Engineer Bugs (Updated & Consolidated)
Magnet pull doesn’t work properly for me.
probably 80% of the time it doesn’t pull the target to me. (I am not counting Foes with stability, invulnerability or evade etc, or those that use a stun break)
Sometimes they just fall over where they are, sometimes they are pulled halfway to me and sometimes three quarters. Sometimes when they get pulled halfway, i will move to them and use pry bar only to find they actually were pulled to my position, it just didn’t show on my game until later. It acts like the skill is lagging but it is only on that skill and no other. It’s a really random weird bug that messes up my entire rotation.
I also tested it in wvw on a moa and it said immune! worked on raptors but moa OP apparently.
Magnet pull doesn’t work properly for me.
probably 80% of the time it doesn’t pull the target to me. (I am not counting Foes with stability, invulnerability or evade etc, or those that use a stun break)
Sometimes they just fall over where they are, sometimes they are pulled halfway to me and sometimes three quarters. Sometimes when they get pulled halfway, i will move to them and use pry bar only to find they actually were pulled to my position, it just didn’t show on my game until later. It acts like the skill is lagging but it is only on that skill and no other. It’s a really random weird bug that messes up my entire rotation.
I also tested it in wvw on a moa and it said immune! worked on raptors but moa OP apparently.
THIS! so annoying… almost every time I use this skill the player I pull gets interupted and falls over but moves no where. Honestly don’t know how Arenanet bugs most of this stuff out….
Thanks for compiling these in a single place. We’ll be trying to address most, if not all, of these issues as soon as we’re able.
Don’t mean to nag you guys, but it’s been a month since and we still don’t even know what is an issue to be corrected and what is design.
… A life sign, pretty please? ^^
Pet project: Outfit overhaul.
Turrets do not scale with the players value. (dont know if this is a bug or not, but it feels realy weard that a 0 Power engi have the same rifleturret dmg as a full zerg engi)
Turrets who gets destroied by players dont detonate and dont get the knock back. (this is not mentionet in the description)
Turrets from Supply crate sometimes spawn partly or completly underground.
This may be releated to the Splintered Coasts underground area.
It’s been mentioned a dozen times in this and other threads, but I’ll say it again. Underwater grenades, underwater grenades, underwater grenades.
Sick and tired of the god awful tracking that they kittened up ever since they “fixed a double damage” bug with underwater grenades that I still don’t believe ever even existed in the first place. Probably just some non engi playing dev nerd that didn’t realize you could trait for three grenades instead of two.
It’s been a year and I know it won’t ever be fixed, but I still bring it up every chance I get cause it annoys the kitten out of me.
After the second 28.07 patch (few hours before this post). The legendary effect from the Predator (maybe the quip as well, needs to be tested) on Static Discharge and Aim assisted rocket no longer applies. I have a recording on how it was yesterday pre-patch if anyone are interested.
After the second 28.07 patch (few hours before this post). The legendary effect from the Predator (maybe the quip as well, needs to be tested) on Static Discharge and Aim assisted rocket no longer applies. I have a recording on how it was yesterday pre-patch if anyone are interested.
I am interested. I held off making Quip for my Engineer when it was reported that the Legendary effects did not work on certain skills.
Will update once Path of Fire releases.
I am interested. I held off making Quip for my Engineer when it was reported that the Legendary effects did not work on certain skills.
Here you go . It might still need some time to prosses, also it only shows the Aim-assisted Rocket (I would have recorded the SD as well if I knew this would happenj). But the SD effect looks just like the auto attack, so you should get the idea.
Here you go . It might still need some time to prosses, also it only shows the Aim-assisted Rocket (I would have recorded the SD as well if I knew this would happenj). But the SD effect looks just like the auto attack, so you should get the idea.
Cheers, man. Thanks for taking the time to record and upload this.
Will update once Path of Fire releases.
I can say from personal experience that Quip is just as broken. No effect with aim-assisted rocket, and the aura/footsteps tend to break randomly and just not exist on the character but this isn’t the case on my non-engineer. I think it might have something to do with kits? That’s all I can really think of that would make it so my aura/footsteps are always there with mesmer quip but not with engineer quip.
Flame jet sprays flames to feet when holding right mouse button.
Explosive Powder (Explosives minor GM): Self-detonation will never cause critical damage. Tested at >100% crit chance.
Thanks, ANet, for patching in the rifle range traits “as baseline”.
… which, naturally, only leads to the question if we can get the once advised bomb kit & pistol traits delivered in addition?
Give ‘em an inch and they’ll take a mile, hmm? ^.^
Pet project: Outfit overhaul.
Well then!
Predator effects are now gone from Static Discharge.
Flamethrower Flame Jet now shoots into the ground while moving due to following your camera ONLY while you’re moving about.
Jara Ariasdottir (Soon all classes proper!)
Does anyone know if trait reactive lenses became bugged after this patch? Because it seems like it doesn’t proc on some control skills like knockdown and knockback. It was working for me before July 28th patch…
(edited by Lyger.5429)
As guildabd.6529 said, it appears cone attacks are back to the old physics and no longer spray parrallel to the ground when holding right mouse button, moving, and looking any direction down. effects, flamethrower auto, pistol 5, elixir gun 3, ect.
Does anyone know if trait reactive lenses became bugged after this patch? Because it seems like it doesn’t proc on some control skills like knockdown and knockback. It was working for me before July 28th patch…
Has been bugged and only working very occasionally for an extensive time now.
Jara Ariasdottir (Soon all classes proper!)
Does anyone know if trait reactive lenses became bugged after this patch? Because it seems like it doesn’t proc on some control skills like knockdown and knockback. It was working for me before July 28th patch…
Has been bugged and only working very occasionally for an extensive time now.
Cool, thanks for info, hope they can fix it soon!
any news about the bugs fix?
So, I might need some help here.
I seem to have had the effect that agony in Fractals does not reduce my healing efficiency of Medkit’s bandage self by 50% and instead the heal removes a single agony stack (?) and does not do ANY healing. I’ve had several heals go on full cooldown without -any- healing documented in even the combat log.
Can someone with fractals 50 prove this for me? Something is wonky here.
Jara Ariasdottir (Soon all classes proper!)
Flame Turret: Overloading the Flame Turret does not generate a blind or smoke field as indicated in the tool tip.
In fact, overloading this Turret currently does not seem to do anything. There’s no animation, no white ring to show the radius of the effect, or any field / condition generated.
I’ve been thoroughbred change log and updates and didn’t notice this one;
Automated bomb dispenser – smoke bomb doesn’t produce a smoke field as it does in bombkit.
Anyone else still cancelling their skills? I thought the skill queuing was fixed?
Priority should go, Dodge > heal > all other non-instant cast.
Been cancelling a lot of my toolbelt skills especially just by pressing 1. :/
Private retriever of runaway NPCs
Mistband[MIST] – PVP Training guild EU
Anyone else still cancelling their skills? I thought the skill queuing was fixed?
Priority should go, Dodge > heal > all other non-instant cast.
Been cancelling a lot of my toolbelt skills especially just by pressing 1. :/
If you have autoattacks activated, you won’t have to actively press 1. If you use grenades, try to time it a little, you’ll manage eventually.
That said…
Skill Queue bug is not yet fixed!
Jara Ariasdottir (Soon all classes proper!)
Flame Turret: Overloading the Flame Turret does not generate a blind or smoke field as indicated in the tool tip.
In fact, overloading this Turret currently does not seem to do anything. There’s no animation, no white ring to show the radius of the effect, or any field / condition generated.
It creates the smoke field only on it’s next attack, not immediately once pressed.
Flame Turret: Overloading the Flame Turret does not generate a blind or smoke field as indicated in the tool tip.
In fact, overloading this Turret currently does not seem to do anything. There’s no animation, no white ring to show the radius of the effect, or any field / condition generated.
It creates the smoke field only on it’s next attack, not immediately once pressed.
like any turret, it has it’s rotation it does and when this is ready it will cast the smoke field. if you deploy it and spam it while targets are near, it will cast one immediately. just like the healing turret works.
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”
#AnetFixesMyEngineer
www.twitch.tv/nightmare_clown
When are you kittens going to fix magnet pull?
Was bomb radius ever fixed? I can’t tell since I’m so used to having a bugged engi
Guys, please fix magnet pull. It works properly like 50 percent of the time at best. Other times the enemies, instead of getting pulled to you, just flop over on the spot they currently are. Thank you.
A new patch – literally 0 fixes at all … is it really that hard to just fix the bombs for now? I mean … please that’s just essential for them to be useful.
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”
Game update: no bug fixes… seriously… after one month guys… more than 16K views only on this topic
#AnetFixesMyEngineer
#AnetDoSeriousWork
www.twitch.tv/nightmare_clown
49 days has passed and the bugs continue…
I will post every day time the neglect of Anet
www.twitch.tv/nightmare_clown
49 days has passed and the bugs continue…
I will post every day time the neglect of Anet
Or instead be productive, discuss issues properly and post bugs.
Don’t clog up this thread, it will get closed if you spam it too much. That will make things WORSE.
Don’t spam this thread every day. Just don’t.
Jara Ariasdottir (Soon all classes proper!)
hello, dont want to rage either to flame in this post, and Anet dont take this as a rage or flame post.
my first character was engineer – because i loved the idea.
after years of sorting out things – gears – trinkets – etc etc – testing – whatever – found a decent way of doing wvw.
now – dont want to complain and dont read it in this way – but… ok – no more builds using 4-5-6 traits – only 3 cores – fine enough.
but……….
bombs are the best aoe melee kit we have and its all a mess…
old explosive trait – every kind of engineer used nades or bombs – so that trait was A MUST,
bombs graphic effect its 240 radius – and it isnt – while Big OlBob – works as radius is increased (300)…. why cant you decide a way? 180-240? fine enough – 240-300? fine enough
pistol range? 900? 1050? 8000? who cares to be honest
but as you increased the rifle kit from 1000 to 1200 – well you could the same with elixir gun – and pistol then
or… as engineer we must use mortar kit and toolkit in all the builds?
regards
a Fissure Of Woe player that has no home.
Kinetic battery is still working incorrectly with Minefield. It is very inconsistent and still going cooldown like %90 of the time. You should confirm and re-add this to the list.
The bomb radius still remains bugged. Please fix the radius back to 240 as it was supposed to be, we have been waiting for it for more than a month. Thank you.
TAKE MY ENERGY TO FIX THE SKILL QUEUE BUG!
AND MY MAGIC!
\o /
Jara Ariasdottir (Soon all classes proper!)
When using pistol on engineer, “static shot” (3rd attack) normaly causes 2 STACKS of confusion.
If I upgrade conditions on pistol using the trait"chemical rounds" from the Firearms specialisation, the condition duration does increases but it only causes 1 STACK of confusion => trait totally useless when bugged.
I already feel weak enought with my pistol not causing pierce damage…
(edited by Selufein.8307)
poison dart skill number 2 of main pistol:
why if enemy goes in stealth loose track? even if its a channeled skill?
(doesnt act as 2nd skill of axe necro – doesnt act as rapid fire of ranger lb 2nd skill)
and does that “cleansing synergy” removes full stack of conditions listed?
a Fissure Of Woe player that has no home.
(edited by funghetto.1584)
The devs working on any specific profession will look in that forum for bug and issue reports, and for suggestions. I will move this thread to its proper profession-related forum. Thanks for understanding.
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
Adding temporary post to address forum page-turn issue.
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
Bomb radius is still bugged.
The tooltip shows 180
Graphics show 240
Damage and effects apply within 180
Saw red in the engineer forum and got excited for a minute.
Stuff I’d like to see fixed ASAP:
- Bomb radius 180 → 240 (kit is unusable in PvP because of this bug)
- Skill queuing fix for Static Discharge [and Bunker Down]
QoL-ish stuff I’d really like to see:
- Range increases applied to Elixir Gun #1, Pistol #1,3,5 (we got the rifle range from Rifled Barrels made baseline, but not the pistol and egun components of the trait)
- Icon showing when Kinetic Battery is off recharge (icon can be same as the active’s icon but with a color change or contrasting outline)
- Protection from Over Shield applied when shield skill finishes rather than when it starts (currently ~half the protection duration is wasted on you because you’re spending that time blocking or reflecting with your shield anyway)
Balance-y things I’d like to see:
- ICD removed or drastically reduced from Evasive Powder Keg and Thermobaric Detonation
- Soothing Detonation healing increased from 340 (.2) to 450 (.3)
- Medical Dispersion Field reworked to check initial heal value and only work for incoming healing over a certain value
- Kinetic Battery changed to reduce next toolbelt skill cooldown by 30s or so, cooldown reduced to ~20s
- Automated Medical Response ICD reduced to kitten , fixed to recharge Cleansing Burst and Gadgeteer-overcharged A.E.D.
…and a bunch of other stuff I don’t have the time to type out right now. Think I’m going to make a big post about how the core specs changes affected us in PvP in a few days when I finish watching HxH.
The devs working on any specific profession will look in that forum for bug and issue reports, and for suggestions. I will move this thread to its proper profession-related forum. Thanks for understanding.
Hmmm…. Sticky thread from Josh Davis, posted ~1 year ago:
https://forum-en.gw2archive.eu/forum/professions/engineer/Submit-Profession-Bugs-to-the-Game-Bugs-Forum
While we’ve previously encouraged profession bugs to be reported to their specific profession forum, going forward please submit all bugs directly to the Game Bugs forum. In addition, please report bugs in their own individual thread.
Our Game Bugs forum is the ideal location to report anything that isn’t working correctly. Funneling all of our bugs into one place will ensure that we are able to properly track issues.You can find the Game Bugs forum here: https://forum-en.gw2archive.eu/forum/support/bugs
Thank you for your help!
So what to do now?
The devs working on any specific profession will look in that forum for bug and issue reports, and for suggestions. I will move this thread to its proper profession-related forum. Thanks for understanding.
Hmmm…. Sticky thread from Josh Davis, posted ~1 year ago:
https://forum-en.gw2archive.eu/forum/professions/engineer/Submit-Profession-Bugs-to-the-Game-Bugs-ForumWhile we’ve previously encouraged profession bugs to be reported to their specific profession forum, going forward please submit all bugs directly to the Game Bugs forum. In addition, please report bugs in their own individual thread.
Our Game Bugs forum is the ideal location to report anything that isn’t working correctly. Funneling all of our bugs into one place will ensure that we are able to properly track issues.You can find the Game Bugs forum here: https://forum-en.gw2archive.eu/forum/support/bugs
Thank you for your help!
So what to do now?
it was prolly moved at the request of irenio or another engi dev. so. find more bugs or something. ?
idk if youve been tracking any of the other profession subs, but robert and roy have been putting extremely detailed things in the necro, mes, and rev subs. so theyve got their profession devs working out of these subs and not the bug sub. and thats now, and not a year ago.
head here to discuss wvw without fear of infractions
it was prolly moved at the request of irenio or another engi dev. so. find more bugs or something. ?
idk if youve been tracking any of the other profession subs, but robert and roy have been putting extremely detailed things in the necro, mes, and rev subs. so theyve got their profession devs working out of these subs and not the bug sub. and thats now, and not a year ago.
Then simply by removing the Sticky thread will not confuse users who are not following the forums and only want to report a bug