Engineer bugs compilation
grenade barrage not working with grenadier traits
Crystal Desert
Trait from the Tools-line: Packaged Stimulants.
“Med Kit skills can be thrown”
It also changes the cooldown for all med kit skills to 15seconds. Thats a buff for Stimulant (20->15) but a nerf for the three Drop Bandage skills (12->15). Antidote is already 15seconds so it doesnt change.
Stimulant also doesnt stack with the Mesmers speedbuff. And with the trait Packaged Stimulants, it doesnt stack with Speedy Kits. That is to say, if you switch kits and get swiftness from Speedy Kits and you run over the Stimulant, it doesnt pick it up granting you no swiftness/fury.
And Stimulant no longer works on Supply Dolyaks in WvW, it did back in the BWEs.
(edited by Terrahero.9358)
No explosive traits work with (1) explosive shot from pistol.
I am to understand that is because it is not a true explosive. It is simply the name of the ability. As such, it is not intended to be an explosive as far as I understand it.
Deployable turrets under the Tools lines appears to not be working with all turrets. I was testing builds yesterday and after speccing it only the rocket turret became ground targeted, the rifle, net and flamerthrower turrets where not.
I’ve read thru all the pages and didn’t found a word about it( maybe i missed something, sorry i’f i multiplied something written before)
3 general problems / bugs with the engineer:
1. IF there’s a threat system during the fights, engineers generate far more aggro then other classes. I’ve passed thru all of the instances multiple times, every single fight whenever i start bursting, the mobs/boss start running towards me, ignoring teamates. Had to equip riffle for the control abilities, otherwise i wouldnt have survived long in battles.
2. Turrets generate most aggro in the game. Whenever you put them, they fire 2 shots at best, then the mob/ boss runs towards them, 1 shots them, and goes back to focusing you. They work great as split attention skills for a brief moment, but other then that, it’s a waste of skill slot. Only supply crate is usefull, cause it gives you 3 seconds of freedom, as the boss has to focus on 3 turrets.
3. Turrets / Asura golems – useless. Way too low hp to survive, any type of aoe skill > turrets / golems. Makes the turret build or any of the turret skills alone useless, as combined with point 2 or any type of Aoe you are standing here with cooldowns only. The defensive golem seems to be more beefy, but still, 4 attacks from the boss at most, and he’s dead.
+ 1 thing related to asura’s power suit, you enter it, but whenever you get damaged, it takes away your life( not treated like a vehicle) – i don’t know whether it’s a bug or not, but this, combined with pretty weak damage and animation speed from the attacks( i do more with autoattacks tbh) makes this skill useless( never seen a power suit used by engineer).
I agree with everyhing morgue had put in his thread, just wanted to point those things too. I would seriously consider reworking asura’s racial skills, as only the defensive golem seems to be usefull and can survive long enough to be visible in game.
My suggestion would be harsh, but still – make turrets / golems immune to Aoe damage, boost their health, and reduce the amount of aggro they generate. Otherwise, on higher levels you might as well remove those skills, and nobody would even notice.
I have had a issues last 2 weeks where my nades go through keep/tower walls most of the time. Just go right through and do nothing.
When you have view backpack toggled to off then put on a kit a backpack still shows up.
Priority: low (graphical/appearance only)
https://forum-en.gw2archive.eu/forum/professions/engineer/Backpacks-Kits/first#post503511
The detonate rocket turret skill does not work when your character is underwater. Also the rifle turret no longer suspended on the water every time it is deploy, it is place to the lowest area of where you swim.
Kit Refinement trait doesnt work underwater. At all.
I just did a massive update to the wiki. It still needs to be cleaned up a lot; I’ve never edited a wiki before and don’t really know how to format the page or the discussion properly.
I did compile a list of bugs from several threads, but I didn’t go through every post in this thread to all the bugs nor did I test every bug (I did test quite a few of them).
If you don’t feel like updating the wiki yourself, you can send me a PM and I’ll do it for you.
I’ve been having some issues with self regulating defenses, I’m still taking damage and being able to be immobilized while under the “evade” effects.
Dr Hoppenheimer – Engi / Meowzir – Guard /
Mulcibur Nox – Ele / Mr Directed – Mes
I’ve been having some issues with self regulating defenses, I’m still taking damage and being able to be immobilized while under the “evade” effects.
Are you getting immobilized AFTER you are under the effect of Elixir S? I know that conditions that were already applied do not go away (bleeds, poisons, immobilizes). Ranger’s Entangle seems to ignore the Elixir S as well.
Grenade kit defending in WvW as asura . i am not sure if it is because the height of profession , but when i am defending on top of wall in WvW , and ground targeting with grenades i hit the lip of wall or blocked by edge . so i have to get on very edge of wall to toss any down, and get yanked off wall by pulls. if the ground target is green shouldn’t the grenade hit said target? i am not sure if its just a asura thing, but seems like taller profession have little issue . In my eyes its a bug, grenades should have more of a arch to clear things like the edges on walls in WvW.
Dragonbrand OG
Mortar elite will often fail if you try to queue attacks, and instead of using the special-ability (such as freezing shot or that heal thing) itll fail and revert back to using a default ability 1 shot. However, it does put the ability you tried to use on cooldown as if you actually succesfully used that.
Its firerate is very bad in general. Itll often delay shots for no apparent reason, then burst out several shots in rapid succesion. Or skip one but still put it on cooldown.
UnFunky:
This is an issue with Charr character models as well. I don’t really think it’s a bug though. All character models have the same sized ‘hit box’ so I suspect it happens to even the largest Norn, too.
Terrahero:
This bug is already in the wiki. I did expand on it a bit, though.
The “inertial converter,” from the tools-trait line, doesn’t always recharge the toolbelt skills, it doesn’t say anything bout a cooldown so I am under the assumption that whenever my health reaches 25% my toolbelt skills will recharge.
The “inertial converter,” from the tools-trait line, doesn’t always recharge the toolbelt skills, it doesn’t say anything bout a cooldown so I am under the assumption that whenever my health reaches 25% my toolbelt skills will recharge.
I think a safer assumption would be that it has an internal cooldown since all traits like this have an internal cooldown. I added this to the wiki.
It seems that the explosive shot skill only bleeds your target (or when using coated bullets, the targets u effectivly ‘hit’ with your bullet) and not the targets around. like the tooltip says (fire a shot that explodes on impact, bleeding nearby foes).
Also explosive related traits don’t work (sharpshooter for example)
The “inertial converter,” from the tools-trait line, doesn’t always recharge the toolbelt skills, it doesn’t say anything bout a cooldown so I am under the assumption that whenever my health reaches 25% my toolbelt skills will recharge.
I think a safer assumption would be that it has an internal cooldown since all traits like this have an internal cooldown. I added this to the wiki.
I do not know if it is accurate to this or not, but in my experience, benefits on level with this have a 90s cool down on other traits on par with this in most classes. I am making a pure assumption that it would be 90s ICD though.
Funfact: When under the effect of Quickness the delay from Jumpshot (the landing part, where you hoover a bit) is much shorter. So its programmed to have a delay.
I’ve a problem with my Healing Turret. I dont get the regeneration power it should give.
Here the Test rsultat:
Healing Power 0:
— Tooltip: 8s regeneration: 1040 health
— heal per tick: 130 health(in 8s = 1040 health)
Healing Power 1223:
— Tooltip: 8s regeneration: 2263 health
— heal per tick: 130 health(in 8s = 1040 health)
Is it my fault or whats wrong?
I’ve a problem with my Healing Turret. I dont get the regeneration power it should give.
Here the Test rsultat:Healing Power 0:
— Tooltip: 8s regeneration: 1040 health
— heal per tick: 130 health(in 8s = 1040 health)Healing Power 1223:
— Tooltip: 8s regeneration: 2263 health
— heal per tick: 130 health(in 8s = 1040 health)Is it my fault or whats wrong?
It’s a known bug. Healing Turret has a set healing power it uses and doesn’t consider your attributes.
It’s a known bug. Healing Turret has a set healing power it uses and doesn’t consider your attributes.
But imo its not a bug, its a disaster :( get only 50% heal instead …
Why devs don’t spot on bugs than on events. Haha :(
Grenade kit defending in WvW as asura . i am not sure if it is because the height of profession , but when i am defending on top of wall in WvW , and ground targeting with grenades i hit the lip of wall or blocked by edge . so i have to get on very edge of wall to toss any down, and get yanked off wall by pulls. if the ground target is green shouldn’t the grenade hit said target? i am not sure if its just a asura thing, but seems like taller profession have little issue . In my eyes its a bug, grenades should have more of a arch to clear things like the edges on walls in WvW.
Asura engineers are royally screwed because of this yes because of our height a lot of time the point from which our grenades are thrown hit the edges of the walls and such in front of us so we have to scoot up to the absolute edge and jump on top of corners to throw grenades which is usually complete suicide in a defense/assault. ALL OTHER RACES as engineer do not have this problem at all.
I have absolutely no interest in re-leveling from 0 with another race just to fix this either. Huge over site that punishes your game play and effectiveness do to race selection.
(edited by NeuroMuse.1763)
“Pistol’s Blowtorch, Fumigate, Poison Dart Volley will often miss destructible objects.”
Not just that, flamethrower’s auto-attack / slot1 attack misses distructible objects too (especially if it’s directly in front of you.). You’d have to change the camera angle constantly to try and find that “sweet spot”. But then a lot oftimes, subsequent attacks will miss again and you’re forced to find a different camera angle.
Elixir X is bugged. It has a double casttime, if it gets interupted (or even while you are still moving) itll cancel and give full cooldown.
Rampaging Brute also doesnt give stability (all the time), its still possible to get knocked back and such.
- Coated Bullets allow to hit the same target multiple times under certain circumstances. (max range or when the shot is stopped by the environment) (unconfirmed)
Just want to comment that this doesn’t seem like a bug. As far as I know it only works on explosive shot, BUT HERE’S WHY. It causes explosive shot to pierce. The explosion will trigger on each thing it hits. So what happens if it hits and then hits something else that triggers its explosion? If they are close enough, they will be affected by the second explosion’s AoE effect, so basically they are getting hit by the main attack, and an AoE that was triggered by the attack hitting something else.
TESTED BUG: Turrets that make condition damage(burning=flame turret/rocket turret bleeding = rifle turret) show a change in the statistics of their condition damage if you wear condition gear . Anyway,this change in teh statistic is a fake.The condition damage output of this turrets is the same with every kind of gear.
Steps to reprudice the bug:
Go heart of the mist ; equip your self with all condition gears(rune/jewel) : use one of the turrets like ricket,flame,rifle turrets.
Watch the description,note the condition damage.
Go on a dummy or train NPC /boss : make your turrets work,active the special skill if necessary(rifle turrets need activation for bleed) : now,misure every tic of condition.
The condition damage output is not effected by gears like the description says.
SECONDARY BUG: the turrets description is effected/modified by condition gears only; direct damage output of turrets,even if full equipped with power gears,does not change.The direct damage output,like the description says,is still the same(if rne/jewels effect condition,they should effect direct damage too -.- ) .
Regards.
Engineer : Charliengine
Engineer : Brother Thompson
in case noone else wrote this one
trait rifled barrels
also seems to effect the base dmg on pistols, aswell as the condition duration on the elixir guns auto atk, changing it from 1 sec weakness 4.5 bleed to 3 of each, it also makes the super elixir heal for 60…. which is awful..
Static Discharge
This ability has very random firing characteristics based on the tool belt skill used.
Sometimes fires on activation (Surprise Shot), sometimes fires on contact with a target (Personal Battering Ram, Throw Wrench {possibly, hard to tell}), sometimes fires on end of animation (Rocket Kick) and range characteristics/accuracy are all over the place.
The above may be working as intended (random as it is) but for any healing ability like Heal Self, Regenerating Mist or racial heal (case tested Blessing of Dwayna) the shot seems ot ignore the target and just splat about 2 paces in front of the Engineer. If it strikes a target point blank it will still trigger/chain, but it has no reliable/dependable firing characteristics for the heal belt skills in particular.
More consistency or clarity here is needed and this looks/feels buggy as all get out. is it drawing accuracy/characteristics from the tool belt skills and if so, how are we to know short of experimentation?
Edit:
Further testing illustrates it just seems to not want to hit. Splats into the ground at even 200 or 100 paces from target dummy. If at point blank, fires PAST them in a proper firing line about 900 distance to do nothing.
If this isn’t supposed to work with the healing tool belt skills, just disable it and say so. This is not working properly as implemented.
(edited by Drusus.6723)
Firearms trait IV – increased pistol/rifle/harpoon gun/elixir gun range
It’s not working with elixir gun, only updated the tooltip, while elixir gun has still way lower range than ranger with 1200 on auto-attacks. Tested this with such ranger, I’ve been standing in the same spot and later 1-2 steps before him, couldn’t shoot his target
Firearms trait IV – increased pistol/rifle/harpoon gun/elixir gun range
It’s not working with elixir gun, only updated the tooltip, while elixir gun has still way lower range than ranger with 1200 on auto-attacks. Tested this with such ranger, I’ve been standing in the same spot and later 1-2 steps before him, couldn’t shoot his target
in case noone else wrote this one
trait rifled barrelsalso seems to effect the base dmg on pistols, aswell as the condition duration on the elixir guns auto atk, changing it from 1 sec weakness 4.5 bleed to 3 of each, it also makes the super elixir heal for 60…. which is awful..
Interesting. I am in game now and I am having neither of these issues with the trait. My pistols and elixir gun are both working properly with the trait at this time.
I wonder what would cause all three of us to have separate working effects of it.
Why isn’t there a thread on this.
The trait doesn’t work at all, no circle for ground targetting appears and the turret doesn’t spawn where my mouse is.
There’ve been a few threads on it. Last I checked, Deployable Turrets only works at all with Healing and Rocket Turrets, and it turns the Toolbelt skill for the Healing Turret into a non-Deployable Healing Turret.
Every turret that is not Healing Turret or Rocket Turret is spawned in the usual place, and does not create a Ground Target indicator.
No idea when they’ll get around to fixing it. Maybe sometime in March, at the rate they’ve been going.
I’ve pretty much stopped playing entirely due to my disappointment over it, but I still check to see if they’ve fixed it, every single patch; they’ve gotten to tooltips, and have been rebalancing since release, but Deployable Turrets is still broken. Asked if there was any kind of ETA on it getting fixed, once; no reply. Ah well.
(edited by Anymras.5729)
I’ve been writing on threads myself, about this issue. This is the ONLY Engineer issue really annoying me and contributes to the fact that I’m not playing my engi, because that trait was the one I was looking for most…
What? Weird. it works in spvp, but not pve?
Trait Static Discharge doesnt work on Toss elixir H if u move when casting. If u dont move it will fire in front of you.
Its a very well known bug. There is a bug section for these types of discussion. There is a stickied thread on this, here in the engineer forums as well.
What? Weird. it works in spvp, but not pve?
Yes, tho I think the spvp ver still has the healing turret’s toolbelt skill bugged.
There are several trait bugs with the 3 classes iv played; Necro, Engi and now Mesmer.
Makes me wonder if all the classes suffer from broken traits that just dont work.
Utility Skills
- Auto-attack settings are not kept when switching kits.
Already fixed
Makes me wonder if all the classes suffer from broken traits that just dont work.
Absolutely, they all do.
Its a very well known bug. There is a bug section for these types of discussion. There is a stickied thread on this, here in the engineer forums as well.
I’m sorry but I made a search on these forums, and the global forums, for “Deployable Turrets”, “Deployable Turrets Bug”, “Deployable Turrets Trait”, and found NO results.
Edit: Did another search and found some results. Search must’ve been broken before.
Makes me wonder if all the classes suffer from broken traits that just dont work.
Absolutely, they all do.
I’m sorry but my on my level 80 thief, all the traits work as expected.
I’m sorry but my on my level 80 thief, all the traits work as expected.
Are you attempting to suggest thieves are bug free? that is the only reason I can think of for posting that line you just posted. From readinf the bug forums and thief forums, I find it more likely that your simply avoiding the bugged skills and trait, or simply do not know what the bugs are.
Perhaps you are not using any of the broken traits. Engineer has many broken traits, and I deliberately use none of them.
Your experiences is not indicative of all players or traits. I assure you thief has bugged traits and skills. I just checked the sub-forum titled “bugs” and the thief forums.
I’m sorry but my on my level 80 thief, all the traits work as expected.
Are you attempting to suggest thieves are bug free? that is the only reason I can think of for posting that line you just posted. From readinf the bug forums and thief forums, I find it more likely that your simply avoiding the bugged skills and trait, or simply do not know what the bugs are.
Perhaps you are not using any of the broken traits. Engineer has many broken traits, and I deliberately use none of them.
Your experiences is not indicative of all players or traits. I assure you thief has bugged traits and skills. I just checked the sub-forum titled “bugs” and the thief forums.
Thieves aren’t bug free, but they are significantly less buggy than Engineers, and there is significantly more communication to thieves than engineers from ArenaNet.
I have checked the bugs thread on the thief forums, and some of the traits mentioned (e.g. Fleet shadow) do actually work.
(edited by spacemayu.4817)
“Scope” trait does not appear to be working. My base crit in heart of the mists is 65%. With fury it brings it to 85% indicated.
A Sigil of Superior Accuracy should bring that to 90%. The trait Scoped should bring it to 100%.
This means every shot should crit. But every shot does not crit (this seems to be 1 in 10 shots).
So the trait doesn’t seem to work.
However, the trait “target the weak” which kicks in when the target is below 50% hp does make every shot crit.
To test this I used a rampager’s amulet, and runes of the thief. Use a steady weapon and go to the golems. It’ll become clear that it’s not working as intended!
The solution I propose is give the character a buff “Scope” that pops when standing still, and disappears when moving. Something that visibly increases the crit chance shown in the hero menu so we can be sure it’s working. Similar to the buff that pops up for blindness immunity from the goggles skill.
Rifled Barrels traits does not improve the range of Overcharged Shot.
With Rifled Barrels, Overcharged Shot should have 500 range; the same as Blunderbuss.
But at 500 range, Blunderbuss can hit but Overcharged does not.
Fireforged Trigger trait doesn’t reduce the recharge on elixer gun abilities, for example when you use Super Elixer with the trait active, the cd timer starts at 15, then after a tick goes to 19 and starts counting down from there
Edit – It appears that the trait Rifled Barrels overrides the Fireforged Trait for Elixer guns when both are active, so right now you can’t have both the range and the reduced cd for elixer guns at the same time.
(edited by Das.2634)
Another note on Scope trait.
With no gear on your base crit chance is 4%. This is exceptionally low and you will crit once every 20 – 30 times, which is what I find when shooting golems in heart of the mists.
Using the trait “Scope” however, which should give 10% more crit chance meaning you will crit once every 9 – 10 shots… I still find I never crit until my 20th or 30th shot.
Hence I unequivocally conclude that the trait does not work.
Mine skill doesn’t work properly with reduce gadget cooldown time. Mine toolbelt skill also doesn’t get reduce the cooldown by the “Tools” trait skill tree which reduce every toolbelt skills depends on how many trait point spend on the trait skill tree.