Engineer bugs compilation
There are a few structures which I try to hit, but keep missing or being obstructed despite being right next to it. Is this a known bug? I can only hit them use grenades, not rifles.
The random boon on the runes of lyssa triggers when the healing kit is equipped, not when an actual healing skill is used.
I’m guessing they didn’t account for kits in the healing slot and just treat every skill in the healing slot as “healing skill”.
Wearing a full set of Lyssa gear in sPvP doesn’t proc the 6th item bonus (Gain all boons for 5 seconds when you use an elite skill). Everytime I use elixir X or Supply drop, I don’t get all the boons.
Mina Sekurai – Asura Necromancer (Blackgate)
Glue shot only lasts 3 secs at most
Big Ol’ Bomb does not apply a Blast Finisher! >:(
-Grenades
I’ve noticed that grenades, like the morters, often dissapear when thrown at certain spots on WvW walls and towers.
Also unsure elixir infused bombs trait of actually healing allies as nothing seems to indicate any healing done. (maybe not considered a bomb?)
-Elixir X
Does not work underwater eventhough stated it has alternate effects. Drinking it before hand and entering water just gives u an option to revert back to normal.
Grenades=/=Bombs
Static shield fails to knock the enemy many times when he uses a melee atack.
I don’t know if anybody else has noticed, but my grenade kit automatically unequips after awhile. It happened to me consistently yesterday.
I don’t know if anybody else has noticed, but my grenade kit automatically unequips after awhile. It happened to me consistently yesterday.
Happened to me today yep.
I had it on for a bit, so I’m guessing there is a timer with bundles in which you have to drop them.
Probably to stop you picking up event bundles and keeping them ‘forever’
~ Will not auto attack after ctrl+click :
It’ll work maybe 10% of the time when enemy is biting you but then suddenly just stop again.
~ Miss very often, 98% against large stationary objects:
This is where I thought it may just have been a play style the game is encouraging that I’ve missed, however after lots of trying I’m sure it can’t be cause it’s ridiculous. When using FT, as soon as you start moving, your miss rate will increase dramatically. When coming against a FIXED object like a tower or banner or nest or catapult you will miss 98% of the time if not more. I’ve moved around objects in full circles many times in many tries and had it miss the entire circle. About half the time if you can find a small wedge of angle that hits you would have to stand exactly still and it will continue to hit forever. This shows me that it’s NOT due to hit rate or miss rate and just means the window for hit is so small on utility weapons it must be a mistake. I’ve asked many people about this and it’s a problem that exist not only with FT but also with any utility weapon (skill based) such as Transform, Clones, AOE Spells, etc (anything that is a skill on 6-0 which equips to replace your physical weapon on slot 1-5). This is extremely annoying since the game is encouraging us to be mobile during combat and this is counter productive to the point where the utility becomes unusable in certain situations. Also, FT suppose to be splash damage right? Stationary enemies are, well, stationary right? So c’mon this is a broken mechanic.
Coated Bullets (XII) allow to hit the same target multiple times under certain circumstances. (max range or when the shot is stopped by the environment)
Don’t you dare fix this.And while you’re at it make Poison Dart Volley hit once in a while…
Just noticed this now. I used Elixir C underwater, and when I came up to the surface (immediately after using it), my Elixir Gun kit (in the same utility slot as Elixir C underwater) had the cooldown carry over.
Reliable Excavation Demolition [RED]
Human Engineer of Anvil Rock
Explosive shot’s tooltip in heart of the mist is not accurate. Oddly, only seems to be there.
Backpack Regenerator
edit please see post below. I was incorrect about this
Just tried it and got nothing from it
Tried on Med kit, Grenade Kit and Flame thrower. For each one I entered combat switch to it after I was down in health and no regeneration during or after combat.. I then switch to it before combat and no re generation before during of after combat-
(edited by Moderator)
Backpack Regenerator
Just tried it and got nothing from it
Tried on Med kit, Grenade Kit and Flame thrower. For each one I entered combat switch to it after I was down in health and no regeneration during or after combat.. I then switch to it before combat and no re generation before during of after combat
Do you have your interface set up to show healing numbers?
This trait actually does work; with no points in +Healing it should tick for around 130 HP. This is actually better than just getting normal the Regen boon, because it stacks with Regen (last I checked).
The real problem is a conveyance issue. It should probably give you a little “Backpack Regenerator” icon next to your regular boons (similar to the little green “Opening Strike” icon that Rangers get). So I guess it’s still technically a “bug.”
Backpack Regenerator
Just tried it and got nothing from it
Tried on Med kit, Grenade Kit and Flame thrower. For each one I entered combat switch to it after I was down in health and no regeneration during or after combat.. I then switch to it before combat and no re generation before during of after combat
Do you have your interface set up to show healing numbers?
This trait actually does work; with no points in +Healing it should tick for around 130 HP. This is actually better than just getting normal the Regen boon, because it stacks with Regen (last I checked).
The real problem is a conveyance issue. It should probably give you a little “Backpack Regenerator” icon next to your regular boons (similar to the little green “Opening Strike” icon that Rangers get). So I guess it’s still technically a “bug.”
Ok I re checked and the heal number can be easily miss as they are not floating above you they show up at the feet of my char. If I am zoomed in to much I can miss them.
So you are correct that they need to give us a better indicator.
Thanks for the heads up.
Hitting the “Heal” hotkey doesnt stow Med Kit after its been deployed.
With grenades, I can press the 1 skill faster than my character can throw grenades which can make you get lost on your throws.
Rifled Barrels
Completely changes the tooltips on some Elixir Gun skills
Tranquilizer Darts
- Weakness and bleeding durations changed, both are applied for 3 seconds instead of 1 and 4 seconds
Elixer F
- Cripple and Swiftness show 5 seconds, but only applied for 3
Super Elixir
- Removes the radius and combo field tooltip
- Both heal numbers show incorrectly as though you are level 1, but actual healing done is correct
Ill agree with MeVe.2856:
“When you control the Mortar the camera reset, pretty annoying.”
This should be listed as a bug, because its absurd to do what it does every time you enter the mortar. (I believe it does this same buggeryness when entering siege equipment too).
Using Magnetic Shield while Immobilized will cause Immobilize to not wear off and you to be stuck in Magnetic Shield pose without actually shielding yourself.
“We can sometimes lose our target when the camera is rotated.”
This is not an Engineer specific thing, the cause of this is that re-targetting happens on mouse down, not mouse up. See: http://www.reddit.com/r/Guildwars2/comments/zn6se/i_figured_out_what_i_hate_about_the_way_targeting/
“Deployable Turrets” trait, only works for healing and rocket turrets, all other turrets continue to be based on the players location, in addition to the afore mentioned healing turret bug re: OP
The only exception to this bug that I’ve found is in the heart of the mists where all my turrets appear to be WAI re: “Deployable Turrets”.
Personal comment: wtf, how can it be bugged everywhere else and fine in one place, cue mind frak
Sometimes when I deploy a turret it will instantly vanish and activate its overcharge skill.
No sigils while in a kit is massive let down when it comes to build crafting. This should be fixed ASAP.
Found a new bug with Elixir X.
If you equip a kit while the SECOND castbar of Elixir X is casting, you will have that kit equipped in that form. It works with rampager form, but I have to go to work so I haven’t yet seen if it works with tornado or the underwater forms. Seems to work with any kit, at least grenade kit and medkit.
To reproduce:
1. Have no kits equipped.
2. Begin casting Elixir X.
3. Wait until after the first cast bar finishes, then equip a kit DURING the second cast bar.
Has anyone else experienced the issue where your turrets don’t self-destruct and you therefore can not use that turret until you go all the way back to the place you first used it and pick it up?
This has been an issue for me … it happens so often that I now pick up my turrets immediately after the fight just in case I decide to move on. I’d prefer to leave them there (sometimes new events spawn shortly after old ones end) and just destruct them once I know I’m not going back ….
The Throw Mine skill doesn’t work in the clocktower on the Battle of Khylo map.
I don’t know if anybody else has noticed, but my grenade kit automatically unequips after awhile. It happened to me consistently yesterday.
This, +1. Not an automatic thing like someone suggested, generally only happens in combat. Can happen twice in one combat, or 30 minutes in between. It may be useful to note that auto-attack settings for heals/utility slots aren’t reset like they would be if I had pressed grenade kit accidentally. I believe it’s similar to if you pick up a weapon off the ground, then drop it.
When I switch back into the kit, however, the auto-attack setting on heals/utilities are lost – which makes this bug very annoying since it requires me to ctrl+right click to reset my auto-casts.
+1 to auto-stowing grenades. Very odd.
I thought the Coated Bullets thing was a feature, not a bug. It explodes whenever it hits something, being able to double-up on explosions seems like half the point of the trait.
I don’t know if anybody else has noticed, but my grenade kit automatically unequips after awhile. It happened to me consistently yesterday.
This, +1. Not an automatic thing like someone suggested, generally only happens in combat. Can happen twice in one combat, or 30 minutes in between. It may be useful to note that auto-attack settings for heals/utility slots aren’t reset like they would be if I had pressed grenade kit accidentally. I believe it’s similar to if you pick up a weapon off the ground, then drop it.
When I switch back into the kit, however, the auto-attack setting on heals/utilities are lost – which makes this bug very annoying since it requires me to ctrl+right click to reset my auto-casts.
+1 on these issues. Especially irritating to lose the bound auto attack. Hope it gets resolved soon…..
+1 on these issues. Especially irritating to lose the bound auto attack. Hope it gets resolved soon…..
+1, very annoying on flamethrower as well.
Also Flame Blast… PLEASE get it to hit consistently.
All the on 25% heath traits don’t actually proc at 25% health but at 25% vitality I believe (i.e. elixir s will proc at 2.5k health or so when I have 18k health and about 10k vitality).
This often does not leave enough time to make good use of it exspecially for the toolbelt (bandage self) recharges.
All the on 25% heath traits don’t actually proc at 25% health but at 25% vitality I believe (i.e. elixir s will proc at 2.5k health or so when I have 18k health and about 10k vitality).
This often does not leave enough time to make good use of it exspecially for the toolbelt (bandage self) recharges.
Those traits seem to require getting hit while already below that threshold. The first minor Inventions trait makes it clear that it works that way but the other ones don’t, which is a problem no matter which way is intended.
Rocket/Rifle/Healing turrets:
after a while (possibly after my grenades autoswitch back to rifle) the secondary skills disappear and are replaced by ‘deploy turret’ icon – even though my original turrets are still up and working.
I have problem with getting proper swiftness. I am using medkit skill5 mainly which is not a random skill. I also use elixir B from time to time. Swiftness do not work sometimes. I have the boon symbol but its not working as intended. This is not a combat situation, I am ruinning to a place with my friends. When I am hit by this bug, any swiftness skill I use or ally casted swiftness do not affect me. I am only seeing the boon symbol with counting down but no speed bost at all.
The toolkit’s Smack ability for healing turrets does not scale when you have healing gear/traits. It’ll always heal (at 80) for 186.
Is it just me or did they fix grenade damage to players/siege on destructible walls in wvw and clocktower in spvp?
If so, props to anet.
I think Cleaning Formula 409 may have some issues. It says removes conditions but does anyone know how many conditions it is supposed to remove? I was hoping it would remove all conditions based on the wording but I have noticed times where it does not even remove a single condition. I have noticed this most frequently when using tossed elixirs when trying to remove poison, even with poison being the only condition on me it doesn’t want to go away.
I hope that the issues are fixed and the wording is fixed to accurately describe what it is supposed to do.
Can’t reproduce this, not even sure what happened:
I got stuck after drinking Elixir B, my keybinds are such that ctrl+4 is that elixir, and 4 is Magnetic Shield so it may have been a bad mixup in my controls perhaps. Using Magnetic Shield unstuck me, so not a huge issue.
And no I wasn’t actually blocking anything, my character just couldn’t move in any direction, though I could still shoot, was sitting there wondering what to do for about 10 seconds.
Passive increased boon duration doesn’t work with Elixir U, Elixir S and traits Invigorating Speed and Infused Precision. (unconfirmed)
Confirm, tested it out on multiple occasions but doesnt seem to work
Fast-Acting Elixirs doesn’t work with Elixir S (tooltip changed but CD stays at 60) or any tool belt elixir toss and Elixir Gun’s Acid Bomb and Super Elixir even though they are listed as elixirs.
OMG the fact that the reduced cooldown doesnt work on the elixer tosses annoys the hell out of me… something that should be looked at very soon if they want to save engineers
Cleaning Formula 409 effect occurs before Elixir C giving less boons than intended. (unconfirmed)
Confirm, at least… my test showed this.. 1 had 4 conditions, all lasting 10+ seconds (so that i wouldnt lose any due to duration) … i used elixer C… and it gave me 3 boons… thus.. 1 was missing and due to the fact i had cleaning formula 409… you can guess what i noticed at closer study
Automated Response doesn’t make you immune to already applied conditions. (unconfirmed)
*Depends, but mostly true…it has a tendency to remove 1-2 conditions, but leave everything else doing dmg.
epic-timeraider.weebly.com
(edited by Warmage Timeraider.5861)
I love using the flamethrower, despite it’s many problems. Most annoying, bugs/issues with engineer for me:
Most annoying – game does NOT save your auto attack preference with kits. It is incredibly annoying to try to ctrl+click the button in the middle of combat.
Missing constantly with the Flamethrower, especially with stationary objects.
With Flamethrower kit, after pushing back an enemy with #3 skill, #2 (Flame Blast) will be “obstructed” even though there is no obstruction. This is aggravating since I use skill #3 in order to get the enemy at the correct distance so that #2 will explode right on them.
Another extremely annoying issue – sigils and stats on your weapon do not carry over when you are using kits.
The biggest things i would like seeing is getting the auto-fire to remember for the kits that are used. It severely limits the effectiveness of the kits to have to manually set the auto fire every time i want to switch. Better explanations would be great as well. I didn’t know how AWSOME elixir R is until i read some of the pvp builds. I have noticed issues with party members in dungeons unable to pick up the dropped flamethrower/elixir gun. If the above threads are accurate for the rest of the buggs in the profession, than resolution would be much appreciated. It’s already a squishy profession, and i need to use all the tricks i can to keep rolling (solo, group play is great because everyone else just keeps on truckin, i just need to get a shot on the targets.) It kinda sucks that the support class has to focus on damage in order to get any xp or loot from kills. Maybe kills from any buffed or healed character grants loot/xp?
Also, what’s the point of equiping a shield? The defense bonus is pitiful. Right now my LVL 60 Legendary shield has (36)1/6 the defense of my lvl 50 legendary leather chest piece. Shouldn’t something made of metal and wood be tougher than leather armor? If the character is sacrificing damage for defense (especially a squishy leather class) it’s tough to argue it’s effectiveness.
One last thing: the range on the guns. Where’s the benefit in using the rifle? Yes it’s slightly more damage than a pistol, but that doesn’t apply to the (weapon) kits. Is there a chance of getting the same range as the Ranger class (1200). I also find it interesting that the “short bow” has the same range as the “long bow.” I think a little more balance to the long-short bow and rifle-pistol would be to have a blanket 1200 (long/rifle) and 900 (short/pistol).
As i saw mentioned, it would be great to be able to use the flamethrower knock-back (attk #3) and the explosive projectile (attk #2).
I cannot detonate my rocket turret underwater. I have to pick it up. Not sure about other turrents. I have no turret traits.
Nasty bug, Kits remove weapon stats when equipped.
Rocket Boots’s flight distance is affected by roots and slows, and it doesn’t remove conditions until -after- it launches the user. This includes cripple, chill, immobilize, and other launches (particularly the Elixir Gun’s leap), all of which affect a skill designed to counter them.
Fumigate on the Elixir Gun has a similar issue to the Flamethrower where you tend to have a high miss rate when you’re moving as you’re spraying.