirs, instead of the 2 it does for consumed elixirs.
When transformed into the “whirlpool,” no abilities display on the hotbar, just gray boxes with the locked icon; it simply lacks a tooltip. I did some testing, but it was performed in LA, with no enemies present. I’m wondering if the lack of enemies to damage led to the whirlpool animation not displaying; I will retest elsewhere to confirm.
Not having access to any abilities is part of the skill. The lack of the graphic is definitely a bug.
I’m willing to bet if Elementalist’s Whirlpool was fixed, our graphics issue would be fixed.
HGH trait is only giving 1 stack of Might for thrown elixirs, instead of the 2 it does for consumed elixirs.
Looks like some are giving 2 and some are giving 1. I’m in the Mists testing right now. I’ll hit PvE/WvW in a bit.
Nope, all tossed elixirs are giving 1.
(edited by gkaare.8576)
Engineers have a bug in that no ANet person ever bothers to come to our forum except to lock posts…
This is especially evident after this previous patch.
If you have a condition duration food buff (pizza) or spent points in Explosives, Elixir Gun’s Tranquilizer dart will not apply additional duration of weakness.
OP were you able to confirm this?
Doing what I can for DB during EU primetime
If you have a condition duration food buff (pizza) or spent points in Explosives, Elixir Gun’s Tranquilizer dart will not apply additional duration of weakness.
OP were you able to confirm this?
It actually does increase the duration. However, it may be difficult to notice it because the Weakness only lasts 1 second. In order to get it to last 2 seconds, you would have to increase the duration of conditions by 100%. With 30% condition duration, Weakness is lasting about 1.3 seconds which is correct.
If you test it again and see that it is still not increasing the duration, would you tell me exactly what steps you took so that I reproduce it myself?
Okay I will do that. I noticed it the last time I ran CoF, which was almost a month ago. The weakness would expire before my next Tranq dart landed and it never stacked. I haven’t really played my Engi much lately. But I’ll try again and see if I can figure out if I was just being silly, or if I can find a way to reproduce it.
Doing what I can for DB during EU primetime
Short Fuse doesn’t work for underwater grenades. (Works perfectly on land btw! love it.)
Grenades had their damage nerfed by 30% instead of 10%, please fix.
“Sigil of Superior Doom” is not working for us. Upon weapon swap (kit swap), the next attack does not inflict poison.
Static Shield cooldown isn’t correctly reduced by Reinforced Shield (VII in in Inventions) after Throw Shield is used.
Tooltip says 32 second cooldown. In reality it is still 40 second with Reinforced Shield.
Using Static Shield without Throw Shield correctly triggers the reduced cooldown of 32 seconds once Static Shield runs out.
(Magnetic Shield+Magnetic Inversion correctly triggers the reduced cooldown of 24 seconds with Reinforced Shield fyi)
Red Guard
Short Fuse doesn’t work for underwater grenades. (Works perfectly on land btw! love it.)
Nice find! Looks like we got a couple stealth fixes with Grenade bugs this patch but it introduced this one. This only happens with the Grenadier trait, by the way. I added this to the list.
Grenades had their damage nerfed by 30% instead of 10%, please fix.
Not a bug. Please take these kinds of comments to another thread. They’re not constructive or on topic.
“Sigil of Superior Doom” is not working for us. Upon weapon swap (kit swap), the next attack does not inflict poison.
Looks like all weapon swap sigils aren’t working properly right now. I updated the text in the bug list to note that these are still not working even after the 12/14 patch.
Static Shield cooldown isn’t correctly reduced by Reinforced Shield (VII in in Inventions) after Throw Shield is used.
Tooltip says 32 second cooldown. In reality it is still 40 second with Reinforced Shield.Using Static Shield without Throw Shield correctly triggers the reduced cooldown of 32 seconds once Static Shield runs out.
(Magnetic Shield+Magnetic Inversion correctly triggers the reduced cooldown of 24 seconds with Reinforced Shield fyi)
This is already in the list with fewer details. :P
Update on the weapon swapping Sigils:
Only 3 of them, Intelligence, Doom, and Leeching, are bugged right now. The others are working just fine.
Static Shield cooldown isn’t correctly reduced by Reinforced Shield (VII in in Inventions) after Throw Shield is used.
Tooltip says 32 second cooldown. In reality it is still 40 second with Reinforced Shield.Using Static Shield without Throw Shield correctly triggers the reduced cooldown of 32 seconds once Static Shield runs out.
(Magnetic Shield+Magnetic Inversion correctly triggers the reduced cooldown of 24 seconds with Reinforced Shield fyi)
This is already in the list with fewer details. :P
My apologies.
Red Guard
Just checked out your Wiki site. It is missing a ton of bugs from this list. was the wiki site supposed to act as the main list of bugs throughout the process of fixing them this deep after launch?
Just checked out your Wiki site. It is missing a ton of bugs from this list. was the wiki site supposed to act as the main list of bugs throughout the process of fixing them this deep after launch?
I just checked my links. Did you go to the talk page?
This is the actual list of bugs.
http://wiki.guildwars2.com/wiki/User:Bolton/Engineer_bugs
This is the talk page where we can discuss bugs. If there is speculation of confusion, it can be discussed here without distratcing from the full list which is mentioned above.
http://wiki.guildwars2.com/wiki/User_talk:Bolton/Engineer_bugs
Make sure you guys check your most hated bugs each patch. ArenaNet has been fixing some and not saying anything. I removed a couple minor ones from the list.
- Underwater Grenades now have Shrapnel Grenades when you don’t have Grenadier.
- Elixir X is now affected by Fast-Acting Elixirs in sPvP and PvE/WvW.
- Elixir X has its duration increased with Potent Elixirs and Elite Supplies (their bonuses do NOT stack, however) in sPvP and PvE/WvW
Weird bug that happens only in the mists: Switch to a kit, like grenades for example, then press h and look your weapon, it will be your pve weapon equipped instead of your pvp one. I think this mess up sigil a lot in pvp.
Sorry to say that guys but you need a bigger test team and possibly a better unit test strategy.
(edited by dede.7340)
Weird bug that happens only in the mists: Switch to a kit, like grenades for example, then press h and look your weapon, it will be your pve weapon equipped instead of your pvp one.
Already got this one.
When transformed into the “whirlpool,” no abilities display on the hotbar, just gray boxes with the locked icon; it simply lacks a tooltip. I did some testing, but it was performed in LA, with no enemies present. I’m wondering if the lack of enemies to damage led to the whirlpool animation not displaying; I will retest elsewhere to confirm.
Not having access to any abilities is part of the skill. The lack of the graphic is definitely a bug.
I’m willing to bet if Elementalist’s Whirlpool was fixed, our graphics issue would be fixed.
Tested repeatedly and the whirlpool displays consistently when activated. The tooltip for this skill is lacking, and the wiki no more illuminating.
bomb and grenade explosions are too slow.
bombs and grenades don’t explode with the same radius that a standard sword swing on my Thief produces.
pistol shots still shoot as slow as rifle shots.
bomb and grenade explosions are too slow.
bombs and grenades don’t explode with the same radius that a standard sword swing on my Thief produces.
pistol shots still shoot as slow as rifle shots.
These aren’t even suggestions, these are complaints. This thread is for discussing bugs. If you have suggestions, I recommend you make your own topic in the Engineer board or the Suggestions board.
When transformed into the “whirlpool,” no abilities display on the hotbar, just gray boxes with the locked icon; it simply lacks a tooltip. I did some testing, but it was performed in LA, with no enemies present. I’m wondering if the lack of enemies to damage led to the whirlpool animation not displaying; I will retest elsewhere to confirm.
Not having access to any abilities is part of the skill. The lack of the graphic is definitely a bug.
I’m willing to bet if Elementalist’s Whirlpool was fixed, our graphics issue would be fixed.
Tested repeatedly and the whirlpool displays consistently when activated. The tooltip for this skill is lacking, and the wiki no more illuminating.
I’m still not sure I understand. If it’s not the graphic displaying properly, what is the abnormality that you are experiencing?
November 15th patch notes state:
“Power Wrench: This trait now applies to Gear Shield and Magnet.”
Theres apparently some confusion about this.
The Power Wrench tooltip states:
“The Throw Wrench and Smack skills heal turrets twice as fast, and cripple foes for 5 seconds. Tool kit skills recharge 20% faster.”
which is pretty clear, and it does exactly that. (See below.)
For some people, the November 15th update notes seem to suggest that the cripple would be applied on every TK ability; specifically Pry Bar, Gear Shield and Magnet.
Just tested Power Wrench traited Pry Bar, Gear Shield and Magnet on a random npc mob and no Cripple is applied when Pry Bar is used, Gear Shield blocks or the mob gets magneted.
Now, since according to the Power Wrench tooltip everything works as intended, but the November 15th patch notes are vague, I’d like to see an official statement concerning the application of the trait Power Wrench in conjunction with Toolkits abilities 3-5.
Should Toolkits abilities 3-5 also apply Cripple, or is everything working as intended?
If working as intended, Nevember 15ths patch notes should be read as:
“Power Wrench: This trait now correctly lowers the cooldown of Gear Shield and Magnet.”
Red Guard
(edited by Pannonica.5378)
Scratch: “and it does exactly that.”
I get mini cripple procs from Toolkit ability 1 and although a cripple from Toolkit Toolbelt Throw Wrench is applied, it is not 5 seconds.
Something is definitely wonky… either with the Tooltip, its ingame application or the update notes or, more probable, with all of them.
Red Guard
(edited by Pannonica.5378)
Scratch: “and it does exactly that.”
I get mini cripple procs from Toolkit ability 1 and although a cripple from Toolkit Toolbelt Throw Wrench is applied, it is not 5 seconds.
Something is definitely wonky… either with the Tooltip, its ingame application or the update notes or, more probable, with all of them.
I believe the patch just meant that the recharge reduction will now work with Gear Shield and Magnet because they weren’t working before.
It sounds like the bug here is that the cripple on Throw Wrench and Smack is not lasting the correct duration. Is that right?
By the way, this is why I list description bugs here even though they’re technically not bugs. The lack of accurate descriptions on our skills and traits causes a ton of confusion and makes the class very difficult to understand and play properly. This is based on anecdotal experience, but I’m fairly certain Engineer is the least played class right now and it’s this kind of stuff that contributes greatly to that situation.
Thanks for finding this, Pannonica.
Regarding ‘Reserve Mines’ – Is there a clarification somewhere on what triggers them after the fraggin’ things deploy? I’ve never seen them go off, in particular if a group of wolves took me out. :-p
This may be related to the fact that I’ve never taken the ‘Deploy Mine’ kit skill, even now that I’m 80. I keep forgetting to take the skill and test this; If there’s interest I’ll try (since I’ll bet that my current low death rate will rise again with Tixx’s appearance in LA). ;-)
I like to view MMOs through the lazy eye of a Systems Admin, and the critical eye of a
Project Manager. You’ve been warned. ;-)
Regarding ‘Reserve Mines’ – Is there a clarification somewhere on what triggers them after the fraggin’ things deploy? I’ve never seen them go off, in particular if a group of wolves took me out. :-p
This may be related to the fact that I’ve never taken the ‘Deploy Mine’ kit skill, even now that I’m 80. I keep forgetting to take the skill and test this; If there’s interest I’ll try (since I’ll bet that my current low death rate will rise again with Tixx’s appearance in LA). ;-)
They have a pretty small radius. Are you using the Forceful Explosives trait? I haven’t tested this, but there may be a bug where the radius of the mines becomes really tiny with Forceful Explosives.
I’ll test it out tonight.