Engineer bugs compilation
+1
Kit swapping should retain auto-attack setting.
People are saying that weapon kits don’t scale with weapons but I don’t even know whether this is a bug or a feature.
Its clearly not intended, as you don’t lose any stats when equipping a kit with PvP.
See, in PvP you have the same number of stats that you would get with exotic gear in PvE, its just all put into one single amulet, as opposed to spread over gear.
So, if it was intended, then you would lose some stats in PvP as well.
Can’t switch kits in the air, unlike every other class who can weapon swap while jumping or falling.
Blowtorch misses almost always unless the target is stood infront of your char and infront of your camera. If you spin the camera blowtorch almost always misses reguardless of the target being infront of your character.
Can’t switch kits in the air, unlike every other class who can weapon swap while jumping or falling.
Since kits are coded to behave as bundles, the coding that prevents bundles to be dropped while in air must be interfering with it.
Then again, not all kits are able to be equipped while in air. Grenade and Fire works while med and eligun can’t.
Edit: as I was editing and formatting the bug reports, I got an urgent call for my work and I won’t be available to maintain this list for the remainder of the week. If someone would like to take it over, you may do it as such.
(edited by Baron Alfred.2348)
some of these fixes should be put into place.
General issues:
- Toolkit cooldown reduction from the Tools tree is not reflected on any tooltips
- Toolkit skills are not affected by any cooldown reduction traits even if they are flagged with types (elixirs, specifically)
Weapon stuff:
Pistols
- Explosive shot explodes at the end of it’s path, giving it a free 120 range
- Poison Dart Volley misses when used against stationary targets from past ~600 range. Target size hitboxes influence the miss rate drastically.
- Static Shot has no priority, so it can bounce to targets that are not in combat over those who are
- Glue Shot does not cause the engineer to enter combat, but does draw hostility from NPCs
Rifle
- Net shot misses moving targets at long range without them needing to dodge.
- Jump Shot’s Leap finisher does not work where you land, only where you jump from (i.e., landing in a light field will not give retaliation, but jumping out of one will.)
Shield
- Throw Shield projectile is occasionally invisible
General Kit issues
- Stats from weapons, as well as sigils, do not function when kits are equipped. Kits also seem to have their own damage ranges that are unknown to the player
- Kits can be unequipped while abilities are active, which doesn’t make sense
Flamethrower
- Flame Jet misses all the time against destructible objects, and cannot hit targets who are not directly in front of you, nor while moving
- Air Blast can reflect projectiles, but this is not stated on the tooltip
Elixir Gun
- Fumigate misses constantly, like Flame Jet
Tool Kit
- Box of Nails does not cause the engineer to enter combat, even though it causes a bleed effect
Utility skills:
- No turrets specify that they have reduced cooldown if picked up (this is on no help tips or tooltips in game.)
- Rocket boots knocks you down, although this is not indicated by the tooltip
- Rocket boots act really weird underwater
- Elixir U’s tooltip is bad. You gain a random debuff in addition to Quickness, not a utility skill.
- Elixir S also breaks immobilization in addition to stuns, and can be used while dazed
(edited by Nautix.9417)
Toolkit
- Toss Elixir H (Elixir H) – gives Vigor, not Swiftness. tooltip error.
- Healing Mist (Elixir Gun) – Not considered an Elixir for traits (CD, Duration, Condition removal, etc.)
- Incendiary Ammo (Flame Thrower) – Uses the first 3 damage events, not attacks. A single piercing shot from a rifle can use all 3 charges.
- Toss Elixir C (Elixir C) – causes a random boon even without removing conditions.
- Toss Elixir R (Elixir R) – Is a light field, tooltip does not reflect this.
- Toss Elixir B (Elixir – Might lasts 10 seconds instead of 30.
- Toss Elixir U (Elixir U) – Causes smoke wall, reflect wall, or ethereal wall. Not “a random spell”
Traits
Explosives:
- Exploit Weakness – Only applies to 1 target if you hit multiple targets with an AOE who are under 25%, chosen seemingly at random.
- Short Fuse – Does not affect Toolkit skills for Bomb or Grenade kit
- Explosive Powder – Does not affect turrets with the trait Accelerant-Packed Turrets
- Explosive Powder – Does not affect Explosive Shot
- Steel-Packed Powder – Does not affect turrets with the trait Accelerant-Packed Turrets
- Steel-Packed Powder – Does not affect Explosive Shot
- Enhance Performance – Poorly worded. Works on slot 6 activation, not actual healing skills (equipping Med Kit triggers it.)
Firearms
- Infused Precision – Does not interact correctly with Invigorating Speed (Alchemy) trait, causing it to ignore boon duration increases
- Rifled Barrels – Does not adjust the range requirements on Blunderbuss (rifle) or Blowtorch (pistol) for their staged damage effects.
- Precise Sights – Does not specify that it’s 1 stack, or that it lasts 3s (this is a terrible trait, and should be re-evaluated)
- Napalm Specialist – Does not actually extend burn duration by 20%. Seems to make it tick faster, cannot confirm without a better combat log.
- Fireforged Trigger – Does no affect Toolkit skills
- Go for the Eyes – Can only cause 1 blind, even if the shot pierces 20 targets and crits them all.
- Coated Bullets – Enables Explosive Shot to hit targets twice at just below maximum range, or while they stand near solid surfaces for Explosive Shot to explode off of.
Inventions
- Automated Medical Response – does not work on fall damage.
Alchemy
- Hidden Flask – Does not trigger from fall damage
- Self-Regulated Defenses – Does not trigger from fall damage
- Fast-Acting Elixirs does not work on any skills from the toolbelt, Elixir Gun, or Mortar
- Backpack Regenerator – Does not function at all
- HGH – Does not affect any elixir skills on the Elixir Gun or the elixir from Mortar
Tools
- Inertial Converter – does not function on fall damage
- Kit Refinement – kit by kit bugs…
* Tool Kit – creates Box of Nails – no animation, particle effect lasts way too long, does not cause combat for engineer if it hits a hostile target
* Elixir Gun – creates a Super Elixir – suffers from all Super Elixir bugs, relating to the fact that it’s flagged as an elixir, but is completely unaffected by elixir specific traits
* Flame Thrower – creates a Fire nova – Does not cause combat, applies burn to surrounding enemies.
- Scope – Not reflected on character sheet like other buffs do, may not work at all, unknown.
- Deployable Turrets – Lose access to the correct Healing Turret toolbelt skill
Spent most of the day compiling bugs to start a sticky. You beat me to the punch. Here’s everything i’ve found. I’ve tested most of these, mostly in HotM. Others are accounts i’ve found in various threads with multiple confirmations.
General
- Skills that relocate you on use (Overcharged Shot, Rocket Boots, Acid Bomb, etc) have their distance reduced when chilled.
- Kits can be used in town clothes.
- Almost all tooltips are erroneous in some way, whether being completely wrong or just having the numbers slightly off. Tooltips are generally vague, hard to read and lack consistency. Additionally most talent changes will not be reflected in the tooltips.
- Periodically a skill gets locked (the icon flashes as if you’ve pressed it). While the ability is locked, you cannot change it. Reactivating the ability will fix it.
- Skills change between sPVP and PVE. Some bugs that are present in PVE are missing in sPVP and vice versa.
- Transforming while wearing a kit with a backpack graphic will cause the graphic to float mid air on the spot you transformed.
- There seems to be several issues with abilities not firing at the Clock Tower in Battle of Khylo. This includes explosion effects, fields, thrown elixirs and other abilities.
Skills
Rifle
Hip Shot
- Does not pierce as per piercing talents. It will hit the target you have selected and then ricochet off at weird angels, often not piercing the secondary target at all. This occurs more while moving. Selecting the last in a line of targets will get it to act correctly.
- Will fly over the selected target and climb higher in the air if the target is tall. Alternatively is the target is small, it will fire into the ground. The graphic of the shot will attempt to fly over the head of the target creating a wavering smoke trail.
Net Shot
- Will get snagged on geometry often. This occurs more while moving. Additionally friendly pets and certain constructs will cause obstructed messages.
- The graphic on Net Shot moves incredibly slowly and interacts weirdly with motion. Two characters running at the same speed away from each other on a flat plane. At 1000 distance the Net Shot will not immobilize the target. You must be about 600 distance for it to work while in motion.
Blunderbuss
- Will often consume the cooldown without the effect.
Overcharged Shot
- Often does not remove the effects listed. Will only remove 1 if all 3 are applied.
Jump Shot
- Sluggish ability that forces almost a full second of air time regardless of distance.
- Both leap and landing can cause no damage even if the mob is right in the path.
- Often does not trigger Leap based combo moves.
- Can often make the character rubberband around on landing.
- Will often leap far distances, then rubberband back, causing the character to miss the end damage entirely.
Pistol
Explosive Shot
- Does not count as explosive to any trait affecting explosions.
Poison Dart Volley
- Has a small delay before firing, this seems to cause it to be interrupted by other actions easily.
- Darts fire on angles, mostly missing the target.
- Rarely hits destructible objects.
Static Shot
- Will bounce between 2 targets multiple times (for a total of 4 hits), but it often wont hit 4 targets nor will it bounce back when there are 3 targets.
Blowtorch
- Will often fire to the side. Not just the graphic, the cone of fire seems very inconsistent with the angle you’re facing and the actual area of effect. The flamethrower shares this fault.
- Rarely hits destructable objects.
Glue Shot
- Often the glue puddle will not last 5 seconds and will end early.
- Quickness (+100% animation speed) will affect it negatively and it will end in under 2 seconds.
Shield
Magnetic Inversion
- Will not trigger blast combo.
Throw Shield
- Will not trigger a projectile combo.
Harpoon Gun
Scatter Mines
- Tooltip was changed during a recent build and is incorrect. Each mine applies 2 vulnerability, tooltip does not reflect this. Tooltip damage is incorrect.
Retreating Grapple
- Tooltip damage is incorrect. Targets seem to pull greater than 600 distance.
Timed Charge
- Tooltip was changed during a recent build and is incorrect. Applies a 3 stack bleed to each mob within the explosion radius. Tooltip damage is incorrect.
Net Wall
- Doesn’t activate on collision.
(edited by Morgue.2356)
Kits
- All kits ignore the stats on weapons and the damage.
- Equipping a kit is the equivalent of equipping a 969 damage weapon with 0 statistics on it.
- All kits ignore sigils in weapons.
- Kit swapping do not trigger weapon swap sigils.
- Equipped kits will unequip after a set time, and randomly during battle.
- Auto attack settings aren’t not kept in between kit swaps.
- Some stuns and knockdowns, all transforms and other abilities remove kits and revert back to the main weapon.
- If we have a kit equipped in PVP, the Hero panel shows our original (PVE) weapon equipped.
Med Kit
- In sPVP and the mists, hitting the med kit button twice equips then stows the kit, everywhere b else it simply reactivates the kit continually.
- Interacts improperly with Elixir S. You can’t activate the medkit heal while under the transform effects of Elixir S, yet the other heals can be.
Drop Antidote
- Tooltip does not indicate it only removes 1 condition.
Elixir Gun
Tranquilizing Dart
- Ability changes randomly. Sometimes it does 1 second of weakness, 4 seconds of bleed. Other times its 3 seconds of each (allowing you to stack weakness up). This seems to be related to a trait.
Elixir F
- Ability changes randomly as Tranquilizing Dart. Durations change. Bouncing fails frequently. Seems to be related to a trait.
Fumigate
- Cannot be cancelled by activating another ability.
Acid Bomb
- Tooltip does not indicate it damages continually. No leap back distance noted.
Super Elixir
- Tooltip numbers are wrong. Clears conditions on initial impact heal. No indication that it creates a water field.
Tool Kit
Throw Wrench
- The return on the wrench often dispersal shortly as it starts to travel back and does not deal damage. Additionally if it does deal damage through a field, it wont apply the field on the return (the wrench will still have the graphic though).
Flamethrower
Flame Jet
- Many issues with targeting and applying the damage.
- The burn effect will not fire periodically.
- Will produce many misses if elevation is different between you and the enemy.
- The cone of targeting will be directly in front of you, or angled towards a selected enemy, regardless of animation.
- The animation will hit mobs the flamethrower isnt facing, causing confusion.
- Flame Jet will sometimes fire directly into the ground, causing misses.
- The flamethrower cant damage most destructibles, and if they can its highly angle dependent.
- Has a 3 target limit.
Flame Blast
- Often clips through geometry, does not seem to trigger until its at the end of its max range.
- Often does not apply damage or simply disappears at the end.
- Will sometimes fire directly into the ground.
- Will often fail and report “Obstructed” if used immediately after Air Blast.
Air Blast
- Often misses for no apparent reason.
- Sometimes cooldown will be consumed without animation or effect.
Incendiary Ammo
- Most abilities will consume this without applying the full 3 burn applications or any burn effect at all. Kit abilities seem to be the most common.
Bomb Kit
Fire Bomb
- Tooltip does not indicate it will be continual.
Smoke Bomb
- Tooltip does not indicate it will be continual.
Glue Bomb
- Tooltip does not indicate only the initial explosion will cause immobilize with continual cripple afterwards
Big Ol’ Bomb
- Does not create Blast combos.
Grenade Kit
- Grenades in general have a lot of issues.
- While running grenades often wont be cast where you indicate, but will instead fall much shorter.
- Grenades will often split weirdly during the throw, causing one grenade to land far away from the others.
- The grenade animation locks your character into the full animation, and breaking it early to do something generally does not work.
- Dodging while using grenades often causes the character become stuck on the spot, and the player needs to release and repress the movement keys to stop this.
- If you’re in the middle of throwing a grenade and get knocked down or stunned, you’ll often be stuck in position (as per immobilized). Using Overcharged shot or another movement displacer fixes this.
- Due to the arc of grenades, aiming with the mouse (and not clicking) will cause many “out of range” errors.
- Grenades throw faster underwater.
- Grenades are thrown directly down if there is no target underwater.
- Poison Grenade – Poison lasts 3 seconds intead of 5 per application.
- Grenade Barrage – Not usable underwater outside of sPVP.
Due to the slow travel time, long casting animation, lack of auto cast and other bugs listed, grenades are one of the hardest abilities to use reliably in game. This is compounded further if you’re not right next to the server and experience higher latencies. They’re close to unusable in sPVP, and are a gimmick in WvWvW. This
is hurting our class because they’re our highest source of sustained damage.
Utility Skills
- Toolbelt skills do not share cooldowns with their underwater versions.
- Toss Elixir(s) – Don’t work in the clocktower in Battle of Khylo (Elixir R excepted).
Toss Elixir B
- Only applies 1 boon instead of all. Might is only 10 seconds in duration.
- Underwater tooltip is erroneous.
Elixir C
- There is no duration (effect is instant and single).
Toss Elixir C
- Applies a random boon without conditions present.
- No duration, is instant and singular.
- Underwater tooltip is erroneous.
Elixir S
- Wont let you use the Med Kit heal during the transformation.
- Tooltip doesnt indicate the prevention of weapon/toolkit abilities.
- Wont return you to the kit you had before you swap.
- Kits can be equipped and used while under the invulnerability effect.
Toss Elixir S
- Underwater tooltip is erroneous.
Elixir U
- Lasts only 4 seconds.
- Haste effect burns any endurance you have in addition to not letting you regenerate.
- Tooltip suggests you gain a positive ability from another profession instead of a negative
effect.
Toss Elixir U
- Underwater tooltip is erroneous.
- Tooltip gives no indication as to what it does.
Toss Elixir R
- Often doesnt heal 20% per tick.
- Will heal downed allies for about 5% per tick.
*No indication that it creates a field. - Underwater tooltip is erroneous.
Elixir H
- Using it underwater transfers the remaining cooldown to Med Kit when emerging on land.
Toss Elixir H
- Underwater tooltip is erroneous.
Elixir X
- Casting is delayed. A two second cast occurs initially, during which you can move, then a 1 second animation occurs, where you are immobilized.
- Being interrupted by during the 1 second animation causes the cooldown to occur, but you will not be transformed.
- Rampage is chosen far more often than tornado.
Healing Turret
- Initial regeneration will only heal 5 per second until another source of regeneration adds to it.
Cleansing Burst
- Unreliable, often wont work when pressed yet cooldown will be consumed. Delay between casting and it going off.
- Can heal without removing conditions.
- Can heal without animation or sound.
Regenerating Mist
- Tooltip is weird. Will apply 3 seconds of regeneration then 3 seconds more immediately afterwards.
- No indication on how long the water field lasts.
- The water field doesnt do anything except provide the field.
Thump
- Sometimes wont fire for 3-5 seconds after the command is given.
Net Turret
- Sometimes dissapears after 10 seconds. This mostly occurs out of combat.
Rocket Turret Detonate
- Does not work under water.
Slick Shoes
- No indication on how long the spray lasts.
Super Speed
- No indication this only works in combat (rather than give you double speed, it simply lets you run at full speed with swiftness in combat, ignoring the speed penalty combat gives you).
- No indication that it ignores movement imparing effects (except immobilize).
Rocket Boots
- Often wont launch you back the full distance.
- Sometimes doesnt cure movement speed conditions.
Throw Mine
- Will remain if you change skills.
Mine Field
- Will remain if you change skills.
Supply Crate
- Does not indicate a duration, which is currently 60 seconds.
Mortar
- Will misfire constantly. Ability cooldowns will be consumed without animation or effect.
- Mortar does not belong to the Engineer for the purposes of control priority (unlike built pvp siege weapons).
- Not affected by explosive traits.
- Size of AoE vs actual area of effect are different.
- Mortars cannot reliably hit walls in WvW.
-snip-
This is pretty much everything wrong bug wise with our class, summed up perfectly, and thankfully saves me having to do it at some stage, thanks for that!
Good topic as well, this is a good place to bring these to the attention of the devs, so I’ll add my own that I think haven’t been mentioned.
Healing turret: Dropping the turret and picking it up or detonating it after regen has been applied makes the regeneration heal for 5 health for the remainder of the regeneration. The healing for a specific 5 health occurs both in PvE and PvP. Morgue mentioned this, but my experience as to what causes it is different, so I added it.
Additionally, I’ve never seen cleansing burst remove a condition from me, even when I’ve stood next to it with multiple conditions and tested it.
(edited by RapBreon.9836)
Some additional comments on some of these:
Short Fuse not giving its effect when Grenadier is traited
Short Fuse doesn’t work at all in sPvP. I haven’t had any problems with it in PvE or WvW.
Forceful Explosives doesn’t show the radius change on skill tooltips.
I always assumed this trait actually increased the damage radius for each individual grenade. I would guess that if this skill increased the radius(thus, effecting the tooltip/reticle) then it essentially just spread out the grenade cluster?
Traits
Explosives
Acidic Elixirs
- Elixir U doesn’t cause damage on throw.
- Elixir R’s explosion radius is tiny.
- Does not affect Elixir Gun abilities.
Shrapnel
- Tooltip does not indicate an internal cooldown or duration.
Forceful Explosions
- Does not increase the range on the Poison Grenade field or the Glue Bomb.
- Tooltips do not update to indicate increased range. This causes auto-attacking from the bomb kit to not function despite being in range.
Incendiary Powder
- No indication of cooldown.
Short Fuse
- Grenade Kit does not receive a cooldown reduction while the Grenadier trait is active.
Enhance Performance
- Only triggers from pressing the heal skill key (default 6).
- Does not trigger from any other heal (such as the toolbelt heals or bandages).
Accelerant-Packed Turrets
- Will sometimes fail to trigger on turret death.
- Does not affect turrets in the Supply Crate.
- Is not affected by other explosive traits.
Grenadier
- Adds 2 grenades to Grenade Barrage instead of 1.
- Tooltips do not update to reflect additional grenades.
- Reduces Freeze Grenade cooldown to 15 seconds.
Firearms
Sharpshooter
- Other classes get 33% and 66% chance to bleed in the same location.
- No indication of cooldown.
Knee Shot
- Does not activate on Net Turret shots or Net Attack.
Sitting Duck
- Doesn’t affect conditions.
Rifled Barrels
- Rifle- Does not affect the minimum range on Blunderbuss, just the maximum. Jump Shot only increases by 100 (used to be 200, nerf or bug?)
- Pistol – Does not affect Blow Torch.
- Elixir Rifle – Does not affect Fumigate or Acid Bomb leap range.
Hairline Trigger
- Scatter Mines and Net Wall are not affected.
Fireforged Trigger
- Does not affect Super Elixir, and can periodically not be applied to other abilities.
Precise Sights
- No indication on duration.
Target The Maimed
- Does not affect conditions. Other classes receive 10% in the damage in the same location in the tree instead of 5%.
Coated Bullets
- Explosive Shot will explode at the end of the shot, causing double damage if the target is at max range.
- Similarly, if the target is against an object, explosive shot will explode on the object.
- Poison Dart Volley will also fail to hit properly, shots will go through the target without applying damage or poison.
Inventions
Low Health Response System
- Does not have an internal cooldown. Will easily stack to a minute if you bounce around 25% hp.
Stabilized Armor
- Seems to be inverse. Take more damage at full Endurance.
Reinforced Shield
- 90 Toughness is removed when swapped to kits. Static Shield does not have reduced cooldown when Shield Throw is used.
Elite Supplies
- Mortar range is unaffected.
Rifle Turret Barrels
- Damage increase does not seem to work.
- Range increase does not seem to work for turrets other than the Rifle Turret.
- Range increase does not work for Mortar.
Alchemy
- Increased boon duration does not affect Elixir U, Elixir S, Invigorating speed and Infused Precision.
Potent Elixirs
- Increases duration on Elixir B too much.
- Does not affect Toss Elixir B.
- Does not affect Toss Elixir S.
- Does not affect Elixir X.
- Does not affect Elixir U.
- Does not affect Elixir Gun abilities.
Fast-Acting Elixirs
- Does not affect Elixir Gun abilities.
- Does not affect Elixir S.
- Does not affect Elixir Tosses.
Transmute
- Seems to be affecting incoming boons as well.
- Periodically using elixirs (thrown or consumed) will grant random boons. Toss Elixir H seems to activate this often, providing random 2 seconds boons.
Deadly Mixture
- Does not affect conditions.
Autotool Installation
- Bug observed with trait where, after long periods of turret deployment, Turret Overcharge abilities will disappear. Instead the original drop turret ability will be in its place. Using the ability will destroy the old turret and create a new turret.
Cleaning Formula 409
- Elixir toss condition removal unreliable.
- Works inversely with Elixir C rendering it useless.
- Elixir Gun skills do not remove conditions.
Automated Response
- Does not clear current conditions.
Tools
- Passive Toolbelt cooldown reduction does not affect Mine Field. Several other abilities receive less than reduction.
Adrenaline Pump
- Does not trigger on Turret toolbelt skills.
Kit Refinement
- Randomly stops working.
- Does not work with Elixir Gun underwater.
Always Prepared
- Flamethrower or Elixir Gun cannot be picked up by other players in sPVP.
Scope
- Does not seem to work.
Speedy Gadgets
- Does not affect Throw Mine.
Power Wrench
- Cooldown reduction does not affect Gear Shield and Magnet.
- Cripple applies 1 second on Smack and Whack and 2 seconds on Thwack.
Deployable Turrets
- Replaces Regenerating Mist (toolbelt skill) with Healing Turret (original non throwable skill).
- Does not affect turrets that were unlocked after aquiring the trait in PVE.
Adrenal Implants
- Does not work.
Enduring Damage
- Does not work.
(edited by Morgue.2356)
Super Speed from the Slick Shoes skill claims to double our speed. In reality, it only gives us 30% more speed, the same as Swiftness but does not stack with any other swiftness ability.
(edited by Amulrei.4973)
Anyone else notice that our turrets don’t show in the combat log?
Was trying to get a feel on what #’s they put out and could not see a line for them appear.
Super Speed from the Slick Shoes skill claims to double our speed. In reality, it only gives us 30% more speed, the same as Swiftness but does not stack with any other swiftness ability.
I mention this just above. When you enter combat you slow down significantly. This removes that natural combat slow and gives swiftness on top of that, making you move double the speed of normal combat movement.
Is it just me or grenade cooldown trait is broken now?
Also trait from tools, Static Discharge does not lock on target with all Detonate Turret skills, every other toolbelt skill lock on to your target.
Official Guild Site : www.dark-saga.com
iPhone App : tinyurl.com/iPhoneTraitCalculator
Adrenal Implant from memory and testing 2ish weeks ago does work, it does not however stack with Vigor.
Leaving aside of all the other bugs, “weapon dmg and sigil not affecting while using kits” bug is SERIOUS because your attack value is like 1200 of your power + 1000 of your weapon dmg + some condition dmg…. Therefore we Engineers are heavily penalized in sPVP and WvW and PVE by 40~50% of dmg when you are using kits… This absurd bug should be fixed immediately……
+1
Kit swapping should retain auto-attack setting.
And this too. Pressing 111111111 while moving left or right is heavily streesful…. No other classes are doing this. Also, Grenade Kit’s 1st ability should be able to be set as auto-attack. Just throw it on target. Not that hard, A-net!!
Two quick ones I can remember off the top of my head
Toss Elixir [Insert Elixir Letter Here] (toolbelt skills): The land and underwater of all of these skills seem to be considered completely separate skills (the land is toss, the underwater is toss→detonate). As a consequence, these skills all seem to have separate cooldowns. I am quite sure this affects all the toss elixirs, but haven’t tested it thoroughly.
For example, it is completely possible to use Toss Elixir B, then jump into the water and use Toss Elixir B (and subsequent detonate) immediately. If you jump back out of the water, the cooldown is still counting down from the one you used on land, and when you jump back into the water, the cooldown is still counting down from the one you used in the water.
This only seems to affect the elixir toolbelt skills and not the elixir skills in the utility slots themselves (i.e. skill slots 7-9).
Not sure if this bug is present with other types of skills in a similar fashion (i.e. turrets).
Static Shield (Shield skill #5): This skill seems to be capable of blocking ranged attacks and does not “discharge” the skill when doing so, meaning you can still throw the skill or block another melee attack. I’m not sure of the conditions under which these attacks are blocked or if it only applies to certain kinds of attacks as I haven’t sat down and tested it, but it seems to happen fairly regularly.
Is there any way to fix the problem of the flamethrower’s primary attack clipping into the terrain when used by an Asuran who’s moving?
- Rocket boots bugs out and launches you no where, you just fall over right where you started.
- Poison volley- Some shots miss even though you are in range
- Blowtorch, blunderbuss and flame thrower 1 ability miss on strifing targets.
- Throw healing elixir gives like 1 sec of protection , should be 3
- Elixirs don’t work in clock tower
Backpack regenerator does not seem to scale with healing power at all. Tried maxing healing power and then with no healing power and it seems to heal 125 a tick regardless of my level of healing power. It may be intentional but I doubt it is.
Also the rune of doylak scale either dosnt as a side note, but thats probably intentional.
Am I doing something wrong or is the first explosive trait bugged? I have never gotten a bomb or an explosion of any sort when dodging. It would be really useful if I could get it to work. I only play PvE. Any advice appreciated.
Impressed at how you all can get so much detailed info for this list. Buggy or not, I love my engineer.
I have to wonder, with this many bugs – was this class ready for release?
Asura Engineer
Queen you need to be in combat
Isn’t forceful explosions bombs/mines only, with the implication that grenade aren’t bombs? (since we’ve a set called BOMB kit, which would imply bombs to only refer to that)
Toss Elixir does not clear conditions -when traited of course.
Touching the surface of the water (when your skills disappear/change and you start swimming in ‘2-d’) cause any environmental weapons to vanish from the world.
Note: haven’t tested this for a while, may be fixed
They still have another list of bug on the second page of the thread.
https://forum-en.gw2archive.eu/forum/support/bugs/Bug-list-Engineer/page/2
By so far this is the most annoying one for me.
*Flamethrower’s Flame Blast will often be obstructed after using Air Blast and will not explode when hitting the environment.
I can confirm the coated bullets trait causing extra hits. When a mob is just out not range of the pistol you I’ll get an explosion then a penetrated shot immediately after. I causes double effects. Sigils and weapon stats don’t affect when kit is equipped.
I can confirm the coated bullets trait causing extra hits. When a mob is just out not range of the pistol you I’ll get an explosion then a penetrated shot immediately after. I causes double effects. Sigils and weapon stats don’t affect when kit is equipped.
It has been this way since BWE1 I believe.
Its intended I believe.
Then again… things being in BWE1 doesn’t necessarily make them intended…
*cough*auto attack bug*cough*
That’s a pretty big list.
(edited by victz.8905)
Incidentally flame blast also allows double hits (penetration and explosion) if done at the correct range, which greatly increases the damage if you’re standing at the precisely correct distance. Putting it here as well, since it’s semi-related to coated bullets penetrating then exploding.
(based on the description of flame blast it is possibly intended in this case though)
(edited by Moderator)
A lot of people need to read the thread first before posting their personal bugs, as almost everything mentioned has been mentioned previously.
Grenade kit skills sometimes don’t properly activate or go on cool down when used underwater. Throw flash grenade seems to be the worst offender for me, either having no cool down and not activating, or activating and not having a cool down. This may be from later skill activations cutting off prior ones, as not hitting the abilities on the kit as fast seems to cut down on incidences. Such as throw poison grenade> throw grenade, and having throw grenade over-ride poison grenades activation.
Grenade kit attack speed is too high in the water, as mashing skill one as fast as possible lets you overwhelm just about anyone or anything with grenades in record time. Probably due to not having ground target constantly.
To elaborate on poison dart volley: Currently uses a conical spread, changed from its original non-spread version in BWE1.
See this thread.
Grenade kit attack speed is too high in the water, as mashing skill one as fast as possible lets you overwhelm just about anyone or anything with grenades in record time. Probably due to not having ground target constantly.
Give your fingers a break: grenades can be set to auto-attack underwater. Also the attack speed issue with grenades underwater is already noted in the thread.
Deployable turrets (trait) does not work with most of my turrets in PvE…
So far, i can “launch” the healing turret and the rocket turret, that’s all :/
All works fine in sPvP, but again, not in PvE
Mine fields are no longer a blast finisher.
Hooray! Let’s screw this class up even more! We should get a trend going with every update where Engies get shafted somehow.
https://www.youtube.com/watch?v=Am9gVQB8gss
Please keep complaints separate from bug lists.
I have noticed that when using the Flamethrower that the knock back ability has a tendency to not work. As in, they are not knocked back. It usually happens when dealing with silvers or champions, but has happened on regular mobs before as well.
Reviving a player with Elixir R nets you no experience whatsoever.