Bill Kilgore – [BIER] –
Engineer Bugs (Updated & Consolidated)
Bill Kilgore – [BIER] –
Is it just me or Flamethrower’s autoattack has issues hitting moving targets?
If you try to use it on the moving golem in the Mists, you’ll sometimes (50% of the time) see the Jet standing on top of it but no damage being applied.
Seems like moving the camera helps but you have no visual clue on where the Jet is actually hitting, because the animations alway stays on target.
because he doesn’t know it himself
Blowtorch:
This skill always misses when shooting towards an opponent slighty sideways of yourself while moving.
Repeatablity: go to heart of the mists, and find a golem. put yourself 3m away from the golem and strafe around it by running circles. look slighty away from the golem. Your autoattack will hit just fine, but blowtorch will always miss. This is really annoying as this skill has a lot of damage.Here is a screen. you can clearly see the fire trail going straight through the golem, yet no burn is applied.
http://oi60.tinypic.com/33di2qf.jpgThat one’s an old issue that may not really be part of the bugs. It’s same story with the flamethrower: Both Blowtorch and FT #1 shoot where the center of the camera is, even if your character seems to aim somewhere else. It’s a fact that you can use smartly once you have some practice, but I can understand the confusion.
Well, even while cricling across my opponents even the smallest variation is enough to miss completely. It’s a bit of a dealbreaker for the FT
because he doesn’t know it himself
Came to report the ‘bashing the rock with your flamethrower’ glitch. Glad to see it is already reported and noted on this consolidated and detailed list.
| [Free Ports For All “Not So Secret” JP Needs (and 1st Try Dive Tips)] |
| [Classic Thread: “all is vain”] |
I don’t know if it is a bug, but it is pretty annoying that static discharge triggers when you are out of combat. You want to stealth yourself and your group with the stealth elexir, and as soon as you throw it when mobs are nearby you get revealed because static discharge triggers.
Came to report the ‘bashing the rock with your flamethrower’ glitch. Glad to see it is already reported and noted on this consolidated and detailed list.
Maybe that’s the reason why the flamejet is missing…XD
because he doesn’t know it himself
The wall from the toolbelt skill from Elexir U (Toss Elexir U) lasts only 10 seconds. According to the tooltip it should last 12 seconds. But i think this was already bugged before the patch.
SHAME SHAME SHAME on you patchers! Grenades not yet fixed so any pvp game is unplayable!
ive never wanted a patch so bad…
Testing mortar again right now. I am NOT getting explosive powder bonus currently. I do not know why yet.
vs dummies in SW.
1517 power.
base 545-600
+Excessive energy. 602-660
+glass cannon. 633-690
+shaped charge. 632-685. (immune to vul/cond.)
+thermobaric det. 631-688
Firearms changed to alch with no traits selected.
632-690. Not a firearm or alch trait effecting it.
Tools changed to inventions.
- excessive energy. 574-628. (545-600 base x1.05% glass cannon= 572-630)
grenadier, aim assisted, seige.
544-599
explosive, aim seige.
543-591
glass cannon, aim, seige
571-629
explosive, shaped, seige
546-597
explosive,short fuse, seige
etc, etc.
nope to all explostive traits.
Tried several means of zoning and relogging in an attempt to see if that had some kind of effect.
No success. zoning with or without Explosive powder. nothing made it work.
So, this so far has been unreproducable in a consistent manor. first test Explosive powder was not working. days later, it was. Third test today, it was not working.
Tried rifle vs pistols. no change.
Simply nothing I do, makes explosive powder work for me today.
(edited by Casia.4281)
Testing mortar again right now. I am NOT getting explosive powder bonus currently. I do not know why yet.
vs dummies in SW.
1517 power.base 545-600
+Excessive energy. 602-660
+glass cannon. 633-690
+shaped charge. 632-685. (immune to vul/cond.)
+thermobaric det. 631-688Firearms changed to alch with no traits selected.
632-690. Not a firearm or alch trait effecting it.Tools changed to inventions.
- excessive energy. 574-628. (545-600 base x1.05% glass cannon= 572-630)grenadier, aim assisted, seige.
544-599
explosive, aim seige.
543-591
glass cannon, aim, seige
571-629explosive, shaped, seige
546-597
explosive,short fuse, seige
etc, etc.nope to all explostive traits.
Tried several means of zoning and relogging in an attempt to see if that had some kind of effect.
No success. zoning with or without Explosive powder. nothing made it work.So, this so far has been unreproducable in a consistent manor. first test Explosive powder was not working. days later, it was. Third test today, it was not working.
Ily for all that hard work. <3
Yay more metrics and statistics for Anet to work with!
Jara Ariasdottir (Soon all classes proper!)
Looks like underwater grenades were fixed at some point. Noticed all the tooltips were correctly reporting the quantity and after testing I can confirm that three explosions were indeed reported.
That said, underwater Grenade Barrage is still a mess, but that skill is a mess in general so we’ll just have to see what the bug patch brings to the table.
Anyone else suffers greatly from skilllags? Try to stealth, stack might very fast and half of the skills won’t proc. I beleve it’s some **** with the “new intern cooldown”. Revert this ANet, it makes engi tryhard impossible T_T
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”
A rather minor bug, but still bothering me: Mortar Kit can not be equipped while in the air unlike all the other kits.
Anyone else suffers greatly from skilllags? Try to stealth, stack might very fast and half of the skills won’t proc. I beleve it’s some **** with the “new intern cooldown”. Revert this ANet, it makes engi tryhard impossible T_T
Do you have static discharge traited? It has a pretty long aftercast.
Anyone else suffers greatly from skilllags? Try to stealth, stack might very fast and half of the skills won’t proc. I beleve it’s some **** with the “new intern cooldown”. Revert this ANet, it makes engi tryhard impossible T_T
This! It’s impossible to stealth and stack might super fast now. Hope they fix this soon.
Come on A-Net tomorrow is thursday we need to see the 6th reply here
https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-June-23-2015/first#post5217689
And not just for the Granade Barrage fix ..
A rather minor bug, but still bothering me: Mortar Kit can not be equipped while in the air unlike all the other kits.
Being unable to stow kits after stepping over a pebble is imo worse; “Can’t drop bundles in the air”….
Pet project: Outfit overhaul.
Engineer Grenades Pierce WITHOUT Grenadier aswell, I tested.
How hard can it be to fix the grenade bug.
Engineer Grenades Pierce WITHOUT Grenadier aswell, I tested.
AFAIK, they ALWAYS pierced. The anomalous behavior is that when Grenadier is traited, grenades explode on pierce.
edit: and then on ground impact.
I will Quote myself^^.
I’m playing A.E.D traited with AMD (Automatic Medical Response) and Gadgeteed but ist not Working.
When I use AED, it goes on CD, and when I reach 25% in the time the “Heal when Death”-Buff is active, the Skill reacharges instantly. So far so good.
But when the buff ends after 5 seconds, the skill goes on full CD, I cant use it anymore, but it should be available.
Pls fix, died so many times cause of this.
Edit: When the skill is recharged cause of AMD, and after that I get the “overcharge” bonus from Gadgeteer, the skill seems to switch on CD. Seems, that the “overcharge buff” overwrites the recharge from AMD.
so if i kill a bunch of people with the granade bug and engeniere combos… can i get banned?
Please add that grenades are also not counting as projectiles and can PIERCE REFLECTS AND PROJECTILE BLOCKS. I’ve had eles put up swirling winds and get instagibbed by nade barrage even though they were standing inside of it.
Grenade Barrage and Tools specialisation:
In PvP while having Tools spec equiped the cooldown for Grenade Barrage is the same 30sec, while it should be 21,5sec.
In PvE this works fine.
i have a few to add:
first, unclear interactions between tossed elixirs underwater and hgh:
- toss H underwater with hgh = 1 might stack. tooltip doesnt have might. hgh is supposed to give 2 might.
- toss S underwater with hgh = 1 might stack. doesnt get cd reduction. tooltip says 2 might, cd on land is 40 and land version gives 2 might.
- toss U underwater with hgh = 1 might stack. tooltip says 2 might.
- toss B underwater with hgh = 1 might stack from hgh (toss B can give its own might too). tooltip says 2 might from hgh.
- toss X underwater with hgh = 1 might stack. doesnt get cd reduction. tooltip says 2 might.
- toss C underwater with hgh = 1 might stack. doesnt get cd reduction. tooltip says 2 might.
second, another prolly related class of bugs dealing with tossed elixirs and water:
- toss H in water → walk on land: base cd is 30, unaffected by hgh. toss H on land → get in water: base cd is 30, unaffected by hgh.
- toss B in water → walk on land: base cd is 30, unaffected by hgh. toss B on land → get in water: base cd is 30, unaffected by hgh.
- toss S in water → walk on land: base cd is 60, unaffected by hgh. toss S on land → get in water: base cd is 60, unaffected by hgh.
- toss U in water → walk on land: base cd is 60, unaffected by hgh. toss U on land → get in water: base cd is 60, unaffected by hgh.
- toss C in water → walk on land: base cd is 30, unaffected by hgh. toss C on land → get in water: base cd is 30, unaffected by hgh.
- X seems to be almost working properly — toss X in water → walk on land: base cd is 96 with hgh, 120 without hgh. toss X on land → get in water: base cd is 60, unaffected by hgh. except for ignoring hgh cd reduction when transitioning into water. however, the difference between land and water cds is kinda odd and i would imagine both should be the same. 120 base is a lot. 60 base is a lot but nowhere near as much, especially for the same effect.
in addition, cleansing synergy (inventions adept minor) removes 1 condition and not 1 stack of conditions. ie: get 2 bleeds on you and use your heal of choice and then you have 1 bleed on you. that sucks so bad that it has to be a bug.
and speaking of extreme things that have to be bugs, AMR on a 10 second icd is so strong that it has to be a bug. and related to that, AMR doesnt reset cleansing burst (healing turret overcharge) where before 6/23 it did (and i know it did because ive literally never – in 2 years of roaming wvw and doing all kinds of fractals that can nearly 1 shot you – ever had cleansing burst on cd when i used healing turret. so thats at least 1 bug with healing turret, and the 10 sec icd thing is … well it doesnt have to be a bug but it my mind it has to be an oversight at least.
head here to discuss wvw without fear of infractions
Grenade trajectory is off as well. they corrected this a long time ago, where you could stand at the top of a rampart and clear the ledge. This is no longer working, as all grenades hit the ledge now.
Medkit #4 does not remove a full stack of chill if several long duration stacks were applied in a row. Meaning the only medkit cleanse that works properly right now is #5.
Jara Ariasdottir (Soon all classes proper!)
Automated Medical Response is definitely bugged with cleansing burst. Cleansing burst is a healing skill so it should recharge.
Eh. As long as healing turret recharges, it’s fine, afaik.
The real problem I’m recently facing, luckily only occasionally is that GRENADES AND MORTAR SHOTS THAT I FIRE SINK INTO THE GROUND AND DISAPPEAR DOING 0 DAMAGE.
This comes with the visual tell of no explosions happening at all. It happens on uneven ground the most.
Jara Ariasdottir (Soon all classes proper!)
The trait “streamlined kits” is bugged in combination with bomb kit. Before the patch, the radius of the magnetic bomb used to be 300 when the trait “forceful explosives” was selected. This trait was made baseline, so the magnetic bomb should also have a radius of 300. However, the radius of the magnetic bomb is still 240.
The tooltip for Takedown round says it has an explosion delay of 1 second, but when used it has a delay of 2 seconds. Makes it much easier to move away from before it explodes. And the tooltip’s listed damage for it is way off as well.
https://forum-en.gw2archive.eu/forum/professions/necromancer/Upcoming-Changes-1
Have a look. The engi part of that file need to be updated with all the bugs we found and tested.
Phew. Back from the holiday weekend and I’ll get crunching on what you all have provided.
https://forum-en.gw2archive.eu/forum/professions/necromancer/Upcoming-Changes-1
Have a look. The engi part of that file need to be updated with all the bugs we found and tested.
I don’t have access to that document (and it is missing a lot of Engi data), but Josh does say he is tracking threads too, so he has likely seen this one. That said, due to the 5000 character limit, I’ll see about migrating all these to a main Google doc as well. If anyone wants edit rights (including Josh or another dev) then they can PM me.
Hopefully people don’t get too hungup in any perceived interaction Josh is providing in that document as favoritism or some such. I think it shows that everyone is willing to have skin in the game to get these things squashed as quickly as possible and tremendous amount of collaboration is going on. That’s good news.
I actually suggested a LONG time ago that ANet consider setting up a bugzilla system to help not only them track these sorts of things, but to also allow players to self maintain and police them as well. No MMO has every really done that, but I also appreciate the tremendous risk and efforts required to keep such a repository online and effective.
Anywho… I’ll get cracking.
(edited by digitalruse.9085)
Throw elixir on land / under water cooldowns are increased when used under water / on land.
Reproduce: equip same elixir on land/water skill bar. Use toolbelt skill on land then dive or use toolbelt skill under water then go on land. The active cooldown is increased by several seconds.
Bill Kilgore – [BIER] –
(edited by Mork vom Ork.2598)
Trait “Cleansing Pulse” does not clear a condition on the engi.
Static discharge has more buggy behavior, it ONLY works with hostile single target toolbelt skills atm. Any no/friendly/ground target ability causes it to shoot into the ground most of the time, making it more or less unuseable.
Static discharge has more buggy behavior, it ONLY works with hostile single target toolbelt skills atm. Any no/friendly/ground target ability causes it to shoot into the ground most of the time, making it more or less unuseable.
thats been a “feature” for forever…
head here to discuss wvw without fear of infractions
Bombs are still bugged – now even more
So they “fixed” smoke bomb to have a 2sec interval and only pulse 3 times in these 4 sec duration… Pre 23 it was a 1sec and 5 pulses. I’m kinda upset by this.
Oh yea and the bombs still have 180 range, just visual it’s 240.
I really expected this to be fixed …
“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 grenadier trait is still disabled.!!
Yeah it looks like they left Grenadier deactivated lol. The still trait doesn’t increase velocity or radius. But at least it’s.. uh, fixed?
Grenadier works in PvE currently. Presuming it will be activated in WvW soon.
Jara Ariasdottir (Soon all classes proper!)
grenadier dont work pls fix dat
Grenadier is deactivated. Please fix.
Two weeks only for few fixes, with even more nerfs “passed like” it was intented (such as AMR). So now, let be rekt by burst guys.
Perhaps we should add the Med Kit for it’s overall performance to the list?
Should I ever spent my time in a fight providing providing so marginal support I’d probably be kicked out.
Pet project: Outfit overhaul.
So grenadier trait works now – I mean it really does, it’s not anylonger disabled.
Still bugs:
- the splash indicators (green and the one grenade barrage has where the nades are landing when they are midair) are still 120 ΓΈ, but the nades spread more
- you removed the animation of grenade barrage with legendaries. please revert this, it’s very very very very very annoying and i miss my grenade animations of the predator. we already have less animations with legis, don’t take us the few we have
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”
Grenadier causes Grenade Barrage to trigger Static Discharge twice.
EDIT: Trying to replicate it. From what I can tell, I think it’s some wierd interaction with Takedown Round.
I was playing with this bug the day after the initial patch. from what I could tell, it would happen if you used another toolbelt skill with nothing targetted and the ground ate the previous static discharge. I got it to work repeatedly with toss elixir B and even with orbital strike targetted on nothing followed by a grenade barrage targetted on something. But I couldnt come up with anything common because I could find instance where it wouldnt work.
Bug: Aim assisted rocket changes advertised (tool tip text) damage when in a kit.
repeatable? yes, pull up spec window, check damage value in a weapon, swap to grenade and it will change. swapping to another kit changes it as well to the same value as swapping to grenades. Alternatively, Un equip your weapon entirely, check the tool tip. it will be very low. Swap to grenade it will be the same as when a weapon was equipped and you were in grenade before.
Additional: other trait activated attacks do not change eg takedown round. tested so far in pvp where all stats are amulet based. going to LA to see interactions there.
In LA interactions:
Asc assassin rifle equipped (179 power, sigil of force, dont know if that is relevant):
w/o grenade armed: Takedown = 629, Aim Assisted = 1151
w/ grenade: Takedown = 629, Aim Assisted = 924
Exotic zerker Pistol (only, no offhand) equipped (120 power):
w/o grenade armed: Takedown = 613, Aim Assisted = 930
w/ grenade: Takedown = 613, Aim Assisted = 900
Fine zerker rifle (lvl 80) equipped (181 power, comparable to ascended assassin for power):
w/o grenade armed: Takedown = 629, Aim Assisted = 836
w/ grenade: Takedown = 629, Aim Assisted = 924
need to try to test this to see if actual damage changes.
(edited by That Guy.5704)
Alchemical tinctures this trait dont work with elixir X and elixir gun( 4 and 5 are a elixir and toll belt skill are elixir to) is a bug ?