Engineer Bugs Compilation

Engineer Bugs Compilation

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Posted by: gkaare.8576

gkaare.8576

I. Intoduction and Information
II. General
III. Weapon Skills
IV. Utility Skills
V. Traits
VI. Bugs To Be Tested/Added

I. Introduction and Information
This thread is specifically about Engineer bugs. Any class suggestions should be taken elsewhere. Please only discuss bugs in this thread. I also strongly recommend discussing bugs on the wiki. Using the wikitteneps the discussion easy to follow. I will keep this forum list updated with the same information on the wiki page.

My goal is to keep the list as accurate as possible and I have gathered bugs from every source I could find. If you cannot reproduce a bug, we can discuss it but I will not add it unless it is something that can be demonstrated consistently.

If you have discovered a new bug and wish to have it added to the list: post in this thread, send me a PM, or discuss it on the wiki.

Note that some of the “bugs” listed here may not be actual bugs. I obviously did not design the game and cannot know the intention of the developers. Until there is clarification, I will continue to list inconsistencies with designs as bugs.

II. General

  • If you jump and swap to or from a kit with Sigil of Hydromancy or Geomancy, the cooldown of the Sigil will get used and you will gain no benefit from the Sigil. All other weapon swap Sigils function properly when jumping.
  • Equipping a Weapon Kit in sPvP will cause your character sheet to display PvE/WvW weapons instead of the sPvP weapons.
  • Certain skills such as grenade go through destructible object such as the keep wall in WvW.
  • Turrets will target already destroyed objects (carts, weapons racks, cannons, doors, walls, etc)
  • All movement skills with a specific distance (Overcharged Shot, Rocket Boots, Acid Bomb) have a reduced effect when chilled.
  • Kits can be equipped in town clothes. Equipping the kit switches you out of town clothes after a few seconds.
  • Swapping to a kit while gathering causes the item you’re gathering to become ruined regardless of the gathering tool you use.
  • While operating any siege weaponry, if you change a kit on your utility bar, you will be locked into the siege weapon. No utilities will work and the only way to disengage from the siege weapon is to be knocked back/pushed by an enemy or by using Overcharged Shot.

III. Weapon Skills
Rifle

  • Overcharged Shot will occasionally go on recharge without doing anything. This seems to happen when your target moves behind you and you’re immobilized or when your target’s elevation is different than yours (up a steep hill in Forest of Nifhel). This can also happen when the target moves out of range/reach of the attack.
  • Jump Shot will occasionally appear to land away from the ground you targeted. When this happens, your character will teleport to where you were supposed to land (the spot you actually targeted) after 2-3 seconds. However, if the Jump Shot has you fall off an edge, it will NOT teleport you back to the correct location and you will take falling damage.

Pistol

  • Explosive Shot says it will explode and apply Bleeding to all nearby foes. It only applies Bleeding to the first target it hits.
  • Explosive Shot does not function with any traits that alter Explosives (Shrapnel, Explosive Powder, Steel-packed Powder). This is likely intended but the verbiage used in the description of Explosive Shot is very misleading.
  • Blowtorch and Poison Dart Volley will often miss destructible objects. Blowtorch will frequently miss targets that are in front of you if you are strafing even though the flame graphic strikes your target.

IV. Utility Skills
Heals

  • Med Kit cannot be stowed in PvE/WvW. Pressing the heal key simply reloads the kit. It works fine in sPvP.
  • Healing Turret’s Cleansing Burst says it will remove all conditions on use but it only removes 2 conditions. This is a description error. Additionally, Cleansing Burst will occasionally fail to remove any conditions even when you it has definitely activated (visual cue). This only happens in PvE/WvW.

(edited by gkaare.8576)

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gkaare.8576

Elixirs

  • Toss Elixir H says it can give Protection, Regeneration, or Swiftness. The boon icons on the ability and the boons it actually gives are Protection, Regeneration, and Vigor.
  • Elixir U only gives 4 seconds of Quickness when paired with Haste and 3 seconds of Quickness with Quickening Zephyr. Frenzy works as described (5 seconds). They should all give 5 seconds of Quickness.
  • Toss Elixir R has a recharge of 110 seconds instead of 120 seconds in PvE/WvW (description says 120 seconds). It’s recharge in sPvP is working as intended at 120 seconds.
  • Underwater Toss Elixir H’s description shows very long boon durations. The boons last closer to their land durations.
  • Underwater Toss Elixir S says it only grants Stability but it can grant Stability OR Stealth.
  • Underwater Toss Elixir U says “target location” in the description when it does not use ground targeting.

Turrets

  • All Turrets, when picked up immediately after being placed, the reduced cooldown does not trigger.

Weapon Kits

  • Elixir Gun’s Super Elixir can’t be manually detonated underwater in PvE/WvW. It works fine in sPvP.
  • Elixir Gun’s Super Elixir and Acid Bomb don’t work with any Elixir related traits even though they’re listed as Elixirs.
  • Elixir Gun’s Super Elixir removes a condition but isn’t mentioned in the description.
  • Elixir Gun’s Elixir F sometimes doesn’t grant swiftness, even when the glob hits and the animation is triggered.
  • The glob from Elixir Gun’s Elixir F will not return to you somewhere between 600 and 900 range. This is especially a problem with the Rifled Barrels trait which makes Elixir F have a 1200 range.
  • Flamethrower’s Flame Jet and Elixir Gun’s Fumigate will often miss targets and destructible objects (when the player and its target are at even slightly different elevations). It also appears to be affected by camera angle.
  • Flamethrower’s Flame Blast will often be obstructed after using Air Blast and will not explode when hitting the environment.
  • Flamethrower’s Flame Jet will often miss targets and destructible objects (when the player and its target are at even slightly different elevations). It also appears to be affected by camera angle.
  • Bomb Kit’s Combo Fields show the graphic to indicate that they are a Combo Field before the bombs detonate. You cannot use the Combo Fields from these skills until after the bombs detonate.

(edited by gkaare.8576)

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Gadgets

  • Throw Mine will disappear if not detonated after about 60 seconds. Its outline also disappears. Detonate remains on the Engineer’s skill bar and does nothing when activated. The skill goes on full recharge when this happens.
  • Mine Field does not say in its description that each mine removes a boon from enemies it hits. This is a description error.
  • Mines from Throw Mine and Mine Field stay deployed even after changing skills.
  • Slick Shoes’ Tool Belt Super Speed ignores movement slowing conditions (chilled, crippled). This may be intended but it lacks a proper description.
  • Rocket Boots does not clear Crippled, Chilled, and Immobilized until after it launches the user.

Elites

  • Supply Crate does not work with Runes that proc when you use an Elite skill (e.g.Superior Rune of the Monk or Superior Rune of Lyssa).
  • Mortar shots are sometimes delayed and cause shots to not fire even though the cooldown is used. On other occasions, shots will still be delayed but then fire off in quick succession.
  • Elixir X is not affected by boon duration runes or traits. Also, you can only gain the duration increase from one trait that increases the duration of Elixir X: Elite Supplies or Potent Elixirs. If you take both, you only gain a single duration increase (about 20%).
  • If you have Med Kit equipped when you use Elixir X, a floating Med Kit backpack will appear where you are standing but only if Elixir X gives you Tornado.

Racials

  • Vine Shield is not affected by Tool Belt recharge rate increases.

V. Traits
Explosives

  • Forceful Explosives causes the radius of the Bomb dropped by Kit Refinement and Evasive Powder Keg to substantially decrease instead of increasing.
  • Underwater Grenadier does not increase the range of Freeze Grenade in sPvP. It does not increase the range of Freeze Grenade and Grenade Barrage in PvE/WvW.
  • Short Fuse taken with Grenadier does not correctly reduce the recharge of Grenades when under water.
  • Short Fuse does not reduce the cooldowns of Tool Belt abilities such as Big Ol’ Bomb and Grenade Barrage.
  • Forceful Explosives doesn’t show the radius change on skill tooltips.
  • Accelerant-Packed Turrets explosions don’t trigger any explosion related traits.

Firearms

  • Hair Trigger doesn’t work properly with any Harpoon Gun skills.
  • Rifled Barrels changes Tranquilizer Dart’s Weakness and Bleed duration to 3s when it should be 1s and 4s respectively.
  • Rifled Barrels does not improve the range of Overcharged Shot.
  • Rifled Barrels does not improve the range of Elixir Gun’s Fumigate.
  • Rifled Barrels reduces the recharge of Elixir Gun’s Elixir F from 8 to 5 seconds.
  • Rifled Barrels changes the description of Super Elixir to only show the bonus from Healing Power instead of the total healing. The skill will still heal for the correct amount.
  • Fireforged Trigger and Rifled Barrels have some bugs when used together.
    • Does not reduce the recharge of Elixir F, but Elixir F is already reduced to 5 seconds because of Rifled Barrels.
    • Does reduce recharge of Fumigate. Probably because Fumigate is not being affected by Rifled Barrels.
    • Does reduce recharge of Acid Bomb from 15 to 12 seconds. Once the recharge gets to 10 seconds, it resets back to 12 seconds.
    • Does not reduce recharge of Super Elixir.

(edited by gkaare.8576)

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gkaare.8576

  • Juggernaut should give you 200 Toughness but it scales with level giving less than 200 below level 80. This may be a description bug. Reinforced Shield and Shield Master, traits similar to Juggernaut, do not scale with level.

Inventions

  • Elite Supplies doesn’t increase Mortar range.
  • Rifled Turret Barrels doesn’t increase Mortar Range even though it’s listed as a turret.
  • Backpack Regenerator does not show the Regeneration boon when using a kit. It also does not scale with Healing Power.

Alchemy

  • Deadly Mixture does not display increased damage on descriptions. It does increase the damage, however.
  • Self-Regulating Defenses does not trigger when your health reaches 25%. It appears to trigger closer to 20% health.
  • HGH does not give you a stack of Might when you use an Elixir under the effects of Elixir S.
  • HGH does not say it gives 2 stacks of Might. This is a description error.
  • HGH only gives 1 stack of Might for tossed elixirs.
  • Fast-Acting Elixirs has a few issues:
    • 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.
  • Potent Elixirs does not work with Toss Elixir H (Vigor boon), Toss Elixir C (all boons), Elixir U (all utilities), and Elixir Gun’s Acid Bomb and Super Elixir (both listed as Elixirs).
  • Potent Elixirs causes Toss Elixir H to occasionally give 2 boons instead of 1. These boons have incorrect durations (shortened).
  • Cleaning Formula 409 effect occurs before Elixir C giving less boons than intended. Toss Elixir H does not remove a condition underwater.
  • Automated Response does not clarify that it does not remove conditions applied before reaching 25% health.

Tools

  • Passive increased Tool Belt Recharge Rate doesn’t work at all with Mine Field (Throw Mine Tool Belt) and doesn’t show the modified recharge on any Tool Belt skill descriptions.
  • Adrenaline Pump doesn’t work with any turrets tool belt skills.
  • Kit Refinement doesn’t work underwater with any Kit except Bomb Kit.
  • Deployable Turrets works fine in sPvP. In PvE/WvW, this trait only works with Healing and Rocket Turrets.
  • Scope trait does not properly apply the 10% crit chance buff when not moving.
  • Static Discharge does not target enemies properly with skill-shot Tool Belt abilities (e.g. Mine Field). It works fine with Tool Belt abilities that are not skill-shots (e.g. Analyze). For Tossed Elixirs skills the discharge will occur at the end of the animation, but during this period all skill activation/queuing will be halted until the discharge fires.
  • Static Discharge does not work at all with Toss Elixir U.
  • Inertial Converter does not say it has an internal cooldown in its description. It doesn’t work every time your health reaches 25% health so either the description is missing important information or the trait isn’t working properly.
  • Packaged Stimulants has the following issues:
    • All Med Kit skills change to a 15 second recharge. Bandages should have a 12 second recharge. Stimulant should have a 20 second recharge.
    • Drop Stimulant (changes to Throw Stimulant) cannot be picked up if you already have Swiftness or Fury. It also
    • The duration of Fury and Swiftness from Throw Stimulant are 15 seconds but should be 10 seconds.
  • Power Wrench does not give Smack and Throw Wrench a 5 second Cripple; the Cripple lasts about 1 second.

VI. Bugs To Be Tested
This section is about potential bugs that have been mentioned but I have not had time to thoroughly test. I am writing them here so that people know I am getting to them!
If you don’t see your bug here, it may have been addressed on the discussion page of the wiki.

  • Condition duration with all Elixir Gun skills in PvE/WvW and PvP.
  • 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: Rengaru.4730

Rengaru.4730

  • Rifled Barrels does not improve the range of Fumigate.
  • Rifled Barrels reduces the cooldown of Elixir F from 8 to 5 seconds.
  • Rifled Barrels does not work in conjunction with Fireforged Trigger.
  • Rifled Barrels changes the tooltip of Super Elixir to only show the bonus from Healing Power. The skill will however still heal for the correct ammount.

(edited by Moderator)

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Posted by: Casia.4281

Casia.4281

Acidic Elixirs causes Viel to not spawn, on Elixir U.

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Posted by: tigirius.9014

tigirius.9014

Poison shots on pistols miss targets at random anyway even with high scores for pow/prec. It should really fire in a straight line like unloading does.

Elixir guns fumigate misses targets like the FT does.

the smaller explosion radius for bombs and grenades makes them miss anything that’s not within 2 feet of one another.

pistols #1 shot fires as slowly as the rifle #1 shot but does half the damage the rifle shots do.

Mines miss entirely even when larger mobs are practically doing the salsa all over them, they fall too far apart and the mines that spread at 25% health spread too far and miss just as much.

The regeneration trait when a kit is equipped isn’t affected by the + to healing scores on gear and should scale with gear. (120 hitpoints every 2 seconds isn’t much to work with and it’s healing you as if you are a level 40 character.)

Electricity attacks from the toolbelt do not always activate with the activation of Elixir U toolbelt walls as well as some of the turret abilities like the extra net. Hidden pistol the Charr racial waits until the very end of all of the shots fired before releasing the electrical shock, by then the enemy most likely usually dies before being hit by the shock the the shock goes into the ground uselessly.

The engineer only effect of hidden pistol for Charr is not affected by the pistols pierce trait. Their shots are single target only despite this ability being a toolbelt engineer only power.

Balance Team: Please Fix Mine Toolbelt Positioning!

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Posted by: Caino.7130

Caino.7130

Can we get some sort of DEV post on this just saying. “Oh yeah these have all been noted and we are working on fixes now”

Or something along them lines :\

rank 500+ Piken / Rank 60 PvP
Warrior – Teined
Guardian – Nomoreroomformyname

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Posted by: gkaare.8576

gkaare.8576

Tigirius:

I added a couple of your mentions to the list. However, a lot of the things you listed seem more like suggestions or issues you have with design.

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Posted by: NickDollahZ.5348

NickDollahZ.5348

I haven’t seen a developer post in these forums since ive been playing. So I wouldn’t get my hopes up.

With that said, I learned some interesting stuff from Jonathan Sharp that gives us a little insight into how they make changes and what they do about the feedback they get from forums etc. http://youtu.be/hByqoWsnz-I

Basically when they make balance changes they look for a few things to change on each class. So I doubt we will see all the bugs fixed at once. They read the forums alot according to them but they rarely respond to threads because it has to be translated to other languages and approved by all the departments. Well thats my interpretation of what he said. Your welcome to check it out for yourself.

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Posted by: gkaare.8576

gkaare.8576

I’m fully aware that these bugs won’t all be fixed at the same time (or even in the very near future). My intentions are to have all of the class bugs neatly documented in a single place that is accessible to everyone.

The devs do read the forums and posts like this are useful to them. This would explain why each profession has a thread just like this one. The currently stickied Engineer bugs thread is outdated and has no active maintainer which is why I created this one.

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Posted by: BurningCrow.9816

BurningCrow.9816

Flame Blast is the biggest annoyance for me. Constantly saying obstructed. It sometimes gets obstructed by Napalm. And other times it is either grass or nothing at all. You also have to point your gun up high awkwardly moving your camera view or it will run into the ground and get obstructed as well. You can now point it up and fire it but I think that function is why it always get obstructed.

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Posted by: tigirius.9014

tigirius.9014

Tigirius:

I added a couple of your mentions to the list. However, a lot of the things you listed seem more like suggestions or issues you have with design.

Didn’t see you add fumigate missing, mines missing or being spread too far apart to hit enemies, or poison barbs missing as problems on your list. Those aren’t design problems they are bugs because they almost always happen and are part of the series of problems that cause gameplay to not be fun on this profession.

But I just woke up and have cotten in my eye atm i may have missed something.

Balance Team: Please Fix Mine Toolbelt Positioning!

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Posted by: Chupey.2397

Chupey.2397

Static discharge will often shoot into the ground and miss when used after a toss elixir skill.

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Posted by: Masterkaboom.8340

Masterkaboom.8340

I just hope they will fix these bugs soon ^^

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Posted by: gkaare.8576

gkaare.8576

Static discharge will often shoot into the ground and miss when used after a toss elixir skill.

This bug is already listed, but I am still grateful that you took the time to post! I clarified the text of the bug in my post so that it may be easier to understand.

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Posted by: Cinaed.2649

Cinaed.2649

Sticky this thread Devs and work on it. Seriously. ANet fix some of this stuff.

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Posted by: PCanineBrigade.4916

PCanineBrigade.4916

Automated Response could use some check. I tried standing in the torch at the beginning of HotW and this trait doesn’t activate condition immunity until my health reaches 2500. (I have 24.8k HP)
Not sure about Self-Regulating defense but a check would be greatly appreciated, because I had this trait with Automated Response and it still doesn’t activate when my health reaches 2500 >_> I’m sure it wasn’t on cooldown.
(FYI the torch in HotW will constantly burn you without doing direct dmg, 45-48 sec max)

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Posted by: Terrahero.9358

Terrahero.9358

Abilities from the Mortar are often delayed when fired, as a result many abilities get queue’d.
The ability you used still goes on cooldown, but you only get the default mortar shell. So using f.e. Consusion, out pops a default explosive shell (ability1) but you still get the cooldown on Concussion. The same applies to all the other abilities. It defaults back to ability 1, while still consuming the cooldown.

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Posted by: Haralin.1473

Haralin.1473

I will push that in hope a Dev will read, understand and fix it.

But after the last patch much hope ist gone.

Haralin Engineer
[Skol]

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Posted by: Kimbald.2697

Kimbald.2697

Thanks for compiling this list.

It’s not all gamebreaking but a bug is a bug nonetheless.
And quite a few of these ARE gamebreaking in the sense that they make the skill or the trait not worth taking.

Not much hope that we’ll see this fixed soon. Not after the last promise of a long list of fixes for engineers, just to see a rather small ammount of relevant issues adressed in the actual patch.

Engineers are playable of course, but it’s not like we’re top of the pack in everything. A few fixes at least would be in order.

About time they finished this profession, don’t you think?

Wiggely, wobbely and other wombaty wabbity creatures…

(edited by Kimbald.2697)

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Posted by: Rfreak.6591

Rfreak.6591

People probably didn’t notice this but switching kits while casting a toolbelt skill will often cancel your action and put it on “interruption” cooldown, most important example: Bandage self

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Posted by: Hebee.8460

Hebee.8460

I see a mention of a specific ability going on cooldown for land once its used underwater. However, its ANY ability used in any slot underwater with a cooldown that puts that slot on a cooldown on land. I use elixirs underwater with grenade kit so I always have CD’s when I come out on land abilitys, constantly putting land kits on 20-45 second CD’s. (CD is determined by the elixir used underwater)

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Posted by: PCanineBrigade.4916

PCanineBrigade.4916

Tested agian, Self-Regulating Defense activates at 1300 HP at 10.9k HP cap. How is this 25%..
Also, those projectile finishers that return to you (Throw Wench, Throw Shield) when using with light combo field, it doesn’t remove a condition on yourself while it clearly went through your toon. This is becoming a problem since I need those remove conditions..

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Posted by: Kimbald.2697

Kimbald.2697

another patch just rolled out, some bug fixes.
A few minor fixes, very minor…

Wiggely, wobbely and other wombaty wabbity creatures…

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Posted by: Hsinimod.5784

Hsinimod.5784

  • Flamethrower’s Flame Jet will often miss targets and destructible objects (when the player and its target are at even slightly different elevations). It also appears to be affected by camera angle.

This bug is still happening. If you have the options set so you don’t auto-target nearest enemy, and you don’t have a target selected (like when you want to hit a group and want to be able to fan the flames), then the flames will not hit anything.

This is due to the camera angle forcing the flames to go down into the ground, even though the graphic appears to shoot straight as normal. The only ‘fix’ for this until patched is to lower the camera angle to be staring at your characters back and obstruct your view of vision.

This bug, when fixed, will still have another bug—not being able to ‘see’ where the flames are truly going. The flames travel straight out at all times, no matter if you aim up or down. When on a hill or wall, you can hit things below you if they are in range, but can’t tell since the flames are looking like they are perpendicular to the ground at all times.

I suggest a fix of making the flames into a cone. The graphic would show the cone, and that cone would shoot the flames straight out, up, down, to the sides, etc. Something like a 160 degree cone in front of the Engineer. If that would be ‘easier’ than fixing the flames to shoot at the correct angle.

Playing Devil’s Advocate since 1990.

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Posted by: PotatoOverdose.6583

PotatoOverdose.6583

Come on guys, you know the Devs know better than to come on these forums. Elementalists have 3 dev posts on the front page. Rangers, warriors, and thieves all have at least one on the front page. We have none over the last….20 pages? 30 pages? Do we even have a single dev post anywhere? (not counting a few stickies from week 1)

Many of those bugs (like sigils, all of the scaling bugs, cooldown bugs, deployable turrets, etc.) have been there since pre-launch. It’s fairly clear that many of the big bugs (sigils) just aren’t worth fixing.

Edit: last dev post on these boards was over 2 months ago and can be found here:
https://forum-en.gw2archive.eu/forum/professions/engineer/Weapon-Kit-Auto-Attack/first
To be fair they did eventually add auto-attack to some kits.

(edited by PotatoOverdose.6583)

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Posted by: Signet of Forums.4397

Signet of Forums.4397

I’m getting rather annoyed with the deployable turrets bug. It seems like it should be an easy fix since it works fine in sPvP.

It’s now been 97 days since launch, 218 days since BWE1, and there are still many skills and traits that do not work properly. We’re not talking about special cases. They just don’t do what they say, period.

I’m kind of getting tired of this stuff in games in general. Now it seems like virtually every game ships with a bunch of stuff that is broken, because they can patch it later. (Of course, sometimes they never even do.) I can understand events breaking and AI doing weird stuff occasionally and terrain glitches and things like that, but when skills or traits just straight up don’t do what they say under any circumstances, it just gives me the impression that nobody considers it much of a priority.

I’m glad they fixed rocket turrets not detonating underwater, at least. (I’m also glad for the kit auto-attack thing, but that wasn’t a bug so much as an inexplicable oversight.)

Therefore we proceed to write a sig.

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Posted by: Casia.4281

Casia.4281

I’m getting rather annoyed with the deployable turrets bug. It seems like it should be an easy fix since it works fine in sPvP.

It would open up SO may builds as well.
I almost have to wonder why its a trait at all.

I feel like this should be their #1 focus. Its a core engineer mechanic that doesn’t work.
Its like if they broke phantasms for mesmers.

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Posted by: Signet of Forums.4397

Signet of Forums.4397

I’m getting rather annoyed with the deployable turrets bug. It seems like it should be an easy fix since it works fine in sPvP.

It would open up SO may builds as well.
I almost have to wonder why its a trait at all.

I feel like this should be their #1 focus. Its a core engineer mechanic that doesn’t work.
Its like if they broke phantasms for mesmers.

I’m not sure if you’re serious or trolling, since they did recently somewhat break at least two phantasms for mesmers.

(Also, I currently have two level 80s, which, as it turns out, are engineer and mesmer, and while my engineer was my first 80, I actually enjoy the mesmer playstyle more. (I took a break from mesmer since I played it to like level 40+ during the BWEs.) Just putting that out there.)

Therefore we proceed to write a sig.

(edited by Signet of Forums.4397)

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Posted by: Casia.4281

Casia.4281

dude my second is a mesmer, also. focusing on phantasms/glamours.

They are not broken. weaker, sure. broken? no. not remotely comparable to turrets.

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Posted by: Signet of Forums.4397

Signet of Forums.4397

dude my second is a mesmer, also. focusing on phantasms/glamours.

They are not broken. weaker, sure. broken? no. not remotely comparable to turrets.

I just wasn’t quite sure if it was a sarcastic dismissal of my complaint or you were being serious.

So now that I know, I’ll get to what I was originally going to say, which is that it’s not really on the same level, as mesmer builds all use phantasms, and even engineer builds that use turrets won’t necessarily use that trait (when it’s fixed.)

So you can probably see why I wasn’t sure how to take your post. ; )

Anyway, it’s still really annoying, because to me it seems like one of the more interesting engineer traits. I especially would like to be able to have it work properly in WvW.

Therefore we proceed to write a sig.

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Posted by: CC Charles.3675

CC Charles.3675

Community Coordinator

Hello everyone,

For your information, I’ve closed the old thread which was not updated anymore and put this one in sticky.

We really appreciate that you take the time to update this thread and keep it as clear as possible. It helps us a lot to gather the bugs and forward them to the appropriate teams.

Thank you!

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Posted by: freaktong.8169

freaktong.8169

Hair Trigger trait does not properly reduce cool down of:

Rifle skill: 2,3,5
Pistol skill: 3,4,5

For those skills, the cool down dial resets at some point between 5-45 degrees thereby adding a few seconds to cool down.

For example the rifle jump shot cool down resets to 16 seconds at the 13 seconds mark. This adds 3 extra seconds to the 16 sec cool down.

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Posted by: gkaare.8576

gkaare.8576

Hello everyone,

For your information, I’ve closed the old thread which was not updated anymore and put this one in sticky.

We really appreciate that you take the time to update this thread and keep it as clear as possible. It helps us a lot to gather the bugs and forward them to the appropriate teams.

Thank you!

Thank you for the sticky!

Thanks everyone else for contributing as well! I have a question for you all. I’ve kind of messed up with the thread because I didn’t leave enough room to keep adding to it. I’ve got more bugs to add right now but I still need to work on the formatting (see above posts!)

Are the links in the posts helpful? They take up a lot of character space in each post and it’s making it really hard to format the posts because I have to keep shifting things around to make it fit within the 4 posts. If I remove the links, this won’t be a problem anymore.

I like them, but do we need them?

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Posted by: NickDollahZ.5348

NickDollahZ.5348

I think we can do without them personally.

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Posted by: shockwave.1764

shockwave.1764

I will often get a cooldown of 60s on my Bomb Kit after I use my rocket turret underwater when they occupy the same slot. (Rocket turret is underwater, bomb kit is on land)

Shóckwávé 80 Elementalist, Shawk 80 Guardian,
Aolbjorn 80 Engineer | Rank 29
Staunch Evon Supporter

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Posted by: Signet of Forums.4397

Signet of Forums.4397

I will often get a cooldown of 60s on my Bomb Kit after I use my rocket turret underwater when they occupy the same slot. (Rocket turret is underwater, bomb kit is on land)

That is intended. I assume it’s meant to prevent being able to use more skills by doing stuff near water or something. I’m sure that goes double for elites. I mean, you would be able to do more than is normally intended if that was not in place. (On the other hand, you can still do that stuff with weapon skills.) Another issue is that if you had different cooldowns for water and land, you would effectively be punished for using the same skills for both. Just imagine, for example, if you could consume an elixir underwater, get out of the water, and then have a kit immediately available for use in the slot where the elixir was. That clearly is not the intended design. I think it might not have worked the way it does now at launch, though.

On the other hand, if you change the utility slot of a turret while the turret is still active, the turret blows up and there is no cooldown. (Of course, you have to not be “in combat” to do that.) Maybe that is what you are getting at. That and the fact that you can use toolbelt skills on the engineer and then switch the utility skills are peculiar things with the engineer that I guess could be viewed as unintended advantages, though not particularly huge ones in most cases. I suspect the toolbelt thing will be changed, eventually, if only because of PvP and stacking buffs before combat or something. I’m not sure about the turrets.

Therefore we proceed to write a sig.

(edited by Signet of Forums.4397)

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Posted by: Hebee.8460

Hebee.8460

If you want abilitys or certain words of importance, maybe just BOLD them, but I too don think they are that important.

Thats interesting the underwater turrets have same bug as underwater elixirs – shockwave.

Thank you gkaare for helping out ANet with our bugs

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Posted by: tigirius.9014

tigirius.9014

When one is traited to use Kit Refinement, neither the medkit nor the elixir gun’s effects occur underwater.

The aoe #5 shot sometimes just flies off somewhere nowhere near where I’m aiming with my mouse while using EG.

Should kits absolutely not do their spell effect when equipped while underwater? I have the medkit giving me a hard time getting it to give me the speed boost with the Speedy kits traited as well.

It might be a bug i dunno but the medkit equipped explosion doesn’t cause a heal even with Elixir Infused Bombs traited. Does this explosion have a purpose because I have yet to get it to do much really. And the grenades released from falling as well as from equipping don’t heal when they explode nor are their explosion radius increased with the trait Forceful Explosions.

Balance Team: Please Fix Mine Toolbelt Positioning!

(edited by tigirius.9014)

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Posted by: xlion.3065

xlion.3065

Does anybody know how long the Fire Shield (Combo Finisher: Leap) should last?

The original elementalist skill is supposed to last 3 seconds according to gw2wiki,
but when I lay down Napalm using Flamethrower, switch to Rifle and Jump Shot on top (or across) , the Fire Shield seems to barely last a second.

Actually sometimes it doesn’t trigger at all, most of the time it lasts maybe a second and I had it once last for like 3 seconds (Tested in Heart of the Mists) .

Maybe it’s the same bug that was already listed for Combo Field: Smoke from Bomb Kit’s Smoke Bomb and Jump Shot or Leap Finishers in general don’t work reliable.

Has anyone tested this with Combo Fields provided by other professions?

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Posted by: Aegael.6938

Aegael.6938

Kit refinement creates a bomb when bomb kit is equipped. Putting 5 in Explosives traitline creates a bomb on dodge.

These bombs, as far as I know, function as slightly weaker versions of the regular 1 skill in bomb kit. However, both of these bombs have a bug: If you take the trait Forceful Explosives, the damage radius of both of these bombs is reduced dramatically. If you put a bomb right next to an enemy by dodging or equipping the bomb kit, the bomb will not hit the enemy unless you are literally inside of your enemy. The bombs can be placed a foot or two away (100-130 range) and still hit the enemy, if you don’t take the trait.

Please fix this ASAP. I love the dodge bombs and I love kit refinement, but this is a horrifying bug that makes these bomb perks useless.

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Posted by: tigirius.9014

tigirius.9014

Kit refinement creates a bomb when bomb kit is equipped. Putting 5 in Explosives traitline creates a bomb on dodge.

These bombs, as far as I know, function as slightly weaker versions of the regular 1 skill in bomb kit. However, both of these bombs have a bug: If you take the trait Forceful Explosives, the damage radius of both of these bombs is reduced dramatically. If you put a bomb right next to an enemy by dodging or equipping the bomb kit, the bomb will not hit the enemy unless you are literally inside of your enemy. The bombs can be placed a foot or two away (100-130 range) and still hit the enemy, if you don’t take the trait.

Please fix this ASAP. I love the dodge bombs and I love kit refinement, but this is a horrifying bug that makes these bomb perks useless.

Oh kool you did post it. I came here to make sure it was in the list.

This also is affecting the regular #1 bombs on the bomb kit. They had to get REALLY close to me to do damage or even heal friendlies (as I’m healer with elixir infused bombs and Forceful Explosives).

Balance Team: Please Fix Mine Toolbelt Positioning!

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Posted by: tigirius.9014

tigirius.9014

Not sure if this belongs here but I just remembered while using the trait Power Shoes it doesn’t seem to remove the slow down effect that going into combat commonly does to every class. Is this intentional or is there something wrong with this trait? When hit I slow as much as I do while not in combat. Tried it without any speed boosting traits on when this occurs (like no Speedy Kits and no Leg Mods.)

Balance Team: Please Fix Mine Toolbelt Positioning!

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Posted by: gkaare.8576

gkaare.8576

Did a decent update today.

  1. I changed the layout a little bit by removing links and underlining (instead of bolding) important text.
  2. I added some new bugs. Again, if you reported a bug and don’t see it above, please visit the wiki dicussion to find out why.

I also still have some reports to test which are mentioned above.

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Posted by: tigirius.9014

tigirius.9014

The kit abilities from the trait Kit Refinement doesn’t do a single thing underwater on my engi. There’s no explosions from bombs, there’s no blast from the medkit, there’s no AOE heal zone in a sphere from the EG, there’s no grenades nothing. It’s weird. And what exactly will they do about the nail field that toolkit normally creates on land, that couldn’t possibly be useful underwater or do-able.

Also, why does the #5 ability from the EG fire off into the distance the healing field i need up close without even the ability to detonate the bubble of healy juiciness I just fired? Can we make it fire at our feet or something? or just blast an AE field of healy goodness right on top of the engi?

Balance Team: Please Fix Mine Toolbelt Positioning!

(edited by tigirius.9014)

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Posted by: gkaare.8576

gkaare.8576

The kit abilities from the trait Kit Refinement doesn’t do a single thing underwater on my engi. There’s no explosions from bombs, there’s no blast from the medkit, there’s no AOE heal zone in a sphere from the EG, there’s no grenades nothing. It’s weird. And what exactly will they do about the nail field that toolkit normally creates on land, that couldn’t possibly be useful underwater or do-able.

It seems to only work with Bomb Kit. A floating bomb is placed directly where you are floating in the water. I tested it recently but it’s possible I only tested it in sPvP.
I could tell you a suggestion of mine for what could be done with Tool Kit’s Kit Refinement but this is a thread about bugs. :>

Also, why does the #5 ability from the EG fire off into the distance the healing field i need up close without even the ability to detonate the bubble of healy juiciness I just fired? Can we make it fire at our feet or something? or just blast an AE field of healy goodness right on top of the engi?

I know that you can detonate it by pressing 5 again. But as mentioned above, I may need to test it outside of sPvP. If there is a bug with detonation on Super Elixir, it’s that there is no indication that it can be activated again to detonate the elixir.

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Posted by: Halcyon.7352

Halcyon.7352

Elixir X is definitely not affected by Elixir traits, including Potent Elixirs.

With Potent Elixirs on, on using Elixir F, the tooltip for stability shows a 20% increase in duration, however the actual transformation is not affected, either in tooltip or actuality.

Once you exit the transformation, you lose the stability, even though it still shows several seconds left when it vanishes.

So currently, Elixir X isn’t working with any elixir traits, other than HGH. Tested in PVE and Mists.

Edit: Actually the stability is the same duration (which is cut short when the transformation ends) even without Potent Elixirs. Either way, it still stands that Elixir X isn’t affected by it.

Tarnished Coast Engineer and… general alt-o-holic.

For the toast!

(edited by Halcyon.7352)

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Posted by: gkaare.8576

gkaare.8576

Elixir X is definitely not affected by Elixir traits, including Potent Elixirs.

With Potent Elixirs on, on using Elixir F, the tooltip for stability shows a 20% increase in duration, however the actual transformation is not affected, either in tooltip or actuality.

Once you exit the transformation, you lose the stability, even though it still shows several seconds left when it vanishes.

So currently, Elixir X isn’t working with any elixir traits, other than HGH. Tested in PVE and Mists.

Edit: Actually the stability is the same duration (which is cut short when the transformation ends) even without Potent Elixirs. Either way, it still stands that Elixir X isn’t affected by it.

Did you have any other traits when you tested Elixir X with Potent Elixirs? It’s definitely increasing the duration of the transformation for me. I tested with while having no traits except for Potent Elixirs.

I did this is in the Mists as I was pressed for time. I will test it in PvE when I get home from work.

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Posted by: LokiTheKeeper.1075

LokiTheKeeper.1075

“Elixir Gun’s Super Elixir removes a condition but isn’t mentioned in the description.” this is not a bug, it is not the Super Elixir that is removing the condition, its the effect of the combo field left by the Super Elixir. If you fire a Projectile finisher through the combo field the condition is removed. You should notice the little heart with “Remove Condition” popping up. I use it primarily for this purpose instead of the regen and small heal.