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Posted by: Reinforcments.5713

Reinforcments.5713

Bug.

Whenever my engineer goes down but revived, he loses buffs from my two gift giver pistols: Condition duration and stats. Also sigil become null until I either re-equip them, wavepoint or enter a new zone.

Why?

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Posted by: Brko.3079

Brko.3079

The Disconnected [LAG]
EU Gandara

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Posted by: etiolate.9185

etiolate.9185

Hey folks, can I get a clarification?

On backpack regenerator, it says it does not show regeneration boon. Does this mean you still get the health regeneration but it does not show or that there is no regeneration applied? I never see regeneration and just assumed the trait didn’t do anything, but if it does regen then I’ll keep it.

Zed Zebes – SBI Mesmer

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Posted by: digitalfodder.5086

digitalfodder.5086

Self repairing turrets trait does nothing, at least in the sPVP Mists area.

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Posted by: Pannonica.5378

Pannonica.5378

Using “Detonate Healing Turret” in the waterfield of an overcharged Healing Turret while standing outside of the waterfield doesn’t trigger the Area Healing.

Pannonica
Red Guard

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Posted by: Devinchi.2756

Devinchi.2756

Hey folks, can I get a clarification?

On backpack regenerator, it says it does not show regeneration boon. Does this mean you still get the health regeneration but it does not show or that there is no regeneration applied? I never see regeneration and just assumed the trait didn’t do anything, but if it does regen then I’ll keep it.

Backpack Regenerator and the Regen boon are two different things. You can see the healing that the trait does if you have a kit equipped while you aren’t at max health. Green numbers will show similar to how regen behaves, but no other indicator outside of that. Also, since they are separate, both healing from the boon and the trait can be going on at once.

Heavy Charrtillery – lvl 80 Engineer
Sorrow’s Furnace

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Posted by: Absolutionis.9427

Absolutionis.9427

Throw Elixir S’s stability still does not enlarge people. This bug is a carryover since the last patch.

When having The Predator equipped, “Grenade Barrage” still doesn’t inherit the projectile of the weapon. This bug is a carryover since the aesthetic change.

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Posted by: Kimbald.2697

Kimbald.2697

This is most likely not new at all… just reporting it because it seems broken:

Rocket turret has some misleading tooltips, like so many other of our skills.

The normal attack says that damages enemies in a 240 radius at 1200 distance.

240 radius… think about it.

For me that means it should damage in an aoe circle of 240 radius where it lands. Right?
Wrong.
In the Mists, at the bunch of golems for aoe testing, it hits ONLY ONE DUMMY.

Now the overcharge:
240 radius again.
The tooltip even mentions ‘explosive rockets’.
‘Explosive’ is another hint at aoe, right?
Wrong.
A single target again.

What is this devs?
is this intended, or is it a bug?

And if it is intended: what the hell is that 240 radius about?

Wiggely, wobbely and other wombaty wabbity creatures…

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Posted by: Kimbald.2697

Kimbald.2697

lunyboy, are you able to repair non supply crate turrets with throw wrench?

throw wrench does not work for me.

It may be that only the numbers don’t show up, but outside of WvW the numbers do show up if I throw wrench over the turrets.
In the Mists, the numbers show up as well.
So my guess is that it doesn’t work at all in WvW.

Wiggely, wobbely and other wombaty wabbity creatures…

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Posted by: Pannonica.5378

Pannonica.5378

Thanks for confirming, Kimbald.

Pannonica
Red Guard

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Posted by: welcome.2710

welcome.2710

The combo napalm + throw shield does not trigger,
Here a video: http://www.youtube.com/watch?v=4JChmfrH0Cw&feature=youtu.be

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Posted by: welcome.2710

welcome.2710

I have another problem, when i try to use the combo big ol’ bomb (or supply create) + smoke for stealth me if the bomb hit someone the stealth triggers before the damage then i’m “revealed”,
and this happens only with big ol’ bomb.

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Posted by: gimmethegepgun.1284

gimmethegepgun.1284

I have another problem, when i try to use the combo big ol’ bomb (or supply create) + smoke for stealth me if the bomb hit someone the stealth triggers before the damage then i’m “revealed”,
and this happens only with big ol’ bomb.

That’s true of every blast finisher. Or at least all Engineer ones and Cluster Bomb on Thief (the 2 most easily tested classes since they have smoke fields).

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Posted by: welcome.2710

welcome.2710

I have another problem, when i try to use the combo big ol’ bomb (or supply create) + smoke for stealth me if the bomb hit someone the stealth triggers before the damage then i’m “revealed”,
and this happens only with big ol’ bomb.

That’s true of every blast finisher. Or at least all Engineer ones and Cluster Bomb on Thief (the 2 most easily tested classes since they have smoke fields).

This isn’t true, with shield 4 i can stealth myself hitting people without problem and the skill deal damage (a tiny damage but still damage), same with blast of healing turret.

Edit: seems that for certatin skills the blast trigger before the damage, so as to cancel the stealth immediatly after.

(edited by welcome.2710)

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Posted by: Spart.6578

Spart.6578

Using “Detonate Healing Turret” in the waterfield of an overcharged Healing Turret while standing outside of the waterfield doesn’t trigger the Area Healing.

That is because the detonate turret blast finisher is focused on yourself. Easiest way to test is slot heal and rifle turret, place rifle turret away from yourself and healing turret range, then overcharge heal and detonate the rifle while standing in the water field.

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Posted by: Volcanis.4872

Volcanis.4872

Cleansing Burst seems to have an incorrect Healing Power coefficient.

According to the wiki, Cleansing Burst heals for 2520 with 0 Healing Power. According to the Patch Notes, Cleansing Burst has a healing range of 2520 – 3270.

I tested it myself with 1427 Healing Power and Cleansing Burst only healed for 2646. It should heal for 3396 (the same amount as Healing Turret).

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Posted by: raahk.2786

raahk.2786

I’ve got a question involving the various kits and drops; I’ve recently been farming in southsun thanks to the 200% magic find boost. Now, with my thief, I manage to bring in about 20 armored scales an hour, however, with my engineer, I only tend to bring in three. The difference in drops is incredibly apparent as with the thief I’ll also bring in a small amount of rare weapons, while the engineer will only recieve things like tail fins, and only rarely.

Does using kits prevent you from getting drops, at least underwater?

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Posted by: hardloop von edgehoven.8512

hardloop von edgehoven.8512

as im leveling my engi now, i would like to know if tehy plan to fix some pesky animation bugs, where the pistols blowtorch is shooting in a 90degree direction to the targetline even if the hit is landing or why the engi is missing so much shots, expecially when not standing on same y-axis height of target?

that blowtorch animation reminds me of same bug in aoc with HoX, and guess what, it was a firespell too haha…maaaan

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Posted by: TheOlian.7368

TheOlian.7368

I don’t know if this is a bug or not, but the trait “Backpack Regenerator” dosen’t apply regeneration any longer. What i remember it used to apply a 5sec regeneration buff on kit swap. But it doesn’t do that any longer.

Another thing a have noticed is that if you use two sigils that uses the same “proc method”, only one of them will proc.
Ex: I use two sigils that grants me bonuses when i swap weapons (including kits) while in combat. But only one of them seem to be procing, the same thing if i use sigils that proc upon critical hit.

Attachments:

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Posted by: timecookie.8570

timecookie.8570

Fire bomb does not detonate if you’re in mid-air.
Repro : Plant bomb and jump right after.

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Posted by: Ghostpilot.6237

Ghostpilot.6237

Mine Field (Throw Mine’s toolbelt): The mines no longer detonate when an enemy crosses them. Instead, they trigger a 20 second cooldown (despite it being a 14 second cooldown with my 30 in Tools) that resets for every mine that is crossed (whether it be by friend, foe, or yourself); thus turning what should be a 14 second cooldown into a potential 100 second cooldown that prevents you from being able to detonate the mines manually.

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Posted by: NevirSayDie.6235

NevirSayDie.6235

I don’t know if this is a bug or not, but the trait “Backpack Regenerator” dosen’t apply regeneration any longer. What i remember it used to apply a 5sec regeneration buff on kit swap. But it doesn’t do that any longer.

Another thing a have noticed is that if you use two sigils that uses the same “proc method”, only one of them will proc.
Ex: I use two sigils that grants me bonuses when i swap weapons (including kits) while in combat. But only one of them seem to be procing, the same thing if i use sigils that proc upon critical hit.

Backpack regenerator constantly heals for 125 health every second when you’re in a kit, even though it doesn’t show a regeneration boon. It’s actually better in a way, since it can stack on top of the boon regeneration. Unfortunately, backpack regenerator doesn’t scale with healing power like the regeneration boon does.

The sigils issue is for all professions and affects all sigils with a cooldown. It’s probably intended, just not in the tooltips.

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Posted by: Plyte.8130

Plyte.8130

Reserve mine trait is not working properly. I was farming a bit UW yesterday in SS and dragged a single skelk over 3 mines, they did no damage, not even a 0 popped up. Nothing.

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Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

Well im not sure if it was posted already since thers is too many pages to go throu, honestly engineer is like bugs compilation profession that specialize in aaccumulating bugs.

Anyway since i just recently started using turrets i noticed that Net turret normal rate of fire is exact 13 seconds not 10 like tooltip is indicating, 3 seconds is a big difference. Another thing is that overcharge last randomly between 7-10 sec and to both overcharge net shot(electrified net) is launched only at next turret attack(the normal attack rate which is 13 sec) so if you start overcharge right afeter normal shot than you will have to wait another 12-13 sec for electrified net shot and if you are lucky you will get only one shot(sometimes u wont get any), on the other hand if you start overcharge right before next normal shot you will get instant electrified net shot and also the fire rate reduction will kick in and turret will shot around 3-4 electrified nets in next 7-10 seconds(it seems that fire rate reduction is also random 30-70% so sometimes u will get 2 and sometimes up to 4 shots on one overcharge).
This make net turret only usefull if you overcharge it right after placing it, than u can just pick it up/detonate since it become usless again.

Also…

Rocket turret normal attack is a small aoe(hits up to 5 targets) which is ok whit me and overcharge rocket attack is a single target aoe(hit only 1 target, dont realy get why not 5), now the problem is that it’s not explained in the tooltip at all.
Other than that it’s the same as whit net turret,normal shot fire rate is 5 seconds not 4, and if u overcharge it right after normal shot u will get only one overcharge shot (explosive rockets), if u overcharge it right before normal shot u will get up to 3 explosive rockets in one overcharge whit random fire rate(same case as whit electrified net).
Thou opposite to net turret it’s good to leave it for quick fire rate small aoe whit burning(thou still longer by 1 second than it supposed to be ).

If im not mistaken turrets are iconic weapons of engineers in most of the games and yet in GW2 turrets are the most buged/gliched weapons that engineers have to struggle whit in order to make them just a bit usefull.

PLEASE ANET I BEG YOU DO SOMETHING WHIT IT!!!

P.S. WHY THE HELL ARE TURRETS AFFECTED BY AGONY, TECHNICALY IT’S A CONDITION DAMAGE RIGHT!?

(edited by Cold Hearted Person.6154)

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Posted by: Bailey DELUX.6051

Bailey DELUX.6051

I noticed the skins for Grenade Kit and Bomb Kit are the wrong way round.
The Grenade Kit has bombs hanging off the bag and the Bomb Kit has grenades hanging from it.
Sorry i don’t have screen shot but you can clearly see when equipping the kits that they are the wrong way round

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Posted by: LittleMusing.8257

LittleMusing.8257

Tooltip for Throw Wrench does not display the cripple applied even though I have the power tools trait. Cripple does not proc either. I only have kitten of the tooltip atm, but I’ll add that later when I also show that I have the trait on.

Jade Quarry
[VwV][VaL]

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Posted by: jniel.3581

jniel.3581

Probably reported but will put here anyhow.

1)Engineers and Rangers in AC path 3 in ghost form lose ALL 6-0 skills and relog, weapon swap, illusions, death, etc dont fix. Its crippling to have no heal skill in a dungeon.

2)Grenade kit swaps out automatically after some seemingly random time period even WHILE in a fight. Its been there since the game came out.

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Posted by: Wolf.5816

Wolf.5816

The Detonate Turret Tool belt skill is not instant when activating another Tool Belt skill.

Explanation: It has no cast time like other instant Tool Belt skills except they can be activated simultaneously with other Tool belt skills, This is not the case with Detonate Turret. You must wait until the current tool belt skill animation is completed before the turret detonates and the skill can be activated. You may also cast Detonate Turret simultaneously with any other action you preform except your Tool Belt skills..

Side note: (Also you cannot activate detonate turret from downed state, Which is probably intended but I feel it should work similar to the Rangers pet skills being available while downed.) My opinion is that Rangers already have very powerful downed state abilities, the ability to use pets when downed is even more of an advantage where Engineer down states are very poor, arguably one of the worst.

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

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Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

There is currently a bug with the “Deployable Turrets” trait allowing turrets to be detonated whilst they are in mid air, and then once again when they land on the ground. The Mid-air detonation does not cause a Blast finisher, nor does it deal damage like a normally detonated turret does, however it does proc the “Static Discharge” trait; Allowing for a double discharge if turrets are detonated right before they hit the ground.

Wilhelm The Pursuer

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Posted by: Achrisos.1360

Achrisos.1360

Is Jump Shot bugged after yesterdays patch?? When I land i seem to bounce in the air and land again not allowing me to move until the motion is completely done which makes this skills slower than it was before rather than faster.

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Posted by: wesel.5604

wesel.5604

Jump shot works ok if not traited with firearms IV. When you change the trait, (f.e. between I and IV) if jump shot is on cd, the cd reset…

Besides, it often does no damage.

(edited by wesel.5604)

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Posted by: Ereiz.2174

Ereiz.2174

Also Jump Shot damage seems to be reversed. Leap does more damage than the landing. And the radius of the leap is 240 and landing 120…

(edited by Ereiz.2174)

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Posted by: Rayean.8726

Rayean.8726

Had two different times tonight in Arah when using Rocket boots where I would make a 90 degree turn to the right mid jump. Was quite weird, and almost right angled myself into a Lupicus aoe once, not sure what causing it. I believe I didn’t have an enemy targeted either time.

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Posted by: Moderator

Moderator

Hey everybody,

We are currently in the process of cleaning up old sticky posts. We have noticed that this bug list is no longer being maintained by the original poster, so we are going to let it drop off. If somebody would like to take up the mantle of maintaining a current bug list, you are welcome to do so. If such a thread is created, please use the report button to alert the moderation team of your request for sticky.

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Posted by: Foxpaw.2965

Foxpaw.2965

The combination of Charr engineer has a number of in your face bugs, for example the left strafe uses the right strafe animation when wielding any weapon as a female Charr, the engineer’s tool-belt ability for Hidden Pistol fires up into the sky instead of forward at the target, (Arms are extended as if shooting forward but the guns point up in a very broken manner) and finally an issue with the Hidden pistol ability not using any trait functions that work for pistols as an engineer, though traits will affect the other races racial abilities like the Sylvari plant turrets being considered a turret and affected as such by traits.

Adding to this: The trait version of Static Dishcharge works only half the time, where using a toolbelt abilitly will ‘most’ the time trigger the static discharge effect and then about half the time (if not more), that bolt of electricity will just fire into the ground right in front of the character instead of at any enemy.

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Posted by: Hvaran.6327

Hvaran.6327

Backpack regenerator and healing bombs scaling very low with Healing power…i was about to make full healing engi with that skills and some other…but after about 500 Healing Power bombs heal for 250 and backpack regenerator for about 200..it’s nothing in compare to other classes and even some sigils…I’ll try to make a screenshot or video today to show it.

Handarand – Handacooon – Handa Panda – Handa Genie

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Posted by: MonMalthias.4763

MonMalthias.4763

https://forum-en.gw2archive.eu/forum/support/bugs/Engineer-Bugs-compilation/first#post2804305

@Foxpaw, @Hvaran:
There’s now a new thread in the Game Bugs forum. With regard to Static Discharge, that was on the list and apparently has been escalated.

@Hvaran:
With regard to Healing Bombs, it has literally the worst scaling in the game at 0.1 healing power scaling : http://wiki.guildwars2.com/wiki/Elixir-Infused_Bombs . It is no surprise then that stacking Healing Power yields little return.

It’s why you see so little use of it. In theory it should have been a good bunkering or tanking trait, but in practice it is terrible and no-one should invest gold into Cleric gear to go into Healing Bombs.

If you want to heal, go 7 blast finishers and take Healing turret instead:
P/S, Healing Turret, Thumper Turret, Elixir Gun, Bomb Kit, Supply Drop. You’ll get healing in a much larger radius (300 vs 180); better scaling (0.4 vs 0.1), and stronger burst healing which is far superior to the almost Regeneration level of healing.

Iva Malthias – 80 Engineer
Marellune Malthias – 80 Elementalist
Devil’s Dominion [DD] – Yak’s Bend

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Posted by: tigirius.9014

tigirius.9014

https://forum-en.gw2archive.eu/forum/support/bugs/Engineer-Bugs-compilation/first#post2804305

@Foxpaw, @Hvaran:
There’s now a new thread in the Game Bugs forum. With regard to Static Discharge, that was on the list and apparently has been escalated.

@Hvaran:
With regard to Healing Bombs, it has literally the worst scaling in the game at 0.1 healing power scaling : http://wiki.guildwars2.com/wiki/Elixir-Infused_Bombs . It is no surprise then that stacking Healing Power yields little return.

It’s why you see so little use of it. In theory it should have been a good bunkering or tanking trait, but in practice it is terrible and no-one should invest gold into Cleric gear to go into Healing Bombs.

If you want to heal, go 7 blast finishers and take Healing turret instead:
P/S, Healing Turret, Thumper Turret, Elixir Gun, Bomb Kit, Supply Drop. You’ll get healing in a much larger radius (300 vs 180); better scaling (0.4 vs 0.1), and stronger burst healing which is far superior to the almost Regeneration level of healing.

In regards to scaling, not only is support in need of better scaling because there’s literally no reason for anyone to be support in anything other than sPVP, but there’s also a problem with scaling from levels 55-79 because the damage ratio appears to significantly drop for these levels. We’re talking reports from new players who are following the cookie cutter builds and putting on rare gear for their damage types especially in Engineer class.

Balance Team: Please Fix Mine Toolbelt Positioning!