(edited by digitalruse.9085)
Engineer Bugs (Updated & Consolidated)
CHANGE LOG
- Update 1:
Added Bomb Kit animations are inaccurate or inconsistent
Added Medkit skills 2-5 can be picked up by Minis
Added Mine dropped by Streamlined Kits while equipping Grenade Kit behaves erratically
- Update 2:
Updated HGH does not increase the duration or reduce recharge of Mortar Kit skill 5 (Elixir Shell) with corrections
- Update 3:
Added Detonate Minefield Tooltip is inaccurate
Added Smoke Bomb applying blind once every two seconds
- Update 4:
Tested and noted bug fixes from 6/24 patch
Updated Mortar Kit not receiving benefits of explosive powder and shrapnel – While shrapnel now works, explosive powder still does not.
- Update 5:
Added Gadgeteer allows you to use a Gadget twice
Added Skill keys are shown incorrectly on the skill bar
Added Static Discharge damage and targeting is inconsistent
Added Rifled Barrels does not appear to be baseline
Added Deadly Mixture does not appear to be baseline
Added Rifle Mod not appear to be baseline
Updated Mortar Kit skill 1 missing radius on tooltip and retical shows wrong radius
Added Flamethrower skill 2 tooltip missing “Blast Finisher” description
Added Kinetic Charge trait behaving incorrectly when detonating a turret
- Update 6:
Added Kinetic Charge trait behaving incorrectly with Mine Field toolbelt
Added Reactive Lenses not functioning as expected
- Update 7:
Added Toolbelt Skills Interfering with Skill Queuing
Added Adrenal Implant not stacking with Vigor
Added Supply Crate Detonate only providing 1 Blast Finisher
Added Over Shield not reducing Shield skill 5 cooldown
Added Med Kit skills only removing one stack of a condition
Added Throw Elixir X not removing conditions with Alchemical Tinctures
- Update 8:
Reorganized list to categorize bugs and recover characters in each post
Added HGH not applying cooldown to Hidden Flask
Added Mortar Kit skills 2, 3, and 4 not pulsing damage
- Update 9:
Moved several items to Toolbelt category where they belonged
Added Med Kit skill #1 has no sound
Added Aim Assisted Rocket not triggering Shrapnel
Added Over Shield not apply the proper amount of Protection
Added Over Shield not benefiting from Boon Duration
Added Advanced Turrets reflective shield not visible in large battles
Removed Flamethrower skill 2 tooltip missing “Blast Finisher” description – Provided clarity
- Update 10:
Modified Minipets interfering with normal skill behaviors to include patch changes and continued bugs
Modified Mortar Kit skill 1 missing radius on tooltip, retical shows wrong radius to add request to add bad old targeting reticle to allow for more precise aiming
Closed Grenade Kit skills 1-5 pierce targets – 7/7 Patch
Added Smoke Bomb always detonates at your feet regardless of where it is placed
Added Med Kit skill #1 animation makes it difficult to see who is affected while moving
Added Cooldowns of Toss Elixir skills are inconsistent when used on land or water and moving to the other environment
Closed Grenade Barrage grenades fly random directions underwater – 7/7 Patch
Closed Incendiary Ammo not apply correct amount of burning stacks – 7/7 Patch
Closed Detonate Minefield Tooltip is inaccurate – 7/7 Patch
Closed Mortar Kit toolbelt skill Orbital Strike is Unblockable – 7/7 Patch
Added Grenadier shortens Grenade arcs to increase speed
Added Aim Assisted Rocket damage different when kit is equipped
Closed Evasive Powder Keg has a 10 second cooldown – 7/7 Patch
Closed Grenadier Adept Trait bugs Grenade Barrage – 7/7 Patch
Added Cleansing Synergy only removing one stack of a condition
Added Automated Medical Response not resetting the cooldown on Cleansing Burst
Added Underwater versions of Toss Elixir skills are not benefiting correctly from HGH
Added Static Discharge not working with healing or ground targeting skills
Closed Gadgeteer allows you to use a Gadget twice – 7/7 Patch
Closed Adrenal Implant not stacking with Vigor – 7/7 Patch
Closed Kinetic Charge trait behaving incorrectly with Mine Field toolbelt – 7/7 Patch
- Update 11:
Modified Traits that cause damage appear to be using incorrect weapon damage formulas to include other damaging traits
Reopened Grenade kit underwater usage
(edited by digitalruse.9085)
- Update 12:
Closed Mortar Kit not receiving benefits of explosive powder and shrapnel
Closed HGH does not increase the duration or reduce recharge of Mortar Kit skill 5 (Elixir Shell)
Closed Mortar Kit skill #4 (Flash Shell) behaving incorrectly
Closed Mortar Kit skill 1 missing radius on tooltip
Moved Mortar Kit request to restore old recital
Closed Minipets interfering with normal skill behaviors
Closed Skills Still Affected by Movement Speed
Closed Unable to complete Lion’s Arch Exterminator
Closed Grenade kit underwater usage
Closed Smoke Bomb always detonates at your feet regardless of where it is placed
Closed Elixir Gun skill 2 (Elixir F) not an ‘elixir’
Closed Elixir Gun skill 4 (Acid Bomb) not applying Might to allies in range
Closed Med Kit skill #1 has no sound
Closed Elixir Gun toolbelt skill does not gain HGH duration
Closed Cooldowns of Toss Elixir skills are inconsistent when used on land or water and moving to the other environment
Closed Grenadier shortens Grenade arcs to increase speed
Closed Aim Assisted Rocket not triggering Shrapnel
Closed Over Shield not reducing Shield skill 5 cooldown
Closed Over Shield not apply the proper amount of Protection
Closed Over Shield not benefiting from Boon Duration
Closed Cleansing Synergy only removing one stack of a condition
Closed Experimental Turrets not applying to Supply Crate
Closed Throw Elixir X not removing conditions with Alchemical Tinctures
Closed HGH not applying cooldown to Hidden Flask
Closed Underwater versions of Toss Elixir skills are not benefiting correctly from HGH and Alchemical Tinctures
Closed Rifled Barrels does not appear to be baseline
Closed Bomb Kit not applying Forceful Explosives
(edited by digitalruse.9085)
Reserved
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(edited by digitalruse.9085)
Reserved
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(edited by digitalruse.9085)
Has anyone tested if Launch Personal Battering ram actually dazes after the patch? It’s been busted for a long time. A daze icon appears on the target, but skills aren’t interrupted (easy to test on ettins or in pvp against someone ressing), and no skills go on cooldown (easy to test in a custom arena with a friend). I haven’t checked since the patch.
Gadgeteer is currently bugged, when you get 5 stacks of the buff it counts the Overcharged skill as a totally different ability, this allows you to double use your gadget skills as they instantly refresh to become the new skill. This interaction also makes Automated Medical Response fail when used with AED because AMR does not recognize the Overcharged AED as the same heal skill.
Low priority fix, but still a bug:
When you mine Ore (like Iron Ore) nodes, your grenade kit, elixir gun (but not mortar), haven’t tested much on other skills, it will stay equipped during node mining animation.
So when you mine, you do not only see your watchwork mining pick (what I have) but also your elixir gun/grenade thrower, together with the mining pick, when it animates.
Just test it to understand better what i’m saying here
No excuse anymore for not giving ‘hide mounts’-option
No thanks to unidentified weapons.
The rifled barrels trait which increased the range of pistol, rifle and elixir gun by 200 was supposed to have been made baseline but hasn’t been made baseline.
Im not sure if rifled mod (10% rifle dmg) and deadly mixture (15% flamethrower and elixir gun dmg) have been made baseline and if these were supposed to have been made baseline.
Elixir U have its fury listed as haste and its might listed as something else. It does not apply its might when out of combat. HGH works on it tho and that might will be applied outside of combat.
Mortar Kit not receiving benefits of explosive powder and shrapnel
This appears to be caused by Mortar Kit skills not being treated as explosions.
Mortar Kit skills ARE in fact being treated as explosions since they apply weakness if traited in explosives.
Also new bug:
Skill keys are shown incorrectly on the skill bar
Description: The buttons assigned to skill 5 and F5 show the wrong assigned key (default) if any of the assignments has been modified.
Reproducable?: Yes. Unbind the keys for skill #5 and class skill #5. Then bind one to any key. Both skills show the default assignment on the skill bar.
Additional Details: The skills are working with their assigned keys as intended.
(edited by anchuin.4970)
The mine from equipping grenade kit with streamlined kits detonates because of minipets moving over it, or by being at exactly the right distance.
More of a visual bug, idk if it belongs here, but I’ll go ahead and post just in case (posted in the bug report forum about a month ago and never go fixed, so here goes)
The ability Hidden Pistols (toolbelt skill from Charr racial "Hidden Pistol) has a graphical issue where it displays you holding 4 pistols instead of two. Two of them are pointed ahead as normal, two of them are pointed at the ground, looks really dumb.
The rifled barrels trait which increased the range of pistol, rifle and elixir gun by 200 was supposed to have been made baseline but hasn’t been made baseline.
Im not sure if rifled mod (10% rifle dmg) and deadly mixture (15% flamethrower and elixir gun dmg) have been made baseline and if these were supposed to have been made baseline.
You are right that it was mentioned in the first stream. I’ll add it, but they may have made the decision to not make some of those traits baseline.
Elixir U have its fury listed as haste and its might listed as something else. It does not apply its might when out of combat. HGH works on it tho and that might will be applied outside of combat.
With HGH, Elixir U applies Quickness and Might and either Frenzy or Haste. Since Frenzy gives 5 might stacks and HGH gives two they are combining to make a total of 7. I tested drinking it a few times. All appears to be working as intended.
Also, I will cross bugs off the list if a Dev confirms their status as working as intended or not.
(edited by digitalruse.9085)
you might specify for grenade barrage that if grenade quantity was made baseline, then barrage should have 7 grenades not the current 6.
Mortar kit 1 targeting circle is too small. Tested on golem herd in HOTM and compared to other mortar skills. Functional radius appears to be correct while target looks like its either 120 or 180 radius
Fire blast, FT #2 no longer listed as a blast, but functions as one.
EDIT: also, flame blast requires a target, I dont think this was always the case
EDIT 2: can someone else try blasting napalm with fire blast. I am having a terrible time even in a controlled environment and using a target golem as a reference point
(edited by That Guy.5704)
you might specify for grenade barrage that if grenade quantity was made baseline, then barrage should have 7 grenades not the current 6.
Mortar kit 1 targeting circle is too small. Tested on golem herd in HOTM and compared to other mortar skills. Functional radius appears to be correct while target looks like its either 120 or 180 radius
Fire blast, FT #2 no longer listed as a blast, but functions as one.
So noted! Thanks.
EDIT: also, flame blast requires a target, I dont think this was always the case
That is the behavior I have always known. No target? It hits the dirt.
(edited by digitalruse.9085)
It would be nice if someone from Arena Net would acknowledge that they are aware of this bugs.
Alchemical Tinctures do not works with Elixir Gun #4 #5 and with tool belt abilty Healing Mist. And do not interact with the Inversion Enzyme trait as well. (maybe intended)
Ps: Thank you very much for the mortar nerf before bugs correction…it was a must… Really…
(edited by Ederyn.3107)
i have experienced a bug with queueing my bombs.
example: big ol bomb → smokebomb
although smokebomb tooltip starts blinking, the action is not performed after the big ol bomb. this requieres me to hit smokebomb again after the animation of big ol bomb. this litterly happens with every bomb and is super anoying now when you want to use long combos and have to wait for every animation to finish before pressing the following action.
Fire blast, FT #2 no longer listed as a blast, but functions as one.
EDIT: also, flame blast requires a target, I dont think this was always the case
EDIT 2: can someone else try blasting napalm with fire blast. I am having a terrible time even in a controlled environment and using a target golem as a reference point
it does not require a target. you can control the path of the flame blast with your camera (for me its right mouse button + move into direction). for example, try looking up the sky and shoot it. its the same with like elementalists casting dragons tooch , ice comet and all the other spells at locations, where they want to land it without targeting
i have experienced a bug with queueing my bombs.
example: big ol bomb -> smokebomb
This bug with all engineer’s toolbelt skills with cast time (regeneratin mist, grenade barrage, big ol bomb etc).
I’ve recorded 15 sec video with it: https://youtu.be/uTvOzU-YoUA
I’ve found out, that abilities with cast time don’t work (jump shot, grenades, bombs, blunderbuss, acid bomb, another toolbelt skill with cast time etc). But fast abilities work with no problem (net shot, overcharged shot etc).
(edited by Altwazar.3708)
i have experienced a bug with queueing my bombs.
example: big ol bomb -> smokebombThis bug with all engineer’s toolbelt skills with cast time (regeneratin mist, grenade barrage, big ol bomb etc).
I’ve recorded 15 sec video with it: https://youtu.be/uTvOzU-YoUA
I’ve found out, that abilities with cast time don’t work (jump shot, grenades, bombs, blunderbuss, acid bomb, another toolbelt skill with cast time etc). But fast abilities work with no problem (net shot, overcharged shot etc).
So, let’s put this together as:
- Skill queues do not work for skills with cast times if a Toolbelt skill was previously used. For example, Napalm does not get queued after orbital strike, requiring button mashing. Video of the issue -here-. This seems to be related to the “Static Discharge” trait.
Jara Ariasdottir (Soon all classes proper!)
(edited by Sold Out.7625)
- Skill queues do not work for skill with cast times if a Toolbelt skill was previously used.
Will work after instant toolbelt skills (Incendiary Ammo).
- Skill queues do not work for skill with cast times if a Toolbelt skill was previously used.
Will work after instant toolbelt skills (Incendiary Ammo).
I presume it’s because no queueing actually happens when instant skills are used.
Jara Ariasdottir (Soon all classes proper!)
(edited by Sold Out.7625)
I presume it’s because no queueing actually happens when instant skills are used.
I think so.
I have done some tests. This bug only occurs with trait “Static Discharge”.
I presume it’s because no queueing actually happens when instant skills are used.
I think so.
I have done some tests. This bug only occurs with trait “Static Discharge”.
Added that factoid. Will properly check myself when I am back on the computer.
Jara Ariasdottir (Soon all classes proper!)
Dont know if it is intended or not but Adrenal Implant do not stack with vigor. I mean vigor now is +50% regeneration rate Adrenal Implant is +50% as well but if you get vigor with Adreanl Implant ON you’re regeneration rate is still +50% faster. NOT 100% like the old vigor version.
If it is intended i have to say that adrenal implant is not that good…most of engi build has vigor up 70% of the time…so adreanl implant become quite useless now that vigor has been nerfed.
Dont know if it is intended or not but Adrenal Implant do not stack with vigor. I mean vigor now is +50% regeneration rate Adrenal Implant is +50% as well but if you get vigor with Adreanl Implant ON you’re regeneration rate is still +50% faster. NOT 100% like the old vigor version.
If it is intended i have to say that adrenal implant is not that good…most of engi build has vigor up 70% of the time…so adreanl implant become quite useless now that vigor has been nerfed.
I agree that it should mention it in the tool tip, but this trait gives you an unstrippable vigor buff forever. You don’t have to use any other traits that give you vigor, so imo it’s totally fine.
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”
Grenade 1-4 exploding on collision with enemies wasn’t in the patch notes, but is fixed.
Supply Crate – detonating the turrets form supply crate does only trigger one blast finisher instead of 3, as was mentioned on the preview stream.
To reproduce: drop supply crate, use fire bomb and detonate turrets.
Over Shield (Inventions trait): Reduced recharge on shield abilities does not apply to Static Shield (Shield #5).
Cooldown should be reduced from 40 to 32, and the tooltip does change, but the recharge remains at 40, both if you just hold the block the whole time or if you reactivate to throw the shield.
I agree that it should mention it in the tool tip, but this trait gives you an unstrippable vigor buff forever. You don’t have to use any other traits that give you vigor, so imo it’s totally fine.
But it completly invalidates the same trait lines first minor trait. Traits in a spec line should work together, not compeat.
under the mortar kit #1, I think the radius being used and the proper damage radius should be 240 as the other skills, not 180 as in the bug report. I am not home right now, but if someone can cast one of the other mortar skills so that its edge just barely catches a target golem and then uses mortar 1 at the same point, you should see that their effective radius are both the same at 240. In my previous comment, I wasnt sure if the shown radius was 120 or 180, but the functional radius appears to be 240. my wording wasnt great before.
A.E.D. + Automated medical response +Gadgeteer – Aed behaves erratically:
1. The AMR effect trigger appears to be lover than 25% hp
2. AED cooldown resets when hit below 75%hp with gadgeteer and AMR equiped
3. AED cooldown resets briefly below 25% but after proccing the healing part the skill flips back from ready to 20s cooldown. This only happends when getting hit below the 25% mark while the AED buff is active
Skill chaining is not just an engi bug. It happens all the time on my Mesmer since Tuesday’s patch. I’ll press a skill in a chain, only to realize a few seconds later that it never activated!
(edited by bhagwad.4281)
[Bug] Throw Mine doesn’t have an Explosion radius of 240. I should know because I used the skill before the patch. Right now it’s only hitting targets very close to the proximity ring when it used to hit them even when they stood outside of the ring.
Edit: This has also been measured by using Bombs, the explosion radius is apparently set to 180.
http://www.youtube.com/user/ceimash
http://www.twitch.tv/ceimash
Holy moley! I’ll get started on the edits. Thanks for the responses and the attention to detail.
Alchemical Tinctures do not works with Elixir Gun #4 #5 and with tool belt abilty Healing Mist. And do not interact with the Inversion Enzyme trait as well. (maybe intended)
I think the Inversion Enzyme converts the condition into a boon with the remaining time instead of it becoming a new boon application. I’ll try to test it.
Also, Alchemical Tinctures says Elixirs that “are thrown or consumed”, so I believe this is working as intended. (P.S. – Both Dulfy and Intothemists have not updated their trait text so I don’t recommend using their tooltips until they do)
Grenade 1-4 exploding on collision with enemies wasn’t in the patch notes, but is fixed.
Still a bug. Only happens with Grenadier equipped though.
(edited by digitalruse.9085)
Holy moley! I’ll get started on the edits. Thanks for the responses and the attention to detail.
Well, these are engineers after all haha.
Just don’t expect us to build anything that doesn’t explode.
At least we don’t do 10% extra damage to our RL faces with those explosions currently.
Oh, I got another one. “Throw Stimulant” does not remove weakness if multiple stacks were applied. To test this, fight a veteran reef rider and let them stack some weakness on you. Every stimulant removes only a few seconds.
Also not sure if the “Throw Bandages” skill is seriously meant to remove a single stack of bleed / poison / burn.
Jara Ariasdottir (Soon all classes proper!)
(edited by Sold Out.7625)
8000 views and no red…
sorry, mortar 1 again. (see if I can do some better nutshelling) I will specifically test this tonight.
current reticle: little, 120 or 180 not sure.
current damage radius: 240 (seems to match other skills)
expected damage radius: 240 (to match other skills)
expected reticle: 240
The bug description would read “Additionally, the retical shows a radius of 120 when in actuality it is doing damage at 240. All other Mortar Kit skills are 240 with reticles and description radii reflecting this number.” according to what I tested last night.
I agree that it should mention it in the tool tip, but this trait gives you an unstrippable vigor buff forever. You don’t have to use any other traits that give you vigor, so imo it’s totally fine.
But it completly invalidates the same trait lines first minor trait. Traits in a spec line should work together, not compeat.
agreed
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”
Also not sure if the “Throw Bandages” skill is seriously meant to remove a single stack of bleed / poison / burn.
This isn’t intended, because the devs said condi clean will work as it ever did, removing with one condi clean ALL stacks of the condition.
Elixir gun not triggering condi clean from Alchemical Tinctures seems to work as intended, because it sais “tossing or drinking an elixir”….
BUT: Toss Elixir X isn’t removing a condition with Alchemical Tinctures. Drinking Elixir X doesn’t show the condition remove on tool tip, but is still removing.
(edited by Kodama.6453)
Okay. Updates made. I guess I should have reserved more posts. I am running out of characters. I only get 5000.
One patch and about 43/45 new bugs just for the Engineer class… Ok it could happen… But the question that do not Make me sleep during the night is: “Did someone tested the classes for at least 2 hours each during the patch testing period?” I mean…more than 30% of thoose new bugs are really easy to catch in the first 15 Min of playing…
I tell you my example… When i was downloading the patch i clicked the link and i start reading the Notes on the forum. And i was very happy for the 2 burning stack of the Incendiary Ammo abilty.. I said : " Wow this means that if i charge the Ammo with Incendiary powder ON and i attack with the flamethrower #1 at the end of the channel my target will have 8 stack of burning! This is great!"
So the first thing i did after the download was porting to the Mist… Set my new specializations…. and press 1 on the dummie.
And so about after 50 seconds of playing the new patch i discovered the first of the 45 engineer bugs…..
AM i a genius?
No i just played the class.
How many people tested the classes…. I saw so many stream… So many twitch… So many people testing before it went live and NONE of them found any bugs? Even the more evidents ones?…. I really do not understand how it is possibile
They have made comments in the past that their dev environment does not accurately reflect the live environment. So, bugs often crop up after patches are deployed as a result.
Admittedly, that seems odd compared to what I am used to at work.
As someone who has done some software development and testing for prototype devices I can say that you can test things for hours on end, find no issues, package it up and release it to the hardware testers and things are inexplicably broken. (though I know that isnt exactly the same situation as end product game development)
I saw someone say it like this: you can write code that changes the color of an apple from red to green, test it and find it working perfectly; but as soon as you release it it changes the apple to a banana.
(edited by That Guy.5704)
Shouldnt “automated medical response” also “Cleansing Burst” rechargen? In my experience it only recharge the turret itself and not the overcharge and is useless so..
Shouldnt “automated medical response” also “Cleansing Burst” rechargen? In my experience it only recharge the turret itself and not the overcharge and is useless so..
I think Healing Turret is the actual healing skill in this case, so I hesitate to call it a bug on the face of it.
What you could do is detonate it as your HP gets to the recharge threshold so the actual skill recharges and you can drop and spam it again for quick heal/overcharge/blast.