twitch.tv/doctorbeetus
(edited by warherox.7943)
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.
I’m 99% sure it’s a combination of toolbelt skills with a cast time and Takedown Round/Aim-Assisted Rocket.
Static Shock procs SD off of Takedown Round, and if Aim Assited Rocket triggers from Static Shock’s damage, it will trigger SD again.
(edited by warherox.7943)
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 ?
If you read the trait it says Elixirs that are “thrown or consumed”. It should work with Elixir X, but EGun 4 & 5 (if we read the trait) are working as expected.
Also, I haven’t forgotten about this thread; just bad timing for me. I have stuff in a text file and google doc. We have to retest a lot of these anyway, so I’ll start posting updates ASAP.
Are grenades supposed to have their radius reduced…? It did not say so in the patches notes. It’s nearly impossible to hit anything without the grenader trait.
And I like how they nerfed AMR calling the 10 second cooldown a bug but never fixed the actual bug with it (cleaning burst)… and it really doesn’t help that every other trait in that line is bugged.
after various test with warherox.7943 we can confirm that take down rounds and aim assisted rocket and probably any other trait we cant think off atm that causes effects at target’s location or at target will proc sd as long you are in a tool belt casting animation.
can reproduce this by placing mines and having someone over them while you cast toolbelt animations away from target(such as nade barrage, orbital strike, throw wrench,ect) and when take down round and aim assisted rocket proc from the damage of the mines hitting them SD procs will fly from you the target.
in other news bomb kit skill 4 when placed, ALWAYS detonates at your feet, never where you placed it unless you are standing still.
Auotdefense Bomb Dispenser has the aoe ring the wrong place when knocked back or launched, the effects happen where you become cc’d but the ring appears mid way through the CC
video for all the bugs
https://youtu.be/ejjvckjATiw
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 ?
If you read the trait it says Elixirs that are “thrown or consumed”. It should work with Elixir X, but EGun 4 & 5 (if we read the trait) are working as expected.
Also, I haven’t forgotten about this thread; just bad timing for me. I have stuff in a text file and google doc. We have to retest a lot of these anyway, so I’ll start posting updates ASAP.
not working in the same description says it does not remove conditions and also try not remove conditions with elixir gun and toll belt skill( healing mist is a example or super elixir)
not working in the same description says it does not remove conditions and also try not remove conditions with elixir gun and toll belt skill( healing mist is a example or super elixir)
I can’t tell you why it was designed that way, but it is clear they wanted to limit tinctures to utility elixirs and their respective tool belt skills. If you want to be technical/pedantic the other skills you mention are either launched or aerosolized. HGH, on the other hand, isn’t as discriminating as tinctures as it states it applies to all elixirs. (There are still other bugs with those though.)
We’ll see. If it should be affected like that, it’s definitely in the google docs thing at the very least.
Did even some tested the changes, seems not so many bug in this class, bump.
Did even some tested the changes, seems not so many bug in this class, bump.
grenadier seemed to be working properly last night and I actually find the increased grenade speed and radius more useful than I thought I would. Makes it easier to get more hits on moving targets easier.
That said, playing with some things I found this https://forum-en.gw2archive.eu/forum/support/bugs/Engineer-Bugs-Updated-Consolidated/page/4#post5258074 that seemed to get lost on the last page in the middle of the static discharge discussions.
UP
Blablabla … still bugs.
- bomb animation is 240 ->but skill hits with 180 radius.
- Rifled barrels is base line -> Still looking after this one.
- Elixir skills don’t all work with traits.
- …
(edited by Abimes.9726)
I think minis are still triggering the mines created by Streamlined Kits + swap to Grenades.
Hey all. After some decent work on this, I have updated the first post with a link to a google doc and removed all the info from the first couple of posts. I will probably add the change log in one of them so people can see at a glace what is happening.
I’ve retested all the bugs to the best of my ability.
Gotta run, but let me know if I missed anything, have misrepresented/misinterpreted your report, or if there is more I can do make it better.
(edited by digitalruse.9085)
“Added Aim Assisted Rocket damage different when kit is equipped”
This bug actually applies to all traits that trigger and cast a damaging skill. Long-fused Powder Pack and the on-dodge Bomb trait are both reduced by about 15% if a kit is equipped.
Seems to me that either those trait skills are incorrectly using the old kit weapon damage (before the patches changed kits to adopt weapon damage). This is a bug that’s come up time and again in engineer skills.
(edited by Tulki.1458)
Under water grenades with grenadier trait throws four grenades on skills 2 and 4. with out the trait it still throws four nades on 2 and 4 and only two nades on 5
Modified and reopened. I also made it so people with the link can leave comments directly in the doc if they want. Might help with copypasta.
“Added Aim Assisted Rocket damage different when kit is equipped”
This bug actually applies to all traits that trigger and cast a damaging skill. Long-fused Powder Pack and the on-dodge Bomb trait are both reduced by about 15% if a kit is equipped.
Seems to me that either those trait skills are incorrectly using the old kit weapon damage (before the patches changed kits to adopt weapon damage). This is a bug that’s come up time and again in engineer skills.
This is strange if thats what you are currently seeing because I compared it to long fuse and the mine from bunker down and those werent changed when in a kit. I didnt compare to static discharge or evasive powderkeg though.
I’m not gonna lie, I was more overwhelmed with getting all the data moved and documented. I did quick tests that made the bugs still look good on the surface or caught the fixes not in the patch notes.
Speaking of which, if a red is reading this, can we meet half way on two things?
Not to be petulant, but if the players have to communicate or coordinate with one another cause we aren’t hearing anything or reading anything in the patch notes, it gets frustrating. This list could also be culled significantly based on feedback on the second item.
Lastly, I am testing by using training dummies, golems, and the profession NPCs in HotM. It can make it hard to test some things that require active engagement. If anyone reading this is willing or able to help test, I would greatly appreciate the help. I had been relying on my guild mates and in-game friends, but it is getting a little selfish of me to keep asking for their time to basically sit there or attack in very specific ways.
I am going to thoroughly review each bug on the list and add a tag to indicate as such riffing on the Mythbusters standard of Confirmed, Inconclusive, or Not Observed.
Thanks again everyone.
(edited by digitalruse.9085)
Another bug i ve just seen
Dropping kit while using toolbelt skill cancel the toolbelt skill.
Example: Throw wrench + Dropping tool kit
Not sure if this has been mentioned or is intended, but Kinetic Charge does not work with Med Pack Drop (Supply Crate toolbelt skill) while underwater, while it does work on ground.
Also, Kinetic Charge is consumed at the end the toolbelt skill animation. This is easily seen with healing turret f5, where the Kinetic Charge buff is consumed after your character finishes spraying water. If Kinetic Charge runs out of time before you finish the animation, it will not apply.
Additionally, if you are interrupted while casting a toolbelt skill with a cast time (e.g. big ol’ bomb and grenade barrage), it will consume Kinetic Charge.
Visual bug (not sure if it’s been mentioned already):
When using a flamethrower, if you go to mine ore/chop trees/etc. the animation shows you chopping/mining with your flamethrower and not with your gathering tools.
I’m not gonna lie, I was more overwhelmed with getting all the data moved and documented. I did quick tests that made the bugs still look good on the surface or caught the fixes not in the patch notes.
Speaking of which, if a red is reading this, can we meet half way on two things?
- To make the patch notes concerning professions and bugs as thorough as possible.
- A simple confirmation if some of these items are a bug or by design.
Not to be petulant, but if the players have to communicate or coordinate with one another cause we aren’t hearing anything or reading anything in the patch notes, it gets frustrating. This list could also be culled significantly based on feedback on the second item.
Lastly, I am testing by using training dummies, golems, and the profession NPCs in HotM. It can make it hard to test some things that require active engagement. If anyone reading this is willing or able to help test, I would greatly appreciate the help. I had been relying on my guild mates and in-game friends, but it is getting a little selfish of me to keep asking for their time to basically sit there or attack in very specific ways.
I am going to thoroughly review each bug on the list and add a tag to indicate as such riffing on the Mythbusters standard of Confirmed, Inconclusive, or Not Observed.
Thanks again everyone.
First of all
I thank YOU ! for all the effort and the time spent!!
and then i reallly hope “SOMEONE” it’s reading!
Hey folks, just an FYI, there’s a (sort of) bug going on with Flamethrower 3 “Air Blast” that I noticed doesn’t appear to be in the large bug document. Air Blast’s tooltip reads, “Extends Burning Duration: 2 seconds”. However, it does not in fact extend the duration of any stacks of burning on the affected targets at all. Instead, if they are already burning, it applies a single stack of 2 second burn.
Before the patch that changed burning to stacking in intensity, this would have functioned as intended, as it would have extended the total burn duration by 2 seconds. My assumption is that it was done this way to avoid the possibility of one single stack of burn gaining a very large duration and crowding out anyone else doing damage with burning, but the change from stacking in duration to intensity broke the functionality of this skill.
Still bugs:
- 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
Just wanted to add on to this: it does NOT relate to having the grenade trait at all.
http://puu.sh/iUb9w/0b9a0daf63.jpg <- screencap of barrage without grenade trait
http://puu.sh/iUbcn/4a3f79eefc.jpg <- screencap of barrage with grenade trait
You can clearly see the aura on my engie, so the barrage effect is just straight up broken.
Another bug i ve just seen
Dropping kit while using toolbelt skill cancel the toolbelt skill.
Example: Throw wrench + Dropping tool kit
i tried this and i conclude that the weapon swap button has always had this functionality. weapon swapping interrupts and takes priority over everything. its not a bug, and is something youll prolly have to learn to play around.
the best way to play around it is to push your utility skill to change or drop kit if you dont want to cancel your cast. the skillcap for it is really quite huge because you often have only 1/4 seconds to decide which way to swap your weapon and when you play a multikit build its a hell of a lot easier to just punch weapon swap to get to rifle than it is for your brain to reprocess which kit youre in and use the right utility button.
Yay weapon swap cancels. It’s decent.
But yeah! Fixes be needed. Bumpety to the top, right here, right now.
…
- 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
I’d like to add that the flameseeker prophecies legendary skill effects aren’t working with barrage either, please fix!!!
Im sure it is a bug because i ve been playing the same build for more than one year and it didnt happen before. And one more important thing :
I generally read the posts in forums but rarely comment and never say something to someone like “have to learn around”. I saw you lots of time in engi forum and you always do that. Learn to play , you dont know , it is not like you thought etc etc. Just keep calm man.
Btw another bug report from me
Rifle jump shot range is shorter than 700. I tested it . Jumping location is not the center of circle at max range. It is shorter than it. Something like ~625
Im sure it is a bug because i ve been playing the same build for more than one year and it didnt happen before. And one more important thing :
I generally read the posts in forums but rarely comment and never say something to someone like “have to learn around”. I saw you lots of time in engi forum and you always do that. Learn to play , you dont know , it is not like you thought etc etc. Just keep calm man.Btw another bug report from me
Rifle jump shot range is shorter than 700. I tested it . Jumping location is not the center of circle at max range. It is shorter than it. Something like ~625
i think maybe youre mistaking intensity for anxiety. im perfectly calm.
on the subject of jump shot, are you using the new maximum range ground target lock option?
Grenades and Mortars pierce static targets(objects) like gates/walls in PvP doing 0 damage.
Additionally Aim assisted rocket can proc on non-crits against static targets (objects) like walls/gates.
Tested on Legacy. Didn’t record.
Im sure it is a bug because i ve been playing the same build for more than one year and it didnt happen before. And one more important thing :
I generally read the posts in forums but rarely comment and never say something to someone like “have to learn around”. I saw you lots of time in engi forum and you always do that. Learn to play , you dont know , it is not like you thought etc etc. Just keep calm man.Btw another bug report from me
Rifle jump shot range is shorter than 700. I tested it . Jumping location is not the center of circle at max range. It is shorter than it. Something like ~625
i think maybe youre mistaking intensity for anxiety. im perfectly calm.
on the subject of jump shot, are you using the new maximum range ground target lock option?
Nope im not using it but i also tried with it and i understood jump shot works clunky… Sometimes it works as intended sometimes not… After 50 jump shot i saw that 14 of them didnt reach the jumping location . Others work normal. Floor was straight and smooth
- Mortar shot is not AoE projectile finisher as promised.
- Mortar shot projectile finisher is not removing condition when charged by a light field (not even if it hit an ally).
- Mortar shot projectile finisher is not applying regeneration when charged by a water field (not even if it hit an ally).
(edited by guildabd.6529)
The cooldown of “Bandage self” (toolbelt skill) does not decrease when treated with “mechanized deployment” (toolbelt skill recharge reduction 15%).
Could you please add that to the bug list?
looks like they also broke the predator aura while wielding it. footsteps are still there, but the aura doesn’t show up consistently post-patch. :/
(edited by Xehanort.7034)
HGH trait’s elixir duration increase does not seem to apply to Toss Elixir U. Tooltip says Duration 14 1/2 seconds, but its still 12 seconds.
Not 100% sure if this is a bug but if a thief is standing in shadow refuge and you hit the thief with lock on trait they will become revealed but stay invisible
I noticed that flame blast doenst trigger the blast finisher (at least not always). am i wrong?
(edited by Corax.9586)
If you detonate supply crate underwater, it detonates all turrets, even those that are not part of the supply crate. Underwater only; works fine on land.
To reproduce this, simply go underwater, plant a turret (harpoon, rocket, net, or any combination of the three), then use Supply Crate, then detonate Supply Crate only. You will see all of your turrets detonate.
It doesn’t appear to matter what order the turrets were created in, and it doesn’t appear to matter what traits you have. I tested this with no equipment equipped and all traits turned off.
(edited by theundivine.4318)
The alchemy minor “Transmute” converts conditions based on its own rules instead of the standardized condition conversion rules everything is supposed to use now.
Easily tested by standing in the fire in heart of the mists, burning gets converted to regeneration instead of aegis.
idk if this is a bug or not but the magnet pull sometimes is not working even though the target is hit ( not evaded, not too far, no obstructed) the target only get knock down and not being pull toward the engi, i have experienced it myself and even saw it on popular engi streamer
idk if this is a bug or not but the magnet pull sometimes is not working even though the target is hit ( not evaded, not too far, no obstructed) the target only get knock down and not being pull toward the engi, i have experienced it myself and even saw it on popular engi streamer
Its totally a bug. This is the most infuriating bug out there. Almost half of my magnets are not working as intended. This has been like this for years already and nothing has done yet.
Looks like the Skill Queue bug is at least going to get fixed thanks to their work on Revenant. Oh, one of my favorite pet peeves shall be fixed, yesssss.
I noticed that flame blast doenst trigger the blast finisher (at least not always). am i wrong?
That’s due to Flame Blast being able to travel through the floor and walls. If it detonated on touching terrain, that issue would not exist on even very clear looking blast setups.
These should be added to the list of bugs:
- Magnet: It works inconsistent. Sometime it doesn’t pull person at all sometimes it flings to air and sometimes it looks like it didn’t pull even though it pulled fine. These happen so randomly but happen way too much and makes the skill unreliable. I recently found out that if you start channeling this skill while you are going up on stairs, it will not pull the enemy even if you are not on stairs anymore and at the same ground at your enemy. You can try this at side points on temple of the silent storm.
- Minefield: Forceful explosives made baseline but mines are still at 180 radius. This makes it almost impossible to hit all 5 mines. Please fix this asap because minefield is unusable without it.
- Mortar: Projectile finisher does not work at all. Even if you hit enemies. I tried it on golems and none of the fields on mortar generated and effect on me or enemy golem.
These should be added to the list of bugs:
- Magnet: It works inconsistent. Sometime it doesn’t pull person at all sometimes it flings to air and sometimes it looks like it didn’t pull even though it pulled fine. These happen so randomly but happen way too much and makes the skill unreliable. I recently found out that if you start channeling this skill while you are going up on stairs, it will not pull the enemy even if you are not on stairs anymore and at the same ground at your enemy. You can try this at side points on temple of the silent storm.
- Minefield: Forceful explosives made baseline but mines are still at 180 radius. This makes it almost impossible to hit all 5 mines. Please fix this asap because minefield is unusable without it.
- Mortar: Projectile finisher does not work at all. Even if you hit enemies. I tried it on golems and none of the fields on mortar generated and effect on me or enemy golem.
The Mortar issue is already on the list! And few forceful explosives things made it baseline. Even the bomb kit is apparently just visually 240 but not in actual cameplay.
These should be added to the list of bugs:
- Magnet: It works inconsistent. Sometime it doesn’t pull person at all sometimes it flings to air and sometimes it looks like it didn’t pull even though it pulled fine. These happen so randomly but happen way too much and makes the skill unreliable. I recently found out that if you start channeling this skill while you are going up on stairs, it will not pull the enemy even if you are not on stairs anymore and at the same ground at your enemy. You can try this at side points on temple of the silent storm.
- Minefield: Forceful explosives made baseline but mines are still at 180 radius. This makes it almost impossible to hit all 5 mines. Please fix this asap because minefield is unusable without it.
- Mortar: Projectile finisher does not work at all. Even if you hit enemies. I tried it on golems and none of the fields on mortar generated and effect on me or enemy golem.
The Mortar issue is already on the list! And few forceful explosives things made it baseline. Even the bomb kit is apparently just visually 240 but not in actual cameplay.
Also the radius of magnetic bomb (the pull that occurs when switching to bombkit while streamlined kits traited) is only 240, however with forceful explosives being baseline it should be 300. 240 range makes the pull pretty useless.
Tested some things today.
Firstly, Incendiary Powder gives an incorrect skill fact for all 3 Flamethrower skills that cause burning (Flame Jet, Napalm, Incendiary Ammo). It states a far greater bonus than the 33% it provides (50% for Flame Jet, 75% for Napalm and IA), but in fact is a 33% bonus as the trait states.
Reproducing: IA is simple, activate it and fire one shot. If you don’t get a crit you can time it, if you do, then you can clearly see that IA ends before IP’s burn when both should last the same duration according to the skill fact. Flame Jet is a bit more annoying but paying attention works (a Stone Heart ele could help here too to make sure IP doesn’t activate). Napalm is the most annoying to do alone but a moving golem works fine.
Next, and QUITE disappointingly, Airblast does not in fact lengthen burns by 2s. It causes 1 2s stack of burning if they are already on fire. It appears to have duration lengthened by IP but who cares. I had such high hopes for cheesing Teq to oblivion with 40 engineers but I guess it just wasn’t meant to be.
Reproducing: Light something on fire (Blowtorch works). Airblast it. Note that the stacks increase by 1 for 2s, and the duration doesn’t increase. Cry.
And accidentally stumbled upon good news: Rocket Kick causes 3 stacks of burning, not 2 as stated.
Reproducing: Kick them in the face. See more burning than expected.
I’ve been playing around with this today but I noticed the thing messing with my skill Q was static discharge. i turned it off and everything works fine now. the charges never hit anything anyway.
Considering the number of issues listed here some statement from ANet would be most welcome.
I’d particularly like to know about the missing baseline traits; is this an oversight or a design decision?
How long will our engineers useless?
The Anet will never fix this? It is very disrespectful to the players that keeps this game 3 years and still looks like a beta.
idk if this is a bug or not but the magnet pull sometimes is not working even though the target is hit ( not evaded, not too far, no obstructed) the target only get knock down and not being pull toward the engi, i have experienced it myself and even saw it on popular engi streamer
Its totally a bug. This is the most infuriating bug out there. Almost half of my magnets are not working as intended. This has been like this for years already and nothing has done yet.
Came here to report this magnet bug.
I realise magnet has been slightly dodgy for years (maybe 1/5 failed or desynced), but since the specialisation patch, magnet has been beyond terrible. At the moment 4/5 magnet attempts simply cause the target to ‘trip’ on the spot but not be pulled, no matter at what range <1200.. even on flat terrain.
This is incredibly frustrating. I normally just accept bugs and play around them, however I don’t feel I can with this one.
Turrets dropped from supply crate don’t give out boons from experimental turrets, except for the healing turret which does pulse its vigor, but flame turret and net turret don’t pulse might nor swiftness.
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