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Posted by: Terrahero.9358

Terrahero.9358

Grenade Barrage + Incendiary Ammunition interaction-bug

Its an interesting one.

1) If you activate IA and then throw the barrage, it will consume all charges and apply only 1 stack of burning (being 3-4sec). Basicly, you lose 2 stacks.

2) Activate IA AFTER you’ve thrown barrage, but before it lands (ergo, the grenades are mid-air) and every single grenade procs IA. Resulting in a very high stack of burning. I personally get around 34seconds.
But, it seems to only proc on 1 enemy even if the grenade hits multiple enemies, only one gets a stack.

The potential of the 2nd bug between these two is ofcourse very good. Im getting over 400ticks in a non-cond build. If it runs its course, thats over 13k dmg done by grenade barrage + IA. Add the initial burst (upwards to 6k for me) and theoretically speaking Grenade Barrage can “one-shot” someone.

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Posted by: ravic.3742

ravic.3742

I did a search but didn’t find anyone post anything about this:

- When using Jump Shot, you sometimes jump far away to a random spot even if you stacked the end point with your start point. When this happens, your character still behaves as if you didn’t go to the random point (if you blunderbuss, you’ll hit an npc for 4 stacks of bleed even if you look like you are far away on your screen, for example). After about 2-3 seconds, your character will sometimes teleport back to where you were supposed to go. However, if the initial buggy jump took you to a random spot off a cliff, you will take fall damage, and you will never teleport back up. This only seems to happen if you try to target the Jump Shot on top of an enemy who is right on top of you already.

Khaej – 80 Norn Engineer
Ouroboros Protocol [OP] – Dragonbrand

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Posted by: Orissa.1872

Orissa.1872

@Terrahero
There are more bugs with incendiary ammo
When I’m using IA first and then Poison Dart Volley, only 1 shot is applying burn
When I’m usin PDV first and right after it IA, 3 out of 4 shots left are applying burn for full duration mentioned in tooltip

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Posted by: Sarahphim.1308

Sarahphim.1308

Not sure if this is a bug — but on the harpoon the net wall seems to have too far a distance to actually work as a net shield. It always goes through the target and explodes behind. Not useful.

POW! Right to the cranium!

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Posted by: ravic.3742

ravic.3742

Not sure if this is a bug — but on the harpoon the net wall seems to have too far a distance to actually work as a net shield. It always goes through the target and explodes behind. Not useful.

You have to manually detonate the net wall; it doesn’t actually have any kind of collision detection. Basically, you fire the net, and when it gets close to your target(s), you press your keybind for the net again to deploy it. The range on it is pretty large (the enemies don’t even have to touch it to get netted) and enemies can get immobilized more than once if they try stay near it too long or try to swim past it again the other way.

Khaej – 80 Norn Engineer
Ouroboros Protocol [OP] – Dragonbrand

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Posted by: Leablo.2651

Leablo.2651

When you take the Universal Multitool Pack as starting equipment, it has an upgrade slot but nothing can be used in it. As it has no other stats, this makes the pack useless.

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Posted by: Aegael.6938

Aegael.6938

Elixir X can go on full cooldown if you trigger the Tornado form but are interrupted in any way during the 1 second or so cast time. (moving, CC, jumping) This doesn’t seem like intended functionality.

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Posted by: havoc.8569

havoc.8569

Turrets: dumb as a turret. I can’t believe there’s only 1 thing listed for turrets in that bug list. Turrets AI is so bad. They will target things out of their range, target things not in line of sight (this one is actually useful using flame turret to hit things thru walls), and not target certain targets such as dragon lieutenants. Please assign pet AI to turrets, and just get rid of turret AI altogether.

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Posted by: Orissa.1872

Orissa.1872

Something new, must be after one of 2 previous tiny updates:
Bleeding (#2) and freezing (#4) grenade have same visual explosion effect as flashbangs (#3), the difference is now very slight, barely noticeable. No idea if it’s intended or not, but it look really kitten and confusing now

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Posted by: Eyks.8294

Eyks.8294

~ I don’t see any comments on Juggernaut in the thread search, so I’ll post this here:

I was experimenting with the traits Juggernaut and Reinforced Shield to see how they interacted and found something very odd:

Reinforced Shield always grants 90 toughness, but the 200 toughness from Juggernaut scales with level. I first noticed this at level 62, where it granted 155 toughness (62/80 * 200 = 155). As seen in the screenshot, I tried it again at level 77, where it grants 192 toughness (77/80 * 200 = 192.5).

Why does one scale with level and the other does not? Why does the Juggernaut tooltip not reflect this? I feel like they should work the same way, whichever way that should be.

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Posted by: Terrahero.9358

Terrahero.9358

Grenade Barrage with Grenadier trait now has 1500range and throws 8 grenades on land. But, the 8 grenades is somewhat random, you throw between 6 – 8 grenades. Ive tested a bunch of throws, even on a mob to see how many hits register, and i’ve gotten 6 hits, 7 hits and 8 hits.

Grenadekit has bugged cooldowns on Freeze Grenade and Poison grenade (didnt this get fixed a while ago?). The cooldown is by default 20sec for Freeze and 25 for Poison. These cooldowns are not affected by Shortfuse (Sharpnel+Flash work fine). And not affected by Grenadier perk either (it shouldnt, but this was an issue before so just double checking.)

At this rate we’re gona find they introduced more bugs then the few they actually fixed. :P

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Posted by: Orissa.1872

Orissa.1872

Elixir S with alchemy trait II is still not working, full 60 seconds cooldown

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Posted by: Memphis.9478

Memphis.9478

Fast-Acting elixirs (alchemy II) doesn’t seem to work with elixir X although I think it did in the past. Can someone confirm? Elixir S still on 60 sec although the tooltip reflects the change from trait.

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Posted by: FoxesForSale.6732

FoxesForSale.6732

I have not once seen my healing turret remove anyone’s conditions – even while standing right on top of it. Can anyone else confirm this?

I also have not once removed a condition by shooting my elixir gun through a light field – I have had plenty of chances to test this (most accurates with a lengthy poison condition on me – I had quickness, and was shooting E/G through my own light field loads of times – with a mesmer around, I managed to get out about 14-15 shots with a confirmed combo heart above me, but it didn’t remove the poison). Can anyone confirm? It was working fine two weeks ago, and now I’m getting desperate to try and remove conditions in dungeons

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Posted by: Memphis.9478

Memphis.9478

I have not once seen my healing turret remove anyone’s conditions – even while standing right on top of it. Can anyone else confirm this?

I also have not once removed a condition by shooting my elixir gun through a light field – I have had plenty of chances to test this (most accurates with a lengthy poison condition on me – I had quickness, and was shooting E/G through my own light field loads of times – with a mesmer around, I managed to get out about 14-15 shots with a confirmed combo heart above me, but it didn’t remove the poison). Can anyone confirm? It was working fine two weeks ago, and now I’m getting desperate to try and remove conditions in dungeons

from the wiki:

Projectile Finishers apply their effect either to the target foe or to allies adjacent to the target.

So to test this you have to stand near your target which I don’t know if it was the case. I haven’t tested it since the new patch but I can tell it was working indeed.

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Posted by: Trapsinger.1386

Trapsinger.1386

I was hoping that the patch would fix this, but it didn’t seem to.

When I pick up, or destroy, my healing turret, the regen on my character drops to 5 per tick (3 with poison), even at level 80. Applying a higher value regen doesn’t fix this, it merely extends the duration of the 5 per tick regen. Since the duration on regen from turrets can easily get up to it’s cap at 1 minute, this can stick me with a non-functioning regen for a really long time, especially if other party members are also applying regen and extending the duration.

Here’s hoping this can get added to the list of things that will get fixed.

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Posted by: NeuroMuse.1763

NeuroMuse.1763

I have not once seen my healing turret remove anyone’s conditions – even while standing right on top of it. Can anyone else confirm this?

After you summon your healing turret it’s the triggered ability it has just press 6 after your turret is out and stand next to it. It’s a very small radius and there seems to be a delay before it’s triggered(turret rotates and sprays a few seconds after the ability is triggered) but it certainly does remove a condition. The delay seems like it’s “purposely” coded in kind of like the delay in jump shot.. both delays need to be removed. That or it’s possibly caused by a function where it executes the ability only after an animation is completed. If thats the case adjusting that would fix a lot of issues by adjusting that function or fixing the timing on the animation.

(edited by NeuroMuse.1763)

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Posted by: waringguilds.6924

waringguilds.6924

Not sure if its a exactly a bug or not, but found out today that using elixer X underwater gives you no skills to use while transformed. Bug or not its pretty wonky.

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Posted by: Rfreak.6591

Rfreak.6591

This is only for pve:

I’m guessing this one went off-radar, since last patch I can’t use shield n.5 skill “Static Shield” or “Throw Shield” can’t be used, both of’em aren’t “white-circled” as other activation skills, thus preventing players from being able to activate it, I guess most people don’t even touch the shield in pve, it has 2 skills and one’s not even working now… feels sad especially considering I just changed build and now it can’t work-.-’.

EDIT: fixed, it seems today’s patch fixed it

(edited by Rfreak.6591)

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Posted by: Fnarist.8467

Fnarist.8467

Not sure if its a exactly a bug or not, but found out today that using elixer X underwater gives you no skills to use while transformed. Bug or not its pretty wonky.

The elementalist underwater whirlpool vortex transformation has no skills, so that may have been what you experienced. Try it next to a mob, and you should see damage tick on them.

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Posted by: Flaunz.5273

Flaunz.5273

Occured in wvw:
If you give yourself stability from using Toss Elixir S you are then unable to hop on flame rams (haven’t tried that with other forms of siege yet, also I do not know whether other professions experience the same when they received stability from an engi).
A message saying “You can’t use this object while in transformation” pops up.
I could imagine this issue somehow resulting from the Elixir X fix (stability now ends when leaving the transformation)

New Years [ICON] Engineer
Ring of Fire

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Posted by: gimmethegepgun.1284

gimmethegepgun.1284

Kits can’t be dropped while airborne by hitting the weapon switch key, only by hitting the kit’s key again.
Which is really annoying because it’s easier for me to hit switch weapons to drop my kit. Makes trying to do Acid Bomb→Net Shot really difficult.

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Posted by: wolf.7514

wolf.7514

The trait “evasive powder keg” doesnt work, you create a bomb when you dodge but deals no damages.

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Posted by: tigirius.9014

tigirius.9014

A compiled look at the problems that engineers face in general (many of which are causing the very imbalance issues Anet is struggling to fix. Many of these are issues that don’t fit with the physics. Many of these problems have existed since BWE3 and have never been addressed properly. Many of these items have been taken from the engineer forum itself. IMO if Anet would like to take this profession out of the bottom of the pile there’s alot of work to do. ):

1: Gear Scaling: Kits don’t scale with gear. They should always have room for improvement. Even if you don’t intend to further damage your game by adding new tiers of gear in the future, your current tier 7 does have improved stats on it and the kits should reflect that while being used otherwise why have stats on gear at all?

2: Kits and Boons: Kits don’t give boons when equipped. (defense for toolkit, regen for medkit etc etc) there should be a similar ability to the new ele weapons or there should be a trait for this option so we can use it.

3: Kits Targeting: Kits don’t target properly. (FT/EG miss almost constantly now with their cone attacks, #1 on the grenades kit doesn’t repeat like other repeat attacks that do small damage, kits miss at the slightest movement of the enemy (like literally one step to the left makes it impossible to hit even tho I’m covering it in flames/chemicals).

4: Targeting: While in PVE in an event some mobs tend to run behind me (Orr). I never have an issue unless I’m using kits or weapon abilities that tend to miss ALOT. It’s odd to me that my entire character will turn around to attack this mob but only certain abilities will hit. For example, p/p the flame attack, NEVER hits an enemy my character is facing but my regular attacks #1 always hit. ?? is this intended? I understand that it’s behind us but why have characters turn around and face the enemy on autotarget at all if not all of our abilities are available? In a place like Orr you have to have autotarget on or you won’t get the kill or the credit for participation.

5: Sigils/Runes: None of the kits are affected by these. This is huge. Why in the world would anyone use grenades, bombs, elixir gun if we can’t get our runes to affect what we are doing. The runes need to all be updated across the board so every one of them stay in effect while kits are switched to and kits are equipped otherwise why even have them for this profession? None of the on kill sigils work when we kill things with kits. When I’m using the EG I never get the kill count on my rune of luck for example. (most people don’t have this equipped so they are nerfed even more) The runes not functioning while kits are equipped are just one of the means by which players of this class are pigeonholed into using a rifle or pistol combo.

6: Burning: Why do we have to use this as a trait? Doesn’t it immediately follow that an explosion will cause burning? Mines don’t burn, shrapnel mines don’t burn, detonating turrets don’t burn, toolbelt skill Rocket doesn’t burn, Big ol’ Bomb doesn’t burn, the number 2 ability on the flame thrower kit doesn’t burn (unless we have the option in explosives that gives it a 2 second burn if it crits). There’s just too many abilities that should cause burning because of their incendiary nature that don’t. Please make this small change so it makes sense.

Balance Team: Please Fix Mine Toolbelt Positioning!

(edited by tigirius.9014)

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Posted by: tigirius.9014

tigirius.9014

7: Mines: never drop where intended are missed almost all the time. They drop all over the place. The trait that gives mines when reaching below 25%, the toolbelt skill for mines, the charr shrapnel mine have consistedly missed enemies who are large and trampeling all over them. They need to be in a geometric pattern around the feet of the engineer, or they need to have a much much larger trigger box, or something. They should always cause one of the following weakness, bleed, daze, cripple (without a trait slotted) due to their very nature as a weapon of war.

8: Downed Ability #2: This should be changed to something magnetic. We should be able to pressit to gain a mini shield that lasts for about three seconds then when the shield goes away it can pull enemies in to us so we can use #3 to do the blast. That way we have a few seconds of protections from projectiles and a pull back without using a thief like ability for it.

9: Bullets: Pistols/EG do almost no damage single target. A bullet is a bullet is a bullet. Needs a serious buff. EG definitely needs to scale with gear.

10: Rifles: attacks are inconsistent with other classes. (if this wasn’t meant to be a rifle but a shotgun fine, make the #3 ability cause a massive amount of bleeding all at once like 15 stacks, if this was meant to be a rifle replace the #3 ability with shots similar in number to the long bow ranger attacks in sequence 8 shots.) No snipe function even tho it’s suggested we use scopes (traits) Rifles bullets do not AOE like pistols. Why is this a problem? Well for an engineer with incendiary ammo, the rifles bullets aren’t very incendiary.

Toolbelt: Surprise shot isn’t exactly the best toolbelt enhanced attack for this turret. The attack on this toolbelt ability hardly does any damage not really worth using. Why a single shot only why can’t it be three then it would actually be useful. Basically it’s just another Rifle shot that does basic rifle shot damage. :/

11: Regen: Too many abilities on the Engineer give the exact same regen buff so then the regen becomes redundant. Also the use of these abilities don’t even give a small initial heal. Getting splashed with a medicine that’s supposed to be alchemical that closes wounds and causes burns to disappear I would say is supposed to have an initial immediate effect don’t you think? If we look at this from a synergetic point of view?

12:Turrets. They might not target objects anymore (haven’t noticed this personally since last patch) but I have noticed they target enemies that are on the other side of walls and nowhere near the engineer’s position especially when affected by the increased range trait for the Rifle Turret. Some people are still having issues with the turrets spawning in odd locations. Turrets should lock to the target of the engineer always and the turret trait to place them wherever should have sufficient range and work on all turrets.

13: AOEs: Turret explosions don’t do any damage without a trait. They just pop like a balloon. They need a shrapnel bleed or if it’s the Flame Thrower Turret on land it needs a burn effect.

Thrown Potions underwater. I find it odd that there isn’t an option for thrown potions to explode releasing their contents right there where the engineer is located. Why in the world while I’m alone would I want to throw my potion that’s supposed to give me a boon at an enemy quite a distance away from me? Can we have that as an AOE focused on the engineer? It’s so much easier to move yourself right next to someone you are playing with then having to guess where this will land.

14: Medkit: When equipping this kit while having the trait that causes them to create a spell, the last thing I expected was to see an AOE explosion. I thought at the very least to keep your vision of the wonkiness of this class a few bandages would fall out, or there would be an alternative (the blue boon) regen field or something other then a bomb. The med kit as a means to heal party members is horrible. Each skill should drop more then one bandage or they need to have a severely reduced cooldown time. Why does it take so long to reach into your pack and pull out a bandage and throw it on the floor?

Balance Team: Please Fix Mine Toolbelt Positioning!

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Posted by: tigirius.9014

tigirius.9014

15: Traits. 5% damage doesn’t really flow with the types of bonuses you’ve given other classes that have support roles. Could we increase these or something because no one will ever use them. Just sayin. There are ALOT of traits out of place like the Elixir-infused Bombs trait being at the end of any other trait line other then alchemy or explosives is just weird, and why with such a small heal was this considered important enough to make it a XI?

16: Rocket boots. Still have the knockdown after Nov 15th. Sad really. The animation for getting up locks us in place just like a short stun does and leaves us vulnerable. There is no run speed or jump boost from having these things on, they are simply a novelty that no one uses if they can use something else to break stun and escape. This ability needs a boost.

17: Charr Racial Hidden Pistol: Love this toolbelt ability it’s very nice to be able to do massive and fast dps with a toolbelt utility but there are problems with it too. As an engineer with incendiary bullets why do we suddenly switch to bullets that don’t do any incendiary damage just for this pistol set? Engineers are the only ones to have this ability in the toolbelt so why aren’t their bullets 1: piercing 2: incendiary with a small AOE like the #1 pistol attacks?

18: Acid Bomb: needs to be updated so that it’s a leap finisher like the Rifle or it needs to be updated so that the escape option isn’t leaping backwards off a cliff dunno how many times I’ve done that now or the jump effect is closer to the rifles and splashes even more acid on the enemy for an increased damage. I would think that the chemical to boost speed should replace the jump back effect.

19: Mortar: As an elite it’s terrible. It should not be a fixed usable, it should be optional to use it that way but be a turret when not in use. Also, there should be a huge toughness buff while using it so that people aren’t instakilled while getting their first shot off. The range is aweful as well btw couldn’t use it AT ALL in the Lost Shores event.

20: Bomb Kit/Toolkit Kit: There are no traits to increase the toughness or buff the engineer with bomb kit or the toolkit (that I’m aware of I double checked while writing this). In fact when equipping the toolkit, I lose the ability to gain the toughness from holding a shield even tho the toolkit has shield abilities. The caltrops really don’t fit this kit.

Recently discovered retaliation (blush) the one thing that IS missing tho is stability with the ability to move. I cannot do certain jump puzzles like the big on in the skys of Metrica Province because there is no mobile stability.

Balance Team: Please Fix Mine Toolbelt Positioning!

(edited by tigirius.9014)

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Posted by: gimmethegepgun.1284

gimmethegepgun.1284

The trait “evasive powder keg” doesnt work, you create a bomb when you dodge but deals no damages.

Considering I use it all the time and it most certainly deals damage, you might want to give that some testing.

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Posted by: MrMark.8410

MrMark.8410

The shields on charrs don’t touch your body at all wether they r sheathed or being wielded.

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Posted by: PeterLoveYou.3024

PeterLoveYou.3024

Short Fuse trait for grenade is bugged, as it does not reduce cool down as stated.

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Posted by: ferdtheman.3247

ferdtheman.3247

The trait “evasive powder keg” doesnt work, you create a bomb when you dodge but deals no damages.

Considering I use it all the time and it most certainly deals damage, you might want to give that some testing.

Seems to be different from player to player. My charr engineer doesn’t even drop a bomb when I dodge. No damage, no visuals, no sound, nothing.

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Posted by: coglin.1496

coglin.1496

The trait “evasive powder keg” doesnt work, you create a bomb when you dodge but deals no damages.

Considering I use it all the time and it most certainly deals damage, you might want to give that some testing.

Seems to be different from player to player. My charr engineer doesn’t even drop a bomb when I dodge. No damage, no visuals, no sound, nothing.

You have to be in active combat…..did you take that into consideration in your testing?

Poor craftsman blame their tools. Poor players blame their Engineer.

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Posted by: Harodan.5746

Harodan.5746

Tigirius, many of your bugs are suggestions, such as the suggestion of changing downed skills, adding bleeds to turret explosions and so on.

Your problems with the elixir gun and flamethrower sprays not hitting may be due to the hitbox being always directly away from the character’s direction (set by right-click-dragging the camera.) I’ve noticed that the character’s animation does not always reflect this, but the damage always applies directly away from the camera.

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Posted by: webfabio.5413

webfabio.5413

I read about the last update and nothing relating to what I’m talking about.

Explosive Traints Bug: Not working.

> III – Forceful Explosives – Bombs and mines have a larger explosion radius.
A: I dont see any difference or not traints With That … AOE is ever the same area.

> VIII – Short Fuse – Reduces recharge for bombs and grenades by 20%.
A: On PvE only skills Reduce cooldown is 1,2,3. 4 and 5 but no more!?
And on PVP skill That simply does not work in any of the five grenades.

> VII – Explosive Powder – Improves damage from explosions by 10%.
A: This skill does not affect the damage of additional power by traints

Conclusion:

There must be something wrong that should be corrected. Before I remember to change the slots of traint grands did a refresh and now it no longer occorre.

I expect the team to focus on solving this, it is horrible when a person loses playing time to spoil fully pve build grenade ..
I went through these types of situations in Diablo3, where each update nerfavam and desmotivava players to continue wasting your time …

Sincere requests for a player from Brazil
hugs,

Fabio Ricardo.

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Posted by: Ricoyle.3904

Ricoyle.3904

Has anyone been finding the cleansing burst on healing turret to be a little…….intermittent?

I’ve been testing it and haven’t seen this actually work all morning. It goes on cooldown just fine but there is no heal nor condi removal.

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Posted by: Jalad Lantana.3027

Jalad Lantana.3027

My alt engineer just hit 30 and got his first elite skill Supply Crates.

It is great fun, but it seems to pop at random times, in addition to when I call it.

It seems to happen most often when I am swapping weapons or using my heal skill.

I have checked my skill key bindings and it is still set to 9, plus I rarely if ever use keys anywhere near 9, so I doubt is is fumble fingers etc.

It’s annoying and somewhat embarrassing when it pops when I am just standing around talking to people in town.

Please verify, and fix when you can.

HOD
Guardian / Ranger / Mesmer / Necro / Warrior
Played since 1st online ‘demo’ months before the BWEs.

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Posted by: Chupey.2397

Chupey.2397

when I use Supply Crate to stop an enemy stomping an ally, I get the “interrupt” text and the damage is dealt, but the stomp is not interrupted. I’ve lost many an ally to this bug =’[

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Posted by: kokocabana.8153

kokocabana.8153

The healing turret reapplies its regen buff every 7 seconds or so. When you activate cleansing burst, it’s not instant. It continues following the 7 second cycle and applies the cleansing burst the next time it would be reapplying regen.

Has anyone been finding the cleansing burst on healing turret to be a little…….intermittent?

I’ve been testing it and haven’t seen this actually work all morning. It goes on cooldown just fine but there is no heal nor condi removal.

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Posted by: Aegael.6938

Aegael.6938

Kit refinement creates a bomb when bomb kit is equipped. Putting 5 in Explosives traitline creates a bomb on dodge.

These bombs, as far as I know, function as slightly weaker versions of the regular 1 skill in bomb kit. However, both of these bombs have a bug: If you take the trait Forceful Explosives, the damage radius of both of these bombs is reduced dramatically. If you put a bomb right next to an enemy by dodging or equipping the bomb kit, the bomb will not hit the enemy unless you are literally inside of your enemy. The bombs can be placed a foot or two away (100-130 range) and still hit the enemy, if you don’t take the trait.

Please fix this ASAP. I love the dodge bombs and I love kit refinement, but this is a horrifying bug that makes these bomb perks useless.

(edited by Aegael.6938)

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Posted by: Chupey.2397

Chupey.2397

When static discharge triggers from a thrown elixir about 90% of the time the static just shoots into the ground a short distance infront of me.

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Posted by: gkaare.8576

gkaare.8576

Since this actual ‘list of bugs’ part of this thread has not been updated where it needs to in over 2 months, I created my own bug compilation thread.

Please help me make it better! Also, if anyone knows how I can get it sticked, please let me know. I’ve been keeping the wiki updated as much as I can but the wiki is not the best place to keep the list for the devs to see.

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Posted by: tigirius.9014

tigirius.9014

Any word on when we might see some patches? It’s been a while since we heard anything.

Balance Team: Please Fix Mine Toolbelt Positioning!

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Posted by: CC Charles.3675

Previous

CC Charles.3675

Community Coordinator

Hi Everyone,

As this thread is not updated since a few times, I will now close it.

From now on, please post in this thread for everything related to engineer bugs.

Thank you for your participation.