Vengeful hammers keeps deactivating itself.

Vengeful hammers keeps deactivating itself.

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Posted by: Mavis.1572

Mavis.1572

I just wanted to know if anybody else experience this problem or maybe know why it happens? I tried to search for this problem, but couldn’t really find any feedback or a solution.

I was trying to solo a champion mob and wanted to use my hammers, but the buff removed itself almost the moment I pressed the button. It happened a lot of times in a row.

The issue wasn’t energy or me double pressing the button.

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Posted by: Gaaroth.2567

Gaaroth.2567

They are projectiles and they stop when hitting huge terrain disparities/walls.
I know it sucks, but Roy is into that for some solution. For now, when you are in tight spaces just keep an eye if they stay up

Tempest & Druid
Wat r u, casul?

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Posted by: Ziras.6278

Ziras.6278

Oh man, I thought I was going nuts. That explains so much, thanks.

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Posted by: Misguided.5139

Misguided.5139

What’s worse is that in the Mad King’s labyrinth, I think the doors destroy the projectiles without actually shutting off the skill. Haven’t seen that happen anywhere else, though.

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Posted by: Gaaroth.2567

Gaaroth.2567

What’s worse is that in the Mad King’s labyrinth, I think the doors destroy the projectiles without actually shutting off the skill. Haven’t seen that happen anywhere else, though.

Never had that problem in lab.
Those hammers are our mob-tag-stick :-D

Tempest & Druid
Wat r u, casul?

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Posted by: Mavis.1572

Mavis.1572

They are projectiles and they stop when hitting huge terrain disparities/walls.
I know it sucks, but Roy is into that for some solution. For now, when you are in tight spaces just keep an eye if they stay up

I just tried testing it and you are correct. That’s a lot of places the hammer bugs out :P

Just had a weird bug where only one of the hammers disappeared, but the other one was still going, but it didn’t cost any energy to keep up.

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Posted by: Velho.7123

Velho.7123

The hammers are separate flying entities.

I was on top of a plank in Cliffside, and as soon as they rotated over a lack of terrain they just fell and kept on spinning, so on any significant terrain differences they fall like a normal player would, but they keep their angular momentum.

I wonder if you can make only one hammer fall and keep the other haha.

Matt [LOD]
Guardian main since launch

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Posted by: Morfedel.4165

Morfedel.4165

What’s worse is that in the Mad King’s labyrinth, I think the doors destroy the projectiles without actually shutting off the skill. Haven’t seen that happen anywhere else, though.

Never had that problem in lab.
Those hammers are our mob-tag-stick :-D

So is embrace the Darkness :-)

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Posted by: Kronos.2560

Kronos.2560

Also you should mention getting knocked down will deactivate them because they will hit the ground.

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Posted by: Velho.7123

Velho.7123

I think they could just align the hammers’ rotation with a fixed point of your vertical axis and just not touch vertical movement so we wouldn’t lose the awsum effects.

Matt [LOD]
Guardian main since launch

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Posted by: xev.9476

xev.9476

It’s not just terrain differences and walls, something else is definitely askew. Sometimes I can’t even maintain them on flat land with nothing else around; sometimes I can maintain them just fine against the griffon tower boss in EotM and sometimes I can’t – even when we fight him in same location, i.e. on flat ground in the center, away from the pillars. In other words, in seemingly identical situations I often get different results.

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Posted by: Bash.7291

Bash.7291

It’s not just terrain differences and walls, something else is definitely askew. Sometimes I can’t even maintain them on flat land with nothing else around; sometimes I can maintain them just fine against the griffon tower boss in EotM and sometimes I can’t – even when we fight him in same location, i.e. on flat ground in the center, away from the pillars. In other words, in seemingly identical situations I often get different results.

Honestly, this all sounds likes the “obscured” issue that happens with other projectiles (most notable for me would be scepter 1 and torch 4 for guardian since it was my main) Where even on flat ground, something goes horribly wrong and you get really odd error effects, however since this skill doesn’t have a specific hit/miss/out of range context to it, the message doesn’t appear, and instead just bugs out. Personally I haven’t ran into this, however I haven’t really used it much other than in group fights in PvP, in which case I couldn’t really keep track of them anyways.

Living Dead Girl ~ Necro
[Rev]

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Posted by: dragonkain.3984

dragonkain.3984

Still a problem, no idea why wasn’t fixed in big rev bugfixes patch cos its gamebreaking

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Posted by: Jack Skywalker.5674

Jack Skywalker.5674

They will never fix this,I heard the devs actualy meant for this stuff to happen….which is bs as far as I am concerned.

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Posted by: Ghotistyx.6942

Ghotistyx.6942

Still a problem, no idea why wasn’t fixed in big rev bugfixes patch cos its gamebreaking

That’s going a little far

Fishsticks

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Posted by: Rain.9213

Rain.9213

Still a problem, no idea why wasn’t fixed in big rev bugfixes patch cos its gamebreaking

Welcome to Revenant. Where bugged skills are the norm.

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Posted by: Jack Skywalker.5674

Jack Skywalker.5674

They will never fix this,I heard the devs actualy meant for this stuff to happen….which is bs as far as I am concerned.

this is the answer you all are looking for