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Posted by: lepri.6504

lepri.6504

The actual bug list says toolbelt recharge rate do not for minefield. What I see right now is toolbelt recharge rate do not work at all for anything. I tried both pve and pvp build. It does not reduce recharge rate of any toolbelt skill. I remember it was working recently

Blacktide>>Yafes>>Asura Engineer

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Posted by: gimmethegepgun.1284

gimmethegepgun.1284

The actual bug list says toolbelt recharge rate do not for minefield. What I see right now is toolbelt recharge rate do not work at all for anything. I tried both pve and pvp build. It does not reduce recharge rate of any toolbelt skill. I remember it was working recently

It doesn’t change the displayed number, but the recharge time is definitely shorter.
Recharge of a 20s is roughly 15s with 30 Tools, which is right where it’s supposed to be.

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Posted by: gkaare.8576

gkaare.8576

Patch 1/28/2013

Fixed

  • Speedy Kits works with Throw Mine.
  • All Incendiary Ammo bugs are fixed.
  • Reinforced Shield works properly now.
  • Double Heal with Deployable Turrets is fixed because the F1 ability has been corrected.
  • Hair Trigger works with all Pistol and Rifle skills.
    • Still does not work properly with Harpoon Gun.
  • Regeneration from Healing Turret now heals for the correct amount.

New

  • Elixir X’s Tornado puts a big white circle around the player to indicate the range of the skill. Canceling Tornado does not remove the white circle and it actually makes it larger. The white circle will disappear after a short duration.

Is this a bug?
My Attack attribute decreases when I swap to a kit. If I have a shield, my Defense attribute decreases.

(edited by gkaare.8576)

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Posted by: Pannonica.5378

Pannonica.5378

I can’t test this in game at the moment, but something might be going on with Super Elixir:
https://forum-en.gw2archive.eu/forum/professions/engineer/Super-Elixir-Issue

Pannonica
Red Guard

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Posted by: Pannonica.5378

Pannonica.5378

Furthermore:

Is Reinforced Shield really meant not to work while holding a bundle?

http://wiki.guildwars2.com/wiki/Reinforced_Shield
“This trait does not stay active when you equip a kit.”

And if it isn’t, at least do shield abilities still recharge 20% faster while holding a bundle?
I can somehow understand loosing the toughness (well…. not really actually since last patch, but… meh), but loosing the better recharge rate would be silly.

Pannonica
Red Guard

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Posted by: coglin.1496

coglin.1496

Why should it stay active. It very specifically says in the tool tip “while holding a shield”. Your not holding a shield if your holing a kit. Although I do agree it should change. We really should not be punished for using our kits, in my opinion.

How would a kit effect the shield skills cool down, you cannot cast the ability while holding a bundle.

Poor craftsman blame their tools. Poor players blame their Engineer.

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Posted by: Pannonica.5378

Pannonica.5378

I naturally assumed it would stay active and was surprised reading the sentence on the wiki, because we’re not holding a shield and (now) still getting the stats from it while holding a bundle and when we trait reinforced shield and not hold a shield we wouldn’t get the improved recharge rate and the toughness while holding a bundle? Seemed a bit off.
Also, I don’t know whether the sentence on the wiki is refering to an official statement explaining it works as intended this way, or if it is a comment hinting at a bug.
Additionally, I am playing on a german client and it says, and this is a rough translation back into english by yours truly, “…while equipping a shield” and my shield stays equipped, no matter if I hold a bundle or not. Shield is equipped in the shield slot.

How would a kit effect the shield skills cool down…
So you never used static shield/magnetic shield/magnetic inversion/throw shield and then swapped to a bundle, leaving the static shield/magnetic shield cooldown tick in the background, and then swap to shield again to use static shield/magnetic shield when the cooldown supposedly is over? Do you think the improved cooldown should be enabled or disabled when you swap into a bundle while the ability was used beforehand? I mean, since we’re not holding the shield anymore. <_<

For the fun of it, I expect it keeps the improved recharge rate while holding a bundle, so it is not working correctly, because by definition we are not holding the shield anymore (and toughness isn’t being applied either (I assume)).

Pannonica
Red Guard

(edited by Pannonica.5378)

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Posted by: Yujin.1785

Yujin.1785

I don’t think anyone has mentioned this but tossing an Elixir H in underwater does NOT remove a condition when the Cleaning Formula 409 is placed as a trait. Using this utility skill on land activates the cleaning 409 though.

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Posted by: Rfreak.6591

Rfreak.6591

Magnetic shield’s reflection bubble has different size depending on height/race

tested… with my asura and a human female… took quite a while to find another engineer, non asuran (I’m asura so…) which uses shields.

It IS different, bigger=bigger reflection bubble, once again charrs got the upper hand.

HA! I knew a charr would never fit in an asuran bubble.

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Posted by: tigirius.9014

tigirius.9014

Dunno if this was mentioned before but I noticed today that Speedy Gadgets does not affect the cooldowns of the toolbelt skills when a gadget is equipped.

The cooldown on my goggles was 32 while the analyze ability was still 40. weird.

Balance Team: Please Fix Mine Toolbelt Positioning!

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Posted by: gimmethegepgun.1284

gimmethegepgun.1284

Dunno if this was mentioned before but I noticed today that Speedy Gadgets does not affect the cooldowns of the toolbelt skills when a gadget is equipped.

The cooldown on my goggles was 32 while the analyze ability was still 40. weird.

I don’t think that the trait is supposed to affect the toolbelt skill.
However there’s already a text bug in that the Tools you need to get that will make the toolbelt skill recharge faster, but it doesn’t show the modified time.

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Posted by: LittleMusing.8257

LittleMusing.8257

Bomb Kit + rifle Jump Shot:

Fire Bomb + Jump Shot = Fire Aura with the forward leap, but after I move or DON’T move, it seemingly clips me back to my original spot. However, it seems to be working fine with the fire field from Napalm (Flamethrower). After further tries, the issue appears to vanish.

Smoke Bomb + Jump Shot = Stealth with forward leap, but if I don’t move, it seems to clip me back to my original spot. After further tries it seems that this issue disappears.

I sure hope it doesn’t decide to bug out on me in WvW.

Jade Quarry
[VwV][VaL]

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Posted by: Gilexx.7139

Gilexx.7139

Is anyone else having problems with the tool belt skill “unload”, it comes from the hidden pistol racial skill for the charr. When i use the ability it shows my charr pointing 2 pistols too the sky shooting air.

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Posted by: coglin.1496

coglin.1496

Magnetic shield’s reflection bubble has different size depending on height/race

tested… with my asura and a human female… took quite a while to find another engineer, non asuran (I’m asura so…) which uses shields.

It IS different, bigger=bigger reflection bubble, once again charrs got the upper hand.

HA! I knew a charr would never fit in an asuran bubble.

Are you suggesting the hit box of the shield varies depending on character size?

What reply did the ticket get when you sent in the bug report on it?

Poor craftsman blame their tools. Poor players blame their Engineer.

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Posted by: paperplay.6941

paperplay.6941

Explosives Adept Trait-
Incendiary Powder-33% chance to burn for 2 seconds on critical hits.

even with condi duration
+30% from Traits
+20% from armor

it still registers as 2 sec flat

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Posted by: Rfreak.6591

Rfreak.6591

@coglin.1496

Do I have to send a ticket? I thought the team was keeping track of bug-lists on forums so I didn’t need to send a ticket… =S never had to send one… could anybody else try send it? I wouldn’t know where to start.

Anyway back on topic, I hadn’t had the chance to test it simply ‘coz finding shield-using engis willing to stop a bit (and non-asuran, I’m asura so…) is pretty rare, but yes, I’m implying this may be the case, the hitbox is very likely to be different.

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Posted by: coglin.1496

coglin.1496

@coglin.1496

Do I have to send a ticket? I thought the team was keeping track of bug-lists on forums so I didn’t need to send a ticket… =S never had to send one… could anybody else try send it? I wouldn’t know where to start.

/bug in game and fill it out. Even if they do see it here, /bug sends a report directly to the proper people.

Poor craftsman blame their tools. Poor players blame their Engineer.

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Posted by: NickDollahZ.5348

NickDollahZ.5348

Packaged Stimulants’ Throw Stimulant cannot be picked up if you already have Swiftness.

Also cant be picked up when u have fury already and the trait.
Also the duration of the fury and swiftness is 15 second. (10 second without trait)
So you can have perma fury and swiftness from tossing them after the current ones expires.
Although i perfer to preload them and pick them all up at once. (without the trait)

Boon icon for drop stimulant is also gone when you get the trait.

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Posted by: gkaare.8576

gkaare.8576

Hello :O

I’ve been very sick and then my entire office moved to a different state. Basically, I’ve been really busy. I plan to go through all of these posts and update the main post and wiki in the next day or two.

After that, I want to redo my post and the wiki a bit to separate actual malfunctioning skills (bugs) from things with poor descriptions (not technically bugs). Look for that, too!

Thanks for being patient with me!

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Posted by: gkaare.8576

gkaare.8576

I can’t test this in game at the moment, but something might be going on with Super Elixir:
https://forum-en.gw2archive.eu/forum/professions/engineer/Super-Elixir-Issue

I tested it out in game. I noticed there is a description error where it says the Pulse Heal is 1,400 base but it is actually 140. The healing is the way it’s intended to be. It’s not good, but the impact heal was never (not even when it was bugged and healing for too much) healing for thousands.

I don’t think anyone has mentioned this but tossing an Elixir H in underwater does NOT remove a condition when the Cleaning Formula 409 is placed as a trait. Using this utility skill on land activates the cleaning 409 though.

Tested this. I tested every tossed Elixir and this only happens with Toss Elixir H. Thanks for reporting!

Magnetic shield’s reflection bubble has different size depending on height/race

tested… with my asura and a human female… took quite a while to find another engineer, non asuran (I’m asura so…) which uses shields.

It IS different, bigger=bigger reflection bubble, once again charrs got the upper hand.

HA! I knew a charr would never fit in an asuran bubble.

Graphic is bigger. Knockback radius is the same.

Dunno if this was mentioned before but I noticed today that Speedy Gadgets does not affect the cooldowns of the toolbelt skills when a gadget is equipped.

The cooldown on my goggles was 32 while the analyze ability was still 40. weird.

Why would you think Speedy Gadgets would work with Tool Belt skills? This is working as intended.

Is anyone else having problems with the tool belt skill “unload”, it comes from the hidden pistol racial skill for the charr. When i use the ability it shows my charr pointing 2 pistols too the sky shooting air.

If there is a bug here, it would be a Charr bug. Not specific to the Engineer profession.

Explosives Adept Trait-
Incendiary Powder-33% chance to burn for 2 seconds on critical hits.

even with condi duration
+30% from Traits
+20% from armor

it still registers as 2 sec flat

I’m actually seeing the increase. I was only able to test this in PvP. Remember, if you’re seeing 2s, that means it’s longer than 2s. If it was actually 2s, it would instantly change to 1s when you apply the Burning. This is because where there is 1.99-1.00 seconds remaining, it shows 1s on the condition.

Packaged Stimulants’ Throw Stimulant cannot be picked up if you already have Swiftness.

Also cant be picked up when u have fury already and the trait.
Also the duration of the fury and swiftness is 15 second. (10 second without trait)
So you can have perma fury and swiftness from tossing them after the current ones expires.
Although i perfer to preload them and pick them all up at once. (without the trait)

Boon icon for drop stimulant is also gone when you get the trait.

This is almost in the list. I updated my post to match your findings. Thank you!

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Posted by: Rfreak.6591

Rfreak.6591

@gkaare.8576

I was specifically speaking about the reflection bubble, not the blowout hitbox, the bubble is definitely different depending on character height/size/race which mean, in big fights, less projectiles reflected for smaller races (like asuras), which is obviously a bug.

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Posted by: LouWolfskin.3492

LouWolfskin.3492

I noticed a bug with Explosive Shot, in the description it states that it will apply bleed to foes in the explosion, but this doesn’t happen. Even with Coated Bullets the bleed is only applied to your primary target and no one else, except with a critical hit due to a earlier trait in the line.

If this is not a bug maybe the description should be changed.

(edited by LouWolfskin.3492)

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Posted by: Mnemesis.8257

Mnemesis.8257

I noticed a bug with Explosive Shot, in the description it states that it will apply bleed to foes in the explosion, but this doesn’t happen. Even with Coated Bulltes the bleed is only applied to your primary target and no one else, except with a critical hit due to a earlier trait in the line.

If this is not a bug maybe the description should be changed.

I have noticed this issue with every trait related to explosions. The OP informed me that this was not a bug and should be textually altered to prevent misconceptions. As is, one would think “Explosive Shot” is viable to cause vulnerability, additional bleed, increased explosion radius and +10% damage, when in fact it does not. So it comes down to either the devs including these changes as per the textual implications or rewording it to more accurately reflect its function.

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Posted by: Rfreak.6591

Rfreak.6591

@Mnemesis.8257 and @LouWolfskin.3492

Bombs and grenades are considered “Explosions”, everything else isn’t, even thought somewhere in the tooltip says “explode” or “explosive” smtg… ok? It’s been like this since… always… how comes people haven’t noticed it yet? oO

(edited by Rfreak.6591)

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Posted by: Mnemesis.8257

Mnemesis.8257

@Mnemesis.8257 and @LouWolfskin.3492

Bombs and grenades are considered “Explosions”, everything else isn’t, even thought somewhere in the tooltip says “explode” or “explosive” smtg… ok? It’s been like this since… always… how comes people haven’t noticed it yet? oO

Not to derail the thread from its original purpose, but it is something that needs to be corrected textually, or implemented mechanically. Observing the traits and Explosive Shot from a mechanical perspective would add more credence to speccing into either elixirs, gadgets or both for utilities as opposed to a “100 nades” build. My beef with this textual anomaly is that it implies that piercing pistols would function similarly to 100 nades, but more reliable against moving targets, yet preventing overpowered stacking against few or single opponents. It would bring more dynamic play to the class outside of current meta. Correcting the text would remove these taunting implications.

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Posted by: gkaare.8576

gkaare.8576

@gkaare.8576

I was specifically speaking about the reflection bubble, not the blowout hitbox, the bubble is definitely different depending on character height/size/race which mean, in big fights, less projectiles reflected for smaller races (like asuras), which is obviously a bug.

I understand what you’re referring to and I do not believe it is different. Every character model has the same sized hit-box and the area covered that reflects projectiles is also the same for each character model. The duration of the reflection is also the same for every character model. How would there be more or less reflected projectiles for differing races considering that the size of the hit-box has nothing to do with what is reflected? If you had a video or screenshots that proves your assessment, I would certainly be receptive to it.

@Mnemesis.8257 and @LouWolfskin.3492

Bombs and grenades are considered “Explosions”, everything else isn’t, even thought somewhere in the tooltip says “explode” or “explosive” smtg… ok? It’s been like this since… always… how comes people haven’t noticed it yet? oO

You seem to be missing the point. Yes, these skills have always functioned like this but that doesn’t change that the description is misleading or inaccurate. Things that are clear to veteran Engineers aren’t as easy to discern for new players or people just trying out the class.

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Posted by: LouWolfskin.3492

LouWolfskin.3492

I noticed a bug with Explosive Shot, in the description it states that it will apply bleed to foes in the explosion, but this doesn’t happen. Even with Coated Bulltes the bleed is only applied to your primary target and no one else, except with a critical hit due to a earlier trait in the line.

If this is not a bug maybe the description should be changed.

I have noticed this issue with every trait related to explosions. The OP informed me that this was not a bug and should be textually altered to prevent misconceptions. As is, one would think “Explosive Shot” is viable to cause vulnerability, additional bleed, increased explosion radius and +10% damage, when in fact it does not. So it comes down to either the devs including these changes as per the textual implications or rewording it to more accurately reflect its function.

I think you missunderstand me, this is what the tooltip to Explosive Shot states:
Fire a shot that explodes on impact, bleeding nearby foes.

That, doesn’t happen, this is not due to explosive-traits or anything it’s that the description of the skill itself states there would be an AoE-Bleed but it only bleeds your primary target as long as you don’t crit with one of the “explosion hits”, i know that it’s no explosion considering the mechanics and that’s fine. The problem here is purely with the tooltip that states something that doesn’t work.

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Posted by: Aveneo.2068

Aveneo.2068

  • Elixir S causes seizure-inducing screen issues when playing an Asura engineer.
Valiant Aislinn – Aveneo Lightbringer – Shalene Amuriel – Dread Cathulu
Fojja – Vyxxi – Nymmra – Mymmra – Champion of Dwayna .. and more

Highly Over Powered Explorers [HOPE] – Desolation EU

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Posted by: Yugi.5870

Yugi.5870

Alchemy

  • Fast-Acting Elixirs does not work with all Tool Belt Elixirs in sPvP and Elixir Gun’s Acid Bomb and Super Elixir (both marked as Elixirs). It DOES work with Tool Belt Elixirs in PvE/WvW (It only reduces the recharge of Tool Belt Elixirs by 10% and does not affect Toss Elixir R).

How old is this note? I just started an engineer with the intent of using the elixir build and none of my tool belt recharges are being reduced in PvE, even by 10%. (nor Elixir Gun)

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Posted by: Rfreak.6591

Rfreak.6591

I noticed that Elixir F doesn’t have just problems with the “comeback” range, it seems it should work like Static Discharge/Static Shot but the range problems cause the projectile to only bounce to 100-150 radius targets, thus causing it to look like a piercing skill, also, I noticed that even when such conditions are met (2 mobs extremely close one to the other) the bounce may still fail to happen at random times, however the “comeback” will always happen if within the bugged range.

I also noticed that if you are within the bugged range and the blob activates the “comeback” effect, there’s a 10-20% chance it’ll bounce back at its target (like it always should) but then won’t trigger another comeback effect in order to fulfill all 4 bounces… I am thus presuming it only bounces 3 times and not 4 as stated in the tooltip.

Tested on golems in the mists (used air blast for pushing mobs close).

Also just tested Acid Bomb… it doesn’t last 5 seconds, I’d say roughly 3.

(edited by Rfreak.6591)

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Posted by: gkaare.8576

gkaare.8576

Alchemy

  • Fast-Acting Elixirs does not work with all Tool Belt Elixirs in sPvP and Elixir Gun’s Acid Bomb and Super Elixir (both marked as Elixirs). It DOES work with Tool Belt Elixirs in PvE/WvW (It only reduces the recharge of Tool Belt Elixirs by 10% and does not affect Toss Elixir R).

How old is this note? I just started an engineer with the intent of using the elixir build and none of my tool belt recharges are being reduced in PvE, even by 10%. (nor Elixir Gun)

I just tested this one again.

  • It does not reduce the recharge of any Tool Belt Elixirs in sPvP.
  • It does not reduce the recharge of any Elixir Gun skills in PvE/WvW or sPvP even though they are labeled with the special text, ‘Elixir.’
  • It does reduce the recharge of Tool Belt Elixirs in PvE/WvW but only by 10%. The only exception to this is Toss Elixir R which has an incorrect recharge to begin with.

My wording of the bug is pretty crappy so I changed it to be a bit more clear.

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Posted by: gkaare.8576

gkaare.8576

Bomb Kit + rifle Jump Shot:

Fire Bomb + Jump Shot = Fire Aura with the forward leap, but after I move or DON’T move, it seemingly clips me back to my original spot. However, it seems to be working fine with the fire field from Napalm (Flamethrower). After further tries, the issue appears to vanish.

Smoke Bomb + Jump Shot = Stealth with forward leap, but if I don’t move, it seems to clip me back to my original spot. After further tries it seems that this issue disappears.

I sure hope it doesn’t decide to bug out on me in WvW.

This seems to be directly related to the movement component of Jump Shot. You can get rubber-banded even without performing a combo. I haven’t figured out exactly what causes it or how to reproduce it with 100% consistency.

However, it is reproducible without much time. Some people have suggested it has more to do with where you land (specifically on an enemy) than anything else but I occasionally experience the issue even when I have no target or nearby enemies.

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Posted by: gkaare.8576

gkaare.8576

gkaare I experienced the condition duration/elixir gun weakness bug again in another CoF run. It’s happening rather consistently for me. I understand how it may be difficult to reproduce (I think it may just be happening in dungeons), so I’m going to FRAPS and edit a video for youtube to help.

Hey again! Been testing this a lot over the past couple of days and I still do not see it. I know there is a bug with Rifled Barrels and Fireforged Trigger when used together. You also will not see any additional ticks from conditions if you don’t get a full second of duration added to the condition.

Since condition duration doesn’t come in increments smaller than 1%, if you want an additional tick of damage from a condition you need the following amount of condition duration:

  • 1s condition requires 100% condition duration
  • 2s condition requires 50% condition duration
  • 3s condition requires 34% condition duration
  • 4s condition requires 25% condition duration
  • 5s condition requires 20% condition duration
  • 6s condition requires 17% condition duration
  • 7s condition requires 15% condition duration
  • 8s condition requires 13% condition duration

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Posted by: Eviator.9746

Eviator.9746

I’m sorry I have not put together a video yet. I have not run any dungeons in many weeks, and that’s the only place I noticed the bug. Assuming I do in fact run dungeons for this month’s monthly, I WILL record it. I appreciate that you have tested it, so I’m perfectly alright with you cleaning up those posts from this thread and assuming the bug doesn’t exist until I can demonstrate it. Cheers!

Sheldor the Eidetic (Group Engi) | Shorty McShinkicker (Solo Engi) |Turanga (Solo Mes)
Doing what I can for DB during EU primetime

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Posted by: gimmethegepgun.1284

gimmethegepgun.1284

Explosive Descent causes the Kit Refinement ability of the Grenade Kit to go on cooldown. I have not tested whether the reverse is true.

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Posted by: Choops.3710

Choops.3710

Net shot/Magnet Pull/FT when used still give ‘obstructed’ when there’s nothing obstructing it. As well as the various other bugs from page 1-4 that haven’t been addressed yet. Might as well write the bugs down on a piece of paper and then throw it away for all the good this thread is doing…

Pikachoops – Engineer, Fort Aspenwood

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Posted by: Pannonica.5378

Pannonica.5378

Might as well write the bugs down on a piece of paper and then throw it away for all the good this thread is doing…

Way to disrespect what gkaare is working on here.

Pannonica
Red Guard

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Posted by: Choops.3710

Choops.3710

Might as well write the bugs down on a piece of paper and then throw it away for all the good this thread is doing…

Way to disrespect what gkaare is working on here.

I meant no disrespect to gkaare, but c’mon, these bugs have been around forever with very few fixes being made. It’s frustrating to have the same obstructed bugs now that I had on launch day.

Pikachoops – Engineer, Fort Aspenwood

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Posted by: Yujin.1785

Yujin.1785

Might as well write the bugs down on a piece of paper and then throw it away for all the good this thread is doing…

Way to disrespect what gkaare is working on here.

I meant no disrespect to gkaare, but c’mon, these bugs have been around forever with very few fixes being made. It’s frustrating to have the same obstructed bugs now that I had on launch day.

At least they fixed the kits in pve and WvW. Now I feel that squishy every time I switch into a kit.

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Posted by: Wolf.5816

Wolf.5816

Engineer Bugs

-blowing up turrets immediately after deploying them will sometimes cause the traited “Accelerant-packed turret” to not knock nearby foes back.

-after using certain rifle skills while moving the auto attack “Hip Shot” will sometimes go on a long delay before continuing fire. (Even if the target is within range/and in line of sight)

-After triggering a combo finisher with Jump Shot, it will sometimes cause the player to be frozen in place for a few moments.

-Blunderbuss: frequently fizzles and puts the skill on a global cool down when traveling around a moving target since the rifle is a medium/close range spell this is quite an issue. it needs to just fire off regardless of where your target is.

-Overcharged Shot: frequently fizzles and puts the skill on global cool down when traveling around a moving target. It needs to just fire off like the Flamethrowers Air Blast skill which functions very well.

Veteran of The Mists & Professional Engineer
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King

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Posted by: miragino.6971

miragino.6971

Vine shield cooldown not properly modified.

Vine shield http://wiki.guildwars2.com/wiki/Vine_Shield has a cooldown of 45 seconds. When speccing into tools there should be up to a 30% recharge rate reduction. Other tool belt abilites from racial abilities have the cooldown properly modified.
This bug has been since launch. I hope it can be looked into.

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Posted by: Arpheus.6918

Arpheus.6918

Superspeed (toolbelt skill from slick shoes) says double speed for 5 seconds but it is only 33% like swiftness which makes this skill completely useless since we have perma swiftness anyways.
https://forum-en.gw2archive.eu/forum/professions/engineer/Superspeed-bug

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Posted by: gkaare.8576

gkaare.8576

Engineer Bugs
-blowing up turrets immediately after deploying them will sometimes cause the traited “Accelerant-packed turret” to not knock nearby foes back.

I couldn’t reproduce this in PvE or PvP. Could you tell me the exact steps that you use to reproduce this?

Explosive Descent causes the Kit Refinement ability of the Grenade Kit to go on cooldown. I have not tested whether the reverse is true.

This is intended, unfortunately.

Superspeed (toolbelt skill from slick shoes) says double speed for 5 seconds but it is only 33% like swiftness which makes this skill completely useless since we have perma swiftness anyways.
https://forum-en.gw2archive.eu/forum/professions/engineer/Superspeed-bug

I read through the thread you linked and it looks like someone explained the skill there. Movement speed is capped at 33% when out of combat. Things like Super Speed and Rune of Speed only give their full movement speed increases when in combat.

(edited by gkaare.8576)

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Posted by: gkaare.8576

gkaare.8576

Net shot/Magnet Pull/FT when used still give ‘obstructed’ when there’s nothing obstructing it. As well as the various other bugs from page 1-4 that haven’t been addressed yet. Might as well write the bugs down on a piece of paper and then throw it away for all the good this thread is doing…

I’ve been contemplating adding these bugs for a long time. So many of our skills are skill shots and, while completely frustrating, they function this way because of the game engine and not because of an Engineer specific bug. The thing that causes these skills to get obstructed is the same thing that causes Flame Jet to miss and Static Discharge to shoot into the ground instead of our targets.

I suspect at some point, these engine “bugs” (if they’re even really bugs) will get fixed and the class will be nerfed to compensate for it.

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Posted by: gkaare.8576

gkaare.8576

Is anyone else having problems with the tool belt skill “unload”, it comes from the hidden pistol racial skill for the charr. When i use the ability it shows my charr pointing 2 pistols too the sky shooting air.

If there is a bug here, it would be a Charr bug. Not specific to the Engineer profession.

I just re-read this. You’re right, it is an Engineer bug because, as you specifically mentioned, Hidden Pistols is a Tool Belt skill so only Engineers can use it. I’ll add it as a graphical error.

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Posted by: gkaare.8576

gkaare.8576

Description Error section
I thought about moving all description errors to another section of the list but I realized there is actually know way for me to determine what is a description error and what is a skill malfunction.

  • Is Explosive shot supposed to apply Bleeding to all nearby foes or did the skill get changed a long time ago without the description changing.
  • Is Explosive Shot supposed to function with traits that affect explosions? The skills says explode in its description twice.
  • What boons is Toss Elixir H supposed to give? The ones it gives now or the ones in the description?

I don’t work for ArenaNet and I can’t possibly know their intentions so I will leave the list as it is for now.

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Posted by: Eviator.9746

Eviator.9746

gkaare, the bug I reported with the elixir gun’s weakness not getting condition duration benefits…it’s not a bug. Only today did I learn about Unshakable’s effect on weakness. So on the one hand, that’s one potential bug you can scratch off the list. On the other hand, now my dungeon support build which focuses on stacking weakness no longer makes sense.

Sheldor the Eidetic (Group Engi) | Shorty McShinkicker (Solo Engi) |Turanga (Solo Mes)
Doing what I can for DB during EU primetime

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Posted by: ClassyBear.5078

ClassyBear.5078

Deployable turrets is even more broken than known before! It breaks accelerant-packed turrets so that only self-destructing the turret will explode (i.e, not when killed.) It also removes the bonus to the explosion damage from rifled turret barrels. Oddly enough, not just for healing/rocket but all of the turrets; including rifle, thumper, and net.

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Posted by: icewyrm.5038

icewyrm.5038

I’m not sure if this is deliberate or a bug, but from testing it appears that Vigor and Adrenal Implant do not stack, or the regeneration rate is hitting a cap of some kind.

Adrenal Implant reduces the time it takes to regenerate 1 bar of endurance from approximately 10.2 to 6.7 seconds

Vigor reduces the time from 10.2 to 5.47 seconds.

I measured vigor and adrenal implant together and got approximately the same result. My stopwatch method isn’t perfect, but after repeated tests I believe if there is a difference in regen time it is less than 0.2 of a second. In essence, if you have vigor adrenal implant appears to be a waste of a trait slot.

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Posted by: Vuh.1328

Vuh.1328

Dno if it’s posted but if it is, it deserves to be posted again
Elixir S + Asura = headache
http://www.youtube.com/watch?v=xqJUibOOGFQ

Take your time to learn proper keybinding, it’s worth the struggle