Engineer bugs compilation
Ive had my Throw Wrench Tool belt skill go off and never “Boomerang” for the second hit also why does this have a windup animation?
OC Shot sometimes just does Nothing when i press it even when im in range. and Blunderbuss why does this skill have a cast time and the hitbox why is it so narrow..??
so many questions.
Confirm pickup/blow underwater turret fails
Also confirm Throw Wrench fails to boomerang in various situations
Addendum to resetting turrents:
Is this a bug or exploit?
Turret, when cast, should block the associated toolbelt skill, yes?
My turret toolbar will re-enable my secondary turret skills at the same time that my main turret ‘drop’ spells re-appear when bugged.
I have the choice of:
1) ignoring the ‘fresh timer-free’ drop
2) using the ‘oh it hasn’t been dropped yet’ secondary skills, despite the turret being dropped and active.
Just found this one lol, if you auto attack then switch to medkit then spam while pressing heal again 1 auto attack slips out in between the cooldown.
Alright Anet, as much as I love you guys, I have to complain on this one. Why do you guys not fix simple bugs such as the throw shield skill not getting the cool down reduction with the trait, but if a trait might give us a bit too much vigor, you waste no time in shutting it down?
I mean if something can be fixed so quickly once identified, why do you only fix broken skills, traits, and abilities that work in our favor and put the once thatwould really help the class, on the back burner?
Sometimes when equipping kit it disappears…. It doesn’t affect gameplay or anything, I am just without a kit.
The bomb kit needs auto attack, I hate having to press 11111 while chasing someone.
Glue bomb sometimes doesn’t work, people keep moving even though I put it right on top of them.
PLEASE make elixir B apply ALL the boons like it currently says, elixir H is the one that does a random boon, we definitely don’t need two of them.
also, almost all pistol, rifle, gun, and flamethrower abilities (though especially the flamethrower ones) don’t work on hills. if they’re above me even within 200range it shoots below them into the ground, if they’re below me it shoots over their head. all a ranger has to do is stand on a hill and they can take us out in seconds, and trust me they know this.
PLEASE make elixir B apply ALL the boons like it currently says,
.
I do not believe this is a reasonable request.
Might: 30 s
Fury: 10 s
Swiftness: 10 s
Retaliation: 10 s
Is too close to elites in many professions.
it is comparable to signet of rage and there fore elixir X, rampage as one. Those are similar acting abilities, and they are elites. To grant the level of buffs from elixir b, which is on a 40s recast, compared to the longer recast of the others, is not a very reasonable request.
Deployable Turrets:
1. Does not work in PvE with Rifle and Healing turrets. For me right now it’s only working with rocket and healing turrets.
2. The healing turret toolbelt skill vanishes with the deployable turret trait. Additionally it changes the text of healing turret to read that it does NOT have a primary heal – only the residual.
Few new bugs with the new changes:
Grenadier+Grenade Kit:
Using freeze grenade, then swapping grenadier out, instantly recharges freeze grenade, and swapping it back in, goes back to the old cooldown.
Elixir X+Elite Supplies+Potent Elixirs
Don’t stack, but work individually on elixir X.
EDIT:
Problem is with elixir U itself, not with potent elixirs.
Elixir U has the problem of:
Haste and Quickening Zephyr being wrong duration, with only frenzy working as intended.
(edited by Moderator)
PLEASE make elixir B apply ALL the boons like it currently says,
.I do not believe this is a reasonable request.
Might: 30 s
Fury: 10 s
Swiftness: 10 s
Retaliation: 10 sIs too close to elites in many professions.
it is comparable to signet of rage and there fore elixir X, rampage as one. Those are similar acting abilities, and they are elites. To grant the level of buffs from elixir b, which is on a 40s recast, compared to the longer recast of the others, is not a very reasonable request.
elixar b does apply all of the boons listed, he is referring to tool belt skill that reads that is should apply all of them as well but only applies one of them randomly
This is a reminder that we now have a wiki page for this bug list.
http://wiki.guildwars2.com/wiki/List_of_Engineer_bugs
You can help maintain it by editing it or testing unconfirmed bugs.
Incendiary ammo is eaten up by a lot of kit skills without applying a burn at all
Tools trait Packaged Stimulants gives the bandages a 15 second cooldown when they’re 12 seconds without the trait.
There is a hidden cooldown on the incendiary powder traits in explosives traits line. It should either be showed or removed.
Med Kit’s Kit Refinement doesn’t trigger its Blast Finisher though it’s origin skill is a Blast Finisher
“elixar b does apply all of the boons listed, he is referring to tool belt skill that reads that is should apply all of them as well but only applies one of them randomly”
I think that’s a tooltip error, not a functionality bug. Mass buffs like that would be insane on a 20 second cooldown.
On that note, the trait Potent Elixirs has some truly bizarre interactions with Toss Elixirs H and B. I’ve gotten the correct boon, quarter-length vigor, double-length swiftness, double might stacks, and every combination of double boon you can get from each elixir. I think it’s adding a SECOND boon at 20% of the listed duration, instead of extending the first boon by 20%, although that doesn’t explain the vigor or swiftness bugs.
Explosive shot’s tooltip in heart of the mist is not accurate. Oddly, only seems to be there.
Awesome. Stealthed Fixed.
by correcting Explosive shots damage and tooltip to match the lower damage everywhere.
As if Explosive shot wasn’t already weak.
Hi everyone,
I’m using the “Cleaning Formula 409” But when i consume an elixir (H or B ), it dont remove my conditions.
Am i missing a point?
ty
(edited by Rukh.1562)
Some that just popped up in the earlier patch (not today’s Oct. 3rd/4th patch):
Using an Elixir skill while underwater will trigger the cooldown of another, DIFFERENT Elixir skill in the same slot while above water. Previously, this was not the case.
Ex: if I have Elixir B on my 9 key underwater, and Elixir S on my 9 key above water, drinking B while underwater will trigger S’s cooldown.
Super Elixir (Elixir Gun) – Underwater!
After the patch(?) you can’t detonate it anymore.
A few days ago I could detonate it at my own position, but now I can’t do it at all.
Can someone confirm this?
The elite skill “Supply Crate” does not give boons when having 6/6 Superior Runes of Lyssa.
Blunderbuss: The hit-box for this ability has little z-axis, meaning you frequently get “miss!” when shooting at someone at a lower/higher elevation (like from the ledge at keep onto the point).
Toss elixir C: Functions as following: Gives a random boon, removes one condition. Different from the tool tip description of converting one condition to a random boon as you can use it with no conditions and receive a boon. This however means it still functions with cleaning formula 409 to remove two conditions.
Toss elixir B/ toss elixir H: Tool tips need to be updated to state you receive 2 of the listed boons at random. As a side note, boons received aren’t exclusive, you can get the same boon twice.
@Rukh, Cleaning formula 409 removes one condition per elixir. It currently functions properly from my testing. Are you perhaps receiving conditions at the same time as the removal occurs?
As a side note. Cleaning formula 409 needs a tool-tip update to state it cause elixirs to remove one condition on use.
Deployable turrets only effects Rocket Turret and Healing Turret in PvE and WvW. Thumper, Rifle, Flame, and Net turrets are not affected.
Also, my tooltips aren’t showing an increased range or damage from the trait Rifled Turret Barrels. I haven’t tested this to see if its just an inaccurate tooltip or if the trait really doesn’t do anything except add 100 range to Mortar.
Mortar range is not increased by the trait Elite Supplies, which states in the tooltip that it increases the range of mortar.
(edited by Zandur.5012)
Rifle:
-Netshot: This thing fails all the time. Getting obstructed left and right, even in open terrain. And its relative slow projectile speed also makes it incredibly easy to avoid by just walking to the side slightly.
Its not even reliable on enemies that stand still.
At this point it might even not exist, thats how usefull i find it.
Elixir Gun:
4 and 5 kills of this weapon kit are marked as Elixirs in the tooltips yet are not affected by any traits that affect elixirs.
You guys need to fix Elixir X PRONTO!
After the Engineer drinks the potion successfully, if hes interrupted in the animation of transforming it gets canceled which it doesnt make sense.
And yes its 2 animations that he has to survive uninterrupted or get a reset on his skill.
there is a problem with the lyssa set , the proc that gives you all the buffs when you use a ultimate dosent proc with supply crate hope it can get fixed
Seems Intertial Converter is not working. 15 in Tools traitline. Tested in Mist without getting any recharges with multiple toolbelt skills.
Seems Intertial Converter is not working. 15 in Tools traitline. Tested in Mist without getting any recharges with multiple toolbelt skills.
“Throw Mine” skill is not working in map Battle of Kyhlo, on the Clocktower point.
Anywhere elese its fine, but when i plant it on clockwork its not doing anything, and even trying to detonate it doesent work.
Grenades rarely work in the clocktower anymore. Grenade Barrage never does.
I love how Healing Turret got “fixed” and no longer gets the cooldown reduced when picked up. Or how Rune of the Adventurer got nerfed.
Yet a bug that works in our disadvantage goes on the pile and remains there for months. Yah im annoyed.
I tried throw wrench on a line of turrets out of combat and I saw no change in their health despite being damaged.
All Professions Level 80
Seems Intertial Converter is not working. 15 in Tools traitline. Tested in Mist without getting any recharges with multiple toolbelt skills.
Did they do something to it lately? I haven’t been on in a few days, but it was working monday.
Kits Unequipping Themselves
Kits periodically unequip themselves with no input from the player. This happens whether in combat, idle or moving across the landscape.
Always follow what is true.” — Sentry-skritt Bordekka
rifled barrel trait decrase the duration of bledding on elixir gun from 4 sec to 3(a lot less damage) , but increase the duration of weakness from 1 sec to 3(pretty much op since i can stack perma weakness on the enemy) while the trait should only increase the range of the kit
edit: also decrase the cooldown of elixir f from 8 to 5 sec plus increase the duration of swiftness and cripple(in this case seems just the tooltip).
(edited by Uchiha.2581)
Trait: Rifled Barrels.
Does not increase range of Elixir Gun’s Fumigate and Acid Bomb.
Trait: Fireforged Trigger.
Does not decrease the Elixir Guns Super Elixir ability by 20%
Passive boon duration earned from spending points in Alchemy does not work WITH ANY ELIXIR that provide boons (ex: elixir H;elixirB,elixir C).
I’m sure it’s already reported,just a remind.
Engineer : Charliengine
Engineer : Brother Thompson
I noticed something odd tonight that I haven’t noticed before.
I can’t tell if it’s server-side latency related or what, but my rifle/flamethrower/elixir-gun skill cooldowns are rubberbanding. By that I mean as soon as I use a skill, after its recharge goes down a few seconds it goes back up a few seconds, effectively resetting the cooldown.
I have only noticed this with recharge reduction traits, such as Hair Trigger and Fireforged Trigger. I don’t recall those traits ever being bugged in the past.
If you can confirm this yourself please do, otherwise I’m not sure if it’s a server-side latency issue or actual bugs concerning Engineer recharge traits.
Found this bug:
Subject: Elixirs-S
Bug: while under the effect of Elixir-S (which doesn’t benefit itself from the cooldown reduction trait, already known bug) the cooldown of other skills used during the transformation does not benefit from the cooldown reduction of a respective trait.
(edited by wrango.2590)
That lightning trait that shoots from toolbelts does not work when you throw elixirs. Rather, it works but it don’t hit anyone.
It is God’s decision that i fight.
As knight of honor, as protector of the sin. I sacrifice myself, for the blood of criminals.
Here’s a video of that recharge rubberbanding bug I mentioned above:
http://www.youtube.com/watch?feature=player_detailpage&hd=1&v=UTDyS55pWms#t=7s
I’ve noticed recently that the Explosives trait “Reserved Mine Deploy” – release a number of timed mines when your health reaches 25% – does indeed release the mines, but they never blow up. anyone else seeing this?
I’ve been doing some testes with the condition duration, and seems like the trait Napalms Specialist “Bunrs you apply lasts 20% longer” is not working as it should.
This is the build i was working on:
http://intothemists.com/calc/?build=VVRR;0B-cP-h0c-cQFx0;9;4TJ-J-24756;217;2KR1;0J0-X7X7Xk062Fm
The problem involves Napalm’s Specialist, and the 2 bonus of the rune of the Forge “Burning Duration 15%”.
They both give me a 35% duration on burning, but it’s not working.
If you test it on golems, without the rune and the trait, the burning conditon will “tick” for 9 times, 11 if you get a crit proc from the trait Incendiary Powder.
If you test it on golems again, but now with the rune and the trait (+35% burning duration total) the burning will tick for 11 times instead of 9, and if you get a crit proc from the trait Incendiary Powder it will tick 14 times.
+35% Burning duration should increase the number of ticks from 9 to at least 12 without the proc, and then with the proc it should be 15 and not 14.
I’ve been doing some testes with the condition duration, and seems like the trait Napalms Specialist “Bunrs you apply lasts 20% longer” is not working as it should.
+35% Burning duration should increase the number of ticks from 9 to at least 12 without the proc, and then with the proc it should be 15 and not 14.
Hi there!
Can’t understand the 9/12 or 15/14 ticks… It is one tick per second… So, f.e., Incendiary Powder apply 2 seconds burn which are 2 ticks… You have to increase the condition duration by at least 50% in order to have another tick: 50% of 2 is 1 second so 1 tick. And this work, tested on golems for quite a bit 15 min ago: three ticks from the talent. I have +10% from traits, +15% from runes, +20% from talent, +10% from sigil which actually is +55% condition duration.
My Elixir X got cancelled (but got on CD on FULL duration) every single kitten time I tried to capture the ruins, my enemy was another engineer (charr, dunno if it may affect things) and the guy managed somehow to stop me from casting, It’d be ok if there was some clear interrupt skill but it didn’t seem so, and the FULL CD was just painful…
Just to remind you… ruins=underwater combat, so it may be just the underwater version to be checked.
Grenades dont properly aim underwater.
With the Grenadier perk, rarely does the 3th grenade hit due to the spread. Aiming down, at a target below you, one of the grenades always detonates almost right after you throw it. Effectively making the Grenadier perk kinda worthless.
“But, but, the range!”
Thats another issue it has underwater. It has no aiming at all. It throw the grenade to where the target currently is. Any target that moves will never be hit unless he is really close or moving directly towards you. It doesnt even make an effort to lead a target that moves.
Also, Blunderbuss (Rifle) is unable to hit targets that are steeply below you. Seems like a common bug in a bunch of abilities.
Overcharge Shot breaking you out of immobilize rarely works if the target is behind you. It’ll go on the short 3sec cooldown without actually firing, leaving you stuck.
(edited by Terrahero.9358)