Jara Ariasdottir (Soon all classes proper!)
(edited by Sold Out.7625)
Skill Queue issue is still the most lethal thing for the profession. Literally the reason I have not tried to pvp properly since the specializations patch – I’d wanna get into the ‘new’ pvp experience with my most comfortable class.
Bombs are probably about equal in how heavy the issue is, with that radius.
OH, AND THE GODDMAN MORTAR BUGS WITH THE EXPLOSIVES TRAITS.
(edited by Sold Out.7625)
Top 3 bugs that need to be fixed: 1. Bomb Radius 180 =>240 , 2. Magnet Pull to actually pull people instead of flopping them on a place, 3. Chemical Rounds = When this trait is used , the Static Shot applies only 1 stack of confusion instead of 2 stacks which should be applied.
Skill Queue issue is still the most lethal thing for the profession. Literally the reason I have not tried to pvp properly since the specializations patch – I’d wanna get into the ‘new’ pvp experience with my most comfortable class.
Bombs are probably about equal in how heavy the issue is, with that radius.
OH, AND THE GODDMAN MORTAR BUGS WITH THE EXPLOSIVES TRAITS.
Which explosives trait bug?
Also, in regards to update 8, mortar kit 2,3,4 only hit one pulse of dmg, the skill is 1 hit. Ie. 240, not 240(4x) for skills that have multiple pulses/strikes. The tooltip is matching the function of the skill, is there something else considered to be bugged about it? Looked at thief shortbow 4 compared to mortar 2, or old poison grenade.
Does anyone else sometimes end up with their flame thrower line of fire skill burning away in mid air? This has happened to me when I jumped and cast, and usually when there was something sort of nearby over head. Its like a trial of fire in the sky
Projectile finishers still not working as advertised… Target needs to be hit for it for it to do anything, even then it seems inconsistent.
Sigh frustrating, how long will the engineer go broken this time around?
Underwater elixirs are not affected by the cd-reduction of HgH.
In fact, they don’t share the same cd anymore, allowing them to be double-used near riversides & coasts if HgH is traited.
Another bug is ,if you use your underwater heal and goes on land your land heal skill get the same cd for example underwater elixir H 30 sec cd and on land healing turret 20 sec .Healing turret get 30 sec cd.
Projectile finishers still not working as advertised… Target needs to be hit for it for it to do anything, even then it seems inconsistent.
Sigh frustrating, how long will the engineer go broken this time around?
Projectile finishers have always required you to hit an enemy for the effect to occur, which weapon are you having problems with?
Projectile finishers have always required you to hit an enemy for the effect to occur, which weapon are you having problems with?
I belive he is referring to Mortar 1#. We have no offical word if it is suppose to work in an AoE (as it would make more sense considering the slow curving projectile that uses groundtarget instead of homing like other projectiles), or if it is suppose to work like it does now and never really matter.
Projectile finishers have always required you to hit an enemy for the effect to occur, which weapon are you having problems with?
I belive he is referring to Mortar 1#. We have no offical word if it is suppose to work in an AoE (as it would make more sense considering the slow curving projectile that uses groundtarget instead of homing like other projectiles), or if it is suppose to work like it does now and never really matter.
The livestream said it won’t require hitting a target. The pre cast and travel time on mortar 1 is abysmal.
The livestream said it won’t require hitting a target. The pre cast and travel time on mortar 1 is abysmal.
What livestream? Because they did not state this in the initial preview of engineer at Ready Up episode 32. They said it might be a blast finisher by traiting it, and we know that didn’t happen. And in Episode 35 with the patch preview, they only said it was a projectile finisher, not that it works in an AoE.
And when I said:
considering the slow curving projectile that uses groundtarget instead of homing like other projectiles
I’m talking about getting the projectile finisher effect at long range (1000+). The projectile have a very small hitbox so unless you are in your enemies face you will not get the trigger.
up again for dev homework
Bug has been submitted in game:
Reactive Lenses (Tools Adept) doesn’t work with knockback or knockdown. I believe this is also true for specific types of knockback “launch” or whatever other names they have. It works only with stun/daze/fear right now.
Easy to test. Equip it and go get knocked around!
Bug has been submitted in game:
Reactive Lenses (Tools Adept) doesn’t work with knockback or knockdown. I believe this is also true for specific types of knockback “launch” or whatever other names they have. It works only with stun/daze/fear right now.
Easy to test. Equip it and go get knocked around!
its true – i confirm on some kind of knockback-down-launch it doesnt trigger
but im writing to ask why the alchemy “transmute” says “Incoming conditions have a chance to convert into boons.”
well. its incoming condition – one stack of a group of conditions incoming.
example? get 5 stacks of confusion from a mesmer and converts 1 to retaliation and leave the other 4 there…
but cant be working like that. there are skills that drops X stacks of a condition ALL TOGETHER!
wvw cannons 2nd skill: 5-10stacks of bleeding in ONE HIT – converts only one and leave the other 4 or 9 to work
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.
IS there anyone looking at Engineers? Engineer has a ridiculous number of bugs?
Self bandage does not scale with mechanized deployment (15% toolbelt skill recharge reduction). throw accelerant (med kit #4) cant be picked up if you dont have a movement impairing condition on you (remnant of pre patch) all the other condition cleanses can be picked up regardless if you have condies on you. #3 has a different cast time then #2 #4 and #5 (probably a mistake). Ow and remove the ground targeting because it’s scheisse.
(edited by santenal.1054)
Self bandage does not scale with mechanized deployment (15% toolbelt skill recharge reduction). throw accelerant (med kit #4) cant be picked up if you dont have a movement impairing condition on you (remnant of pre patch) all the other condition cleanses can be picked up regardless if you have condies on you. #3 has a different cast time then #2 #4 and #5 (probably a mistake). Ow and remove the ground targeting because it’s scheisse.
POST ACTUAL FREAKING BUGS HERE, PEOPLE, INSTEAD OF COMPLAINTS ABOUT BALANCE. MOVING THIS FROM THE BUG FORUM TO THE ENGINEER FORUM WAS HORRIBLE. HERE ARE SOME ACTUAL BUG EXAMPLES:
(edited by Sold Out.7625)
Self bandage does not scale with mechanized deployment (15% toolbelt skill recharge reduction). throw accelerant (med kit #4) cant be picked up if you dont have a movement impairing condition on you (remnant of pre patch) all the other condition cleanses can be picked up regardless if you have condies on you. #3 has a different cast time then #2 #4 and #5 (probably a mistake). Ow and remove the ground targeting because it’s scheisse.
- #4 can always be picked up fine. NO BUG
- #3’s cast time is intentional. Cast times don’t accidentally have the fitting animations either. NO BUG
- Ground targeting is intentional. NO BUG
POST ACTUAL FREAKING BUGS HERE, PEOPLE, INSTEAD OF COMPLAINTS ABOUT BALANCE. MOVING THIS FROM THE BUG FORUM TO THE ENGINEER FORUM WAS HORRIBLE. HERE ARE SOME ACTUAL BUG EXAMPLES:
Well since the anet employee said:
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.
I think my post totally belonged in this thread , I still do.
Never said #3 was a bug , it just might be a mistake.
Ground targeting is scheisse, removing it was a suggestion.
You are right about #4 being picked up all the time. The animation makes it disappear real slow, I just assumed when I walked over it, it wasn’t picked up.
edit: you are right i had mistaken “forum” for “thread”.
(edited by santenal.1054)
- Some people were unsure about the Mortar’s projectile finisher working: We previously had confirmation that the projectile finisher was supposed to proc as long as the explosion hits a combo field. If anyone has severe heartburn about it, I can dig up the red post about it with some work.
- Explosive Powder does not properly proc on Mortar, making us miss 10% damage:
If you have time can you dig up the thread, all I ever saw was the livestream with the “it will be able to combo finish statement” but they didn’t say what type of combo.
Explosive powder and steel-packed powder are both affecting mortar 1, didn’t bother to test the other 3.
If you have time can you dig up the thread, all I ever saw was the livestream with the “it will be able to combo finish statement” but they didn’t say what type of combo.
Explosive powder and steel-packed powder are both affecting mortar 1, didn’t bother to test the other 3.
Here you go. Forgot that Digital actually put it in the google doc!
As far as the explosive powder goes, people had varying results, sometimes it worked, sometimes it didn’t. Would have to check if it works once more, probably on the silverwastes dummies. Easiest place to test these things.
My lowest hit without explosive powder was 649, with explosive and 3 vuln it was 737. 649*1.1*1.03 = 735.3 seems to be right around where it should be. 649 is 2408 power and had 1000+ tests, 737 is 2408 power and had ~70 hits, 737 showed up 4 times
Edit: Ye, that is a terrible description, technically it does give the pop-up :P
Edit: Retested a month later, 736 is the lowest hit with explosives traited.
(edited by SlyDevil.3952)
My lowest hit without explosive powder was 649, with explosive and 3 vuln it was 737. 649*1.1*1.03 = 735.3 seems to be right around where it should be. 649 is 2408 power and had 1000+ tests, 737 is 2408 power and had ~70 hits, 737 showed up 4 times
Edit: Ye, that is a terrible description, technically it does give the pop-up :P
Yep, explosives powder seems to finally be applied now. It’s not listed yet but whee.
Just a bunch of other bugs to go.
blindbug : when you’re blinded and use your utility skill of grenade kit ( grenade barrage), there is a (+/-) 75% chance all your nades will miss and you will not have removed the blind at the end of the skill. I’m pretty sure this is a bug because a blind always made you miss one nade and let the rest hit ( since it is mutiple hits).
pullbug : do i even have to explain? This bug has been in the game forever and it seems it will be continue to do so.
I am pretty sure Blind neutering barrage is due to, yet again, lazy and hastily done programming; piercing grenades being the original culprit. As for the pull bug, this goes beyond just Engineer and extends to all pulls. At least in our situation it seems to help if you do a little hop just before the pull activates to peek over any invisible walls that might impede the animation.
dunno if this has been mentioned yet, but toolkit skills namely the AA and prybar now have cast timers where they used to be instant. at least 1 second casts now, even with power wrench trait
blindbug : when you’re blinded and use your utility skill of grenade kit ( grenade barrage), there is a (+/-) 75% chance all your nades will miss and you will not have removed the blind at the end of the skill. I’m pretty sure this is a bug because a blind always made you miss one nade and let the rest hit ( since it is mutiple hits).
this is as old as i can remember and i can remember back to near launch
the exact repro of this is:
standard grenades (nades 1, barrage) do not remove blind unless the projectile hits a target. if the aoe from a grenades hits the target, blind is not removed and it registers a miss. if the grenade projectile hits the target, blind is removed and it registers a miss.
the easiest workaround is to use nades 2/3/4/5 or some other skill, because all of the other nades that come with an extra condition natively dont suffer from the issue of their explosions not removing blind.
i use bombs – does the same thing of nades –
1st-3rd skill (bomb and concussion bomb) miss
if its 2-4-5 skill that pulses miss 1st pulse then the others hit
1 target or 5….
blindbug : when you’re blinded and use your utility skill of grenade kit ( grenade barrage), there is a (+/-) 75% chance all your nades will miss and you will not have removed the blind at the end of the skill. I’m pretty sure this is a bug because a blind always made you miss one nade and let the rest hit ( since it is mutiple hits).
this is as old as i can remember and i can remember back to near launch
the exact repro of this is:
standard grenades (nades 1, barrage) do not remove blind unless the projectile hits a target. if the aoe from a grenades hits the target, blind is not removed and it registers a miss. if the grenade projectile hits the target, blind is removed and it registers a miss.
the easiest workaround is to use nades 2/3/4/5 or some other skill, because all of the other nades that come with an extra condition natively dont suffer from the issue of their explosions not removing blind.
This isn’t really a solution because if you want to do a pull – grenade barrage combo and get blinded when you pulled your target you can’t just throw normal nades to remove the blind and then grenade barrage. There are a lot of “random” blinds in this game mostly from ele ( when you get burned by an ele you get blinded) so this solution isn’t all that great.
(edited by thijsken.5031)
blindbug : when you’re blinded and use your utility skill of grenade kit ( grenade barrage), there is a (+/-) 75% chance all your nades will miss and you will not have removed the blind at the end of the skill. I’m pretty sure this is a bug because a blind always made you miss one nade and let the rest hit ( since it is mutiple hits).
this is as old as i can remember and i can remember back to near launch
the exact repro of this is:
standard grenades (nades 1, barrage) do not remove blind unless the projectile hits a target. if the aoe from a grenades hits the target, blind is not removed and it registers a miss. if the grenade projectile hits the target, blind is removed and it registers a miss.
the easiest workaround is to use nades 2/3/4/5 or some other skill, because all of the other nades that come with an extra condition natively dont suffer from the issue of their explosions not removing blind.
This isn’t really a solution because if you want to do a pull – grenade barrage combo and get blinded when you pulled your target you can’t just throw normal nades to remove the blind and then grenade barrage. There are a lot of “random” blinds in this game mostly from ele ( when you get burned by an ele you get blinded) so this solution isn’t all that great.
no it isnt great, its a really annoying bug. but it is possible to work around.
This isn’t really a solution because if you want to do a pull – grenade barrage combo and get blinded when you pulled your target you can’t just throw normal nades to remove the blind and then grenade barrage. There are a lot of “random” blinds in this game mostly from ele ( when you get burned by an ele you get blinded) so this solution isn’t all that great.
But then again, when do you ever get burned by an elementalist? Oh, wait…
I’m not playing every class actively, but it seems to me the engineer is by far the number one bugged.
Hey Anet, do you homework! -.-
+ Old trait elixir infused bomb should become baseline but it don’t work, please fix it
…
Blindbug still not fixed i guess we have to wait a couple months more.
Skill queuing on Bunker Down and Static Discharge still around I imagine?
Its not like this makes builds with either of these traits an exercise in frustration or anything…
Shouldn’t the HgH trait be lowering the cool down of “Elixir Shell” and and increasing its duration?
I haven’t had time to test it, the duration, but the cool down certainly doesn’t change.
Shouldn’t the HgH trait be lowering the cool down of “Elixir Shell” and and increasing its duration?
I haven’t had time to test it, the duration, but the cool down certainly doesn’t change.
I can confirm, duration NOT affected but HGH, only by Siege rounds.
Glue bomb and big old bomb are still missing 60 range.
at august the 25.:
Zealot’s Embrace: Fixed a bug that required this skill to fully recharge if the cast was interrupted by the target moving behind the caster.
The same bug seems to exist with blowtorch, please fix that one too (pistol 4#)
Glue bomb and big old bomb are still missing 60 range.
Wow, Anet.
Glue bomb and big old bomb are still missing 60 range.
Wow, Anet.
Math is hard…
Glue bomb and big old bomb are still missing 60 range.
Is it an actual bug? In one of the other threads mentioned that +60 range wasn’t the promise just that 240 radius would be the baseline.
Glue bomb and big old bomb are still missing 60 range.
Is it an actual bug? In one of the other threads mentioned that +60 range wasn’t the promise just that 240 radius would be the baseline.
The 240 range wasn’t properly applied – it’s there visually but not in actual gameplay. Anet fixed that finally – and forgot two of the bombs.
So this is an exercise in frustration. That and the skill queue bug with static discharge.
Bugfixing at it best
Originally all bombs had 180 range, glue bomb had 240 and big old 300. The old bomb trait increased those ranges to 240, 300 and 360. Right now all bombs are 240 and big old 300.
Also mortar toolbelt seems not to be 360. Mesmer TW is 360 and the distance zoomed out between char and minimap is 360 – orbital strike seems more to be 300 like big old. If you explode a 240 fire bomb on you and then just put the orbital strike marker on you, thats NEVER 50% more radius. :P
There are so many bugs still OMG
Engineer is no longer any goal, even when we would be in this situation?
The HoT is there and we have numerous problems due to minor corrections, I wonder what the situation will be after the HoT. chaotic
Glue bomb and big old bomb are still missing 60 range.
Is it an actual bug? In one of the other threads mentioned that +60 range wasn’t the promise just that 240 radius would be the baseline.
The 240 range wasn’t properly applied – it’s there visually but not in actual gameplay. Anet fixed that finally – and forgot two of the bombs.
But glue bomb already has 240 range and BOB 300, maybe they never intended to increase them.
Afaik they mentioned the “+60 range for bombs” trait will be baseline. Therefore:
bomb 1-3: 180 range → 240 range
bomb 5: 240 range → 300 range
bob: 300 → 360 range
Afaik they mentioned the “+60 range for bombs” trait will be baseline. Therefore:
bomb 1-3: 180 range -> 240 range
bomb 5: 240 range -> 300 range
bob: 300 -> 360 range
OK if thats the case they are bugged.
Just for eradicating any misunderstandings:
Pre July 23. untraited:
Pre July 23. traited:
Post July 23.:
Pre August 25. (wich was my brithday, what a present ANet ;D):
No toolbelt skill for racial elites still. I will continue reporting this as a bug until it’s either fixed or we are told there will never be any. I would even be fine with some generic skill that encompasses them all
Charr Mortar animation is slower than the old animation. I don’t know why they changed it, or if it was intentional, but I hate it and if anyone else hates it, bring attention to it and let ANet know.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.