Bugs and Issues Compilation:
Flanking strike is ridiculously broken.I feel it was better in the beta but i cant confirm that for sure.Now when it is used on flat ground next to the opponent, you may have a chance or not to actually be behind the opponent.Most of the time on flat ground you spin to the side stabbing nothing and needs you to once again close the distance that your skill created.On a slope surface, forget about being at the back at all.
I stopped using S/D for this very reason. Flanking Strike is so unpredictable. I would often spin to the side of the target and wind up out of melee range. The evade portion of the skill is either so short that it’s pointless or flat out doesn’t work at all.
Okay, here’s one I haven’t heard about anywhere else. The thief trait Shadow Protector is broken.
When you stealth an ally, they gain regeneration for 5 seconds.
This also applies to you. However, the regeneration only applies intermittently. I know for sure that if you stealth (giving yourself regeneration) and then stealth again before regeneration runs out, the regeneration will not apply again. So stealth, then stealth three seconds later, and you only have 3s of regen in stead of 5.
I’m pretty sure that this also won’t apply if you have regeneration from other people on you, but I’m not positive about that.
This really hurts my build. I have +60% boon duration and I stealth both myself and allies frequently. I’m losing out on a lot of regeneration that I should be getting.
Bugs:
Bountiful theft does not steal the appropriate amount of stacks of might, and just gives you one stack.
Bountiful theft also adds vigor for 35 seconds.
Major trait slots always disappear when loading into the Heart of the Mists for my thief.
Flanking strike does not properly evade.
Roll for Initiative gets stuck for a bit when breaking out of immobilize.
Tripwire does not properly trigger all the time in sPvP, usually on uneven terrain.
Heartseeker and the d/p dual attack misses about 50% of the time on stationary targets in melee range.
Stealthing an ally trait gives the thief regeneration on AE stealth abilities as well as solo stealth abilities.
If one of your thieves summoned via ambush trap or thieves guild uses scorpion wire against a target with reflection up, you get pulled into the target instead of that thief.
Lingering AE abilities will break you out of stealth.
Issues:
The Shadow Arts tree promotes sitting in stealth for a longer period of time, gaining regeneration, initiative regeneration. Unfortunately mobs reset far too quickly to take advantage of these traits. In sPvP when you stealth you cannot control nodes.
Sword auto and flanking strike are very clunky. They’re very slow and highly telegraphed making trying to hit a moving target near impossible.
Double tapping something queues an ability to trigger twice, this can be extremely detrimental as both infiltrators strike and shadowstep are instant. This is really bad because as a thief any accidental double taps can completely screw you over in any situation.
The pistol 1 and 2 are extremely slow and underwhelming, and shortbow does more damage to a single target without unload spam. It also makes P/D underwhelming as there is no initiative dump.
Every single shadowstep ability is wonky around any uneven terrain. Shadowtrap can sometimes teleport you underneath or into terrain, if there is any terrain that is higher than what you are aiming for, you will land there. Steal can miss and go into cooldown.
Thieves only have two ways to deal with heavy boon stacks, flanking strike which is unreliable and difficult to try and land a hit, and bountiful theft which picks boons at random.
I just want to mention again the Stealth on Steal trait. This often does not result in stealth, but still results in the stealth cool down timer so I can not use another ability to put myself into stealth right away to compensate for being teleported to the target but not stealthed.
Because of the build I play I run into this issue more than anything else posted here and it can play a big part in a fight because I rely on that steal/stealth/backstab combo for damage and init regen.
On Heartseeker missing: It’s not actually missing, it’s hitting off to the side, you can even see the change in the animation. If it misses the mob you’re targeting and you have a mob on either side of you it hits them instead. But if you don’t have another mob around you it appears like a miss since there was nothing to hit on the side. Still a bug and still needs to be fixed.
Dagger Storm: Being interrupted by Pull moves, which should fall under the things Stability blocks. If that is working as intended then that is bullkitten and Dagger Storm is now useless in Orr and PvP.
Have done a bit of independent investigating of the frequently reported issue with the Hidden Thief trait (enter stealth when stealing).
My results were consistent: This trait works correctly when equipped with a main hand Sword or Dagger but is likely to bug and not work correctly when equipped with a main hand pistol or a shortbow.
When equipped with a mainhand melee weapon the auto-attack was correctly suspended when entering stealth and I would remain in stealth, as expected, for the listed 2 second duration (3 seconds actually, since time was extended for 1 second by Meld With Shadows).
When equipped with a mainhand ranged weapon this trait was likely to bug out. At minimum this does not correctly suspend auto-attacks for ranged weapons. There are additional issues related to projectile travel time. For example, if I have fired a Pistol Shot and it is in mid-flight when I Steal, my shadowstep will actually cause me to outrace the bullet at hit the target a fraction of a second before the bullet arrives. The bullet in-flight then arrives after stealthing and breaks the stealth as if I have attacked.
I’ll try to do some more thorough playtesting of this later but for now I’m fairly confident that there are at least two separate issues causing this trait to bug with ranged weapons. Auto-attack problems and the projectile flight time problem are both causing issues here.
I found 2 issues tonight in sorrow’s embrace story mode of all places..
1. Scorpion wire was not pulling mobs to me, they’d pull about 2 feet and then jerk to a stop and the rest of the group pulled, even when I had a clear line of sight and no objects in the terrain to catch them.
2. Smokescreen was not blocking the projectiles of Kudu’s golems, but Guardian projectile blocks/absorbs worked.
Only two common ones from me:
- Shadow Shot self-rooting you for .5s on landing
- Ability queue issues (customisable queue ala SWTOR would be nice)
HS is borked needs fixing asap!!!!!!
HS is borked needs fixing asap!!!!!!
i think i know what you’re getting at, but can you try to post a more detailed explanation? this thread is for bug reports basically. so if you could describe exactly what is broken and under what circumstances it is broken that would be best.
HS is borked needs fixing asap!!!!!!
i think i know what you’re getting at, but can you try to post a more detailed explanation? this thread is for bug reports basically. so if you could describe exactly what is broken and under what circumstances it is broken that would be best.
??? Umm pay attention playing your thief it misses like crazy on even stationary targets very bad…..I guess some dont even pay attention to their hits….Its uppose to be a nice finishing move at 25% or lower but the amount of missing it does is wrecking the glass cannon build…
One I’ve noticed for awhile but can’t figure out..
when using a sword main hand and attacking sometimes if you dodge I think during the middle of an attack animation, your character will dodge back, then roll back forward to attack, ending up getting hit by what you were trying to dodge.
I hope it gets pinpointed and fixed, as it gets me downed sometimes.
GIF of Heartseeker missing on Bunnies and Eagle:
http://i846.photobucket.com/albums/ab23/SirHypnotoad/seekerrorrate.gif
Probably misses 50% of the time.
Bug threads about Heartseeker high miss rate:
Heartseeker not correctly seeking hearts
HeartSeeker Thief Attack Currently Bugged
Heartseeker missing alot?
Heart seeker can’t stop missing
Heartseeker not correctly seeking hearts
Heartseeker misses randomly
Extraordinarily high miss rate for Heartseeker post change
Thief Heartseeker bug
Serious thief bug still not fixed from beta
Threads go all the way back to September 05, 2012 – and people claim it was a bug in beta.
As thieves we only have 4 weapon options for main hand magnifying a bug of this nature. Please address – thank you for your time.
(edited by SirHypnotoad.6549)
Yeah this heartseeker thing is really hurting my d/p build in PvP, especially when I rely on HS from BP to stealth and get me to the opponent. One thing I do notice is that it seems to mess up when I have chill / cripple.
Edit: Just tried this vs elemental NPC in the mists, when I have chill I can only HS a VERY short distance! Doesn’t seem to be 100% but imo it is more reproducible with a chill
(edited by Tolfast.6289)
Edit: Just tried this vs elemental NPC in the mists, when I have chill I can only HS a VERY short distance!
The short distance thing isn’t a bug, movement speed effects Heartseeker. If you have swiftness or Signet of Shadows on it will go slightly further, if you’re crippled or chilled it won’t go far.
Flanking Strike – Evade and stab your foe in the back twice. First strike removes 1 boon
Skill slot 3 from Sword and Dagger combination
- I know this is not the most popular combination, but flanking strike’s dodge motion is really confusing in PvE for certain mobs and on some terrains. It moves the player a considerable distance to the side, cause the 2nd strike of this move to almost always miss.
- I have tried this move on golem practice targets in mists and the motion is beautiful, bringing me behind the target and executing both strikes flawlessly.
Apologies if this was meant to be the case, but I just wish to clarify this point as it did not make sense to me that the 2nd hit was always missing.
Sincere thanks for your time.
(edited by Lilac.1608)
Shadow Refuge skill is bugged. The breaking of stealth as soon as you leave the refuge is ridiculous. It is impossible to stealth someone as they run through it, like mesmers do with their “stealth wall”, because it breaks stealth as soon as you leave the area, so it is kinda pointless to even try. Any fix soon?
Come on people, bring some attention to this problem, or it will never get fixed.
I hope posting here will draw your attention.
Edit: Just tried this vs elemental NPC in the mists, when I have chill I can only HS a VERY short distance!
The short distance thing isn’t a bug, movement speed effects Heartseeker. If you have swiftness or Signet of Shadows on it will go slightly further, if you’re crippled or chilled it won’t go far.
Learn something new every day, I never really noticed this before but that is most likely because I don’t overuse heart seeker (not saying you do btw), or because I am rarely chilled.
However this means that movement debuffs are reducing the range of a skill, which I don’t think is right, if chill decreases range for a skill then it should be universal across all skills
Assassin’s Signet’s active component doesn’t proc on the next attack – it gets used up upon the next use of a skill. Like if you activate Assassin Signet, and then right afterward Haste, the charge of Assassin Signet will get used.
Signet of Shadows
The passive 25% increase in movement speed only works IF you are pressing the move forward button (“w” by default), if you are pressing the strafing buttons ONLY (“q” or “e” by default) there is no passive bonus. Unless you are pressing “w” and “q” or “e” at the same time….
I hope i was clear :S
You should edit the post and write all the bugs correctly, right now is just a wordswordswords post, not so much usefull.
ES:
Bountiful Theft trait: lasting 35 seconds when the tooltip says 15 seconds.
Shadow Refuge skill is bugged. The breaking of stealth as soon as you leave the refuge is ridiculous. It is impossible to stealth someone as they run through it, like mesmers do with their “stealth wall”, because it breaks stealth as soon as you leave the area, so it is kinda pointless to even try. Any fix soon?
Come on people, bring some attention to this problem, or it will never get fixed.
I hope posting here will draw your attention.
the behavior of shadow refuge’s stealth IS a little weird. If you leave the refuge while the refuge is still on the ground you instantly unstealth, but if you stay in it the fully 3-4 seconds you have a stacked stealth duration that you can run around with and you’ll have like 10s of stealth outside of where the refuge was.
i don’t think Shadow Refuge is behaving in a bugged way at all. I think its working as intended, but its intended behavior is just a little strange.
It seems like it pulses 5 times. The first 4 pulses grant 1 second of Stealth (and heal you too). The 5th pulse grants like 4 seconds of stealth. if you’re in the Refuge on the last pulse you get the long duration stealth.
Heart strike goes off twice when I only want it once, many times that I am trying to leap through black powder. So my stealth gets dropped when the 2nd attack goes off, removing my ability to try for a backstab. This often occurs after I’ve been dazed or interrupted
Also can we get confirmation of whether the behaviors of shadow refuge are intended or a bug, often I’m casting it ahead of where I’m about to dodge into and have inconsistent result whether I’m stealthed properly or still hit by 5 more strikes someone had already cast at me
From the wiki its effect is 3s stealth, 1420 healing, 600 size
Here’s the description:
Pulses five times over four seconds, once as it’s cast and then once each second.
Moving outside the area of the refuge triggers revealed. The area it was cast on retains this property for about 10 seconds after the spell was cast, or 6 seconds after the refuge appears to have expired. You will be revealed even if you were stealthed by another skill and didn’t enter the refuge while it was pulsing.
So leaving the spot the refuge covers reveals you. But you’re free to get the whole stealth time and wait in the area it hit. You also cannot add another stealth
(edited by obtuse.8291)
Edit: Just tried this vs elemental NPC in the mists, when I have chill I can only HS a VERY short distance!
The short distance thing isn’t a bug, movement speed effects Heartseeker. If you have swiftness or Signet of Shadows on it will go slightly further, if you’re crippled or chilled it won’t go far.
Learn something new every day, I never really noticed this before but that is most likely because I don’t overuse heart seeker (not saying you do btw), or because I am rarely chilled.
However this means that movement debuffs are reducing the range of a skill, which I don’t think is right, if chill decreases range for a skill then it should be universal across all skills
I don’t use it often either, truthfully I didn’t know till I saw people complaining about Heartseeker in the forums and some people mentioned chill/cripple was a counter, then I went into game and messed with it and noticed swiftness/Signet of Shadows boosts the range as well. I mean it could be a bug, but I think it’s intentional so people can counter it with slows.
Edit: Just tried this vs elemental NPC in the mists, when I have chill I can only HS a VERY short distance!
The short distance thing isn’t a bug, movement speed effects Heartseeker. If you have swiftness or Signet of Shadows on it will go slightly further, if you’re crippled or chilled it won’t go far.
Learn something new every day, I never really noticed this before but that is most likely because I don’t overuse heart seeker (not saying you do btw), or because I am rarely chilled.
However this means that movement debuffs are reducing the range of a skill, which I don’t think is right, if chill decreases range for a skill then it should be universal across all skills
I don’t use it often either, truthfully I didn’t know till I saw people complaining about Heartseeker in the forums and some people mentioned chill/cripple was a counter, then I went into game and messed with it and noticed swiftness/Signet of Shadows boosts the range as well. I mean it could be a bug, but I think it’s intentional so people can counter it with slows.
This is definitely not a bug. Movement speed affects ALL leap type skills. It is by design. And yes, cripple, chill, and immobilize ARE intended as counters to leap skills (which would be otherwise impossible to escape from).
Pistol: While going into stealth, if a bullet is in transit, you will be unstealthed when it hits the target.
Stealth: Needs a timer on its diminishing returns effect.
Flanking strike: If you have swiftness, you will dash further than desired.
Flanking Strike Description: “Stab your foe in the back” on the description dose not move you behind your target if you are already behind your target, instead it moves you in front of the target. Either the ability is working incorrectly or the description is incorrect on it.
Basilisk Venom: Will occasionally go through the crowd control counter on bosses and still stun them. It will also occasionally not trigger the cc counter down on bosses.
All Venom effects: Will occasionally not trigger any effect when used with rapid firing attacks such as the Pistol’s “Rapid Fire” or the Harpoon Gun’s “Deluge”.
1 Handed Weapon Description: Weapons “With off-hand light.” is a hard to understand description to understand with the name, nor is it using correct English in its description. Saying “With no off-hand.” both is correct English and is less confusing to understand.
80 Thief 80 Engineer 0 Necromancer
80 Elementalist 80 Mesmer
you usually stay in combat indefinitely after going stealth.
even though all mobs have reset and you dont have agro.
needs relogging.
Flanking Strike obviously. it’s pathing fails 90%.
Infiltrator’s Strike and Infiltrator’s Arrow.
a slight elevation or step, a tiny gap, a twig in the way, and it will not work.
but of course it will burn your initiative and cooldown.
fix it. climbing up and down platforms and across gaps would be immense fun!
stealthing while attacking often results in you immediately getting out of stealth.
it seems like all stealthing skills or traits last less than it is written on the tooltip.
except Shadow Refuge which (not that i complain) seems like it lasts longer than the tooltip.
Bugs compilation
In general
Stealth
Stealth bug: After entering stealth, channels continue to track you
Stealthing seems to also allow pets/clones/phantasms etc. to continue to lock on to you and hit you for about 2 seconds after initial stealth.
Bouncing attacks still attacking you even when you’re stealthed.
Delay after stealthing, making you still hittable by attacks ( instead of going after you, like every attack with no target should do).
Auto-attacking not being stopped when you steal and go into stealth with the trait hidden thief.
Lingering AE abilities will break you out of stealth.
Shadowsteps
*On flat surfaces, it can reach the full 900 range.On slopes and everything else it gives lesser, especially on Slopes and bumpy areas where sometimes it works and sometimes it doesn’t, even if the area you wish to shadow step to is walk-able to, to doesn’t allow you to shadow step to them. Lag may come in and when you shadowstep to the area. and all of a sudden is transported back to my original point with my initiative wasted.
When used with Swiftness and Signet of shadows, the delay does not allow you to get the full 900 range.
Shadowsteps are unreliable to use when using it on a hill or to cross a gap in the ground. Sometimes it works, sometimes it just poofs you as close to the intended target area, and sometimes you just don’t move at all.
Possible bug If you attempt to use Infiltrator’s arrow through fields, you will still get damaged and get the burning if it was let say a fire field.
Shadowtrap can sometimes teleport you underneath or into terrain, if there is any terrain that is higher than what you are aiming for, you will land there.
Steal
Goes on cool down without having stolen anything.
Weapon skills
Sword/
#Dagger
* Flanking strike
Pathing is badly broken.
Dagger/
#Dagger
possible bug Cloak and Dagger
After using unable to move.
Heartseeker
Is missing a lot estimated 50% of the time even on stationary targets
#Pistol
* Shadow Shot
Roots the player in place after shadowstepping to them
Pistol/
The pistol 1 and 2 are extremely slow and underwhelming, and shortbow does more damage to a single target without unload spam. It also makes P/D underwhelming as there is no initiative dump.
- Short bow*
- Cluster Bomb (possible bug)
*After Firing a cluster bomb, the icon will switch directly back to Cluster Bomb and not the Detonate, even though the Cluster Bomb arrow is still in mid-flight.Thus not allowing it to detonate.If I used Detonate above a combo field instead of letting Cluster Shot land, the blast combo finisher didn’t trigger.
#Poison Shot
While on towers, poison shot from short bow explodes on tower ledge instead of area targeted. You pretty much have to stand on the ledge yet cluster arrow works fine.
- Infiltrator’s arrow
Shadowstep bugs above
- Disabling shot
Doesn’t always evade or hop back. Might be server lag, but there are times where I will shoot, the animation occurs but my character wont actually move making the attack actually hit me, or a brief animation lag is seen to be hopping back then I’m back to the same place.Happens even on flat surfaces sometimes (animation showing though).
Utility
Scorpion Wire:
Randomly obstructed even in open field combat. Sometimes it hits and will knock my opponent down, but won’t drag them to me. Sometimes it only drags them a little bit. Unreliable as hell regardless of terrain. Using Scorpion Wire combined with Panic Strike (Power Trait XI) on enemies under 50% health will ignore the pull and simply immobilize foes.
poison trap
sometimes will not immobilize.
Sigil of intelligence
being stealthed and swapping to daggers and activating Assassin’s Signet to backstab, the sigil of intelligence buff disappears and you don’t get the automatic crit.
Note: This ONLY happens if you are in range to attack by activating the signet, if you walk away, activate it and then go back and press backstab, the signet works.
Assassin Signet
Assassin’s Signet’s active component doesn’t proc on the next attack – it gets used up upon the next use of a skill. Like if you activate Assassin Signet, and then right afterward Haste, the charge of Assassin Signet will get used.
Ambush Trap
If one of your thieves summoned via ambush trap or thieves guild uses scorpion wire against a target with reflection up, you get pulled into the target instead of that thief.
All Venom effects: Will occasionally not trigger any effect when used with rapid firing attacks such as the Pistol’s “Rapid Fire” or the Harpoon Gun’s “Deluge”.
Elite skill Dagger Storm
If a thief comes out of stealth while channeling Dagger Storm, the spinning animation of it doesn’t appear on my screen, and they just run around while random daggers spawn out of them. Dagger Storm: getting hit with a pull skill will cancel the channel on Dagger Storm. Haven’t tested it with Scorpion Wire, but I’ve had it broken by Guardians before, and mobs in Cursed Shore break it all the time.
Traits
The T1 crit talent Practiced Tolerance might not be working correctly. It says 5% of precision is converted into vitality, but the added 90 precision from Signet of Agility is not factored into this equation.
100% cri trait not being 100 %.
Shadow Protector
However, the regeneration only applies intermittently. I know for sure that if you stealth (giving yourself regeneration) and then stealth again before regeneration runs out, the regeneration will not apply again. So stealth, then stealth three seconds later, and you only have 3s of regen in stead of 5.
Bountiful theft
Does not steal the appropriate amount of stacks of might, and just gives you one stack and also adds vigor for 35 seconds. Bountiful Theft trait: lasting 35 seconds when the tooltip says 15 seconds.
Hidden Thief
This trait works correctly when equipped with a main hand Sword or Dagger but is likely to bug and not work correctly when equipped with a main hand pistol or a shortbow.
When equipped with a mainhand melee weapon the auto-attack was correctly suspended when entering stealth and I would remain in stealth, as expected, for the listed 2 second duration (3 seconds actually, since time was extended for 1 second by Meld With Shadows).
When equipped with a mainhand ranged weapon this trait was likely to bug out. At minimum this does not correctly suspend auto-attacks for ranged weapons. There are additional issues related to projectile travel time. For example, if I have fired a Pistol Shot and it is in mid-flight when I Steal, my shadowstep will actually cause me to outrace the bullet at hit the target a fraction of a second before the bullet arrives. The bullet in-flight then arrives after stealthing and breaks the stealth as if I have attacked.
Signet of Shadows
The passive 25% increase in movement speed only works IF you are pressing the move forward button (“w” by default), if you are pressing the strafing buttons ONLY (“q” or “e” by default) there is no passive bonus. Unless you are pressing “w” and “q” or “e” at the same time….
I most likely wont be updating this so someone please take over if you want your fixes from Anet fast.
Edit: Just tried this vs elemental NPC in the mists, when I have chill I can only HS a VERY short distance!
The short distance thing isn’t a bug, movement speed effects Heartseeker. If you have swiftness or Signet of Shadows on it will go slightly further, if you’re crippled or chilled it won’t go far.
Learn something new every day, I never really noticed this before but that is most likely because I don’t overuse heart seeker (not saying you do btw), or because I am rarely chilled.
However this means that movement debuffs are reducing the range of a skill, which I don’t think is right, if chill decreases range for a skill then it should be universal across all skills
I don’t use it often either, truthfully I didn’t know till I saw people complaining about Heartseeker in the forums and some people mentioned chill/cripple was a counter, then I went into game and messed with it and noticed swiftness/Signet of Shadows boosts the range as well. I mean it could be a bug, but I think it’s intentional so people can counter it with slows.
This is definitely not a bug. Movement speed affects ALL leap type skills. It is by design. And yes, cripple, chill, and immobilize ARE intended as counters to leap skills (which would be otherwise impossible to escape from).
While I am not disagreeing that it may not be a bug, I still think it is wrong to reduce the range of one type of skill. The way to get away from a leap is to get out of range / dodge just like with any other skill in game.
Though I agree that getting out of range of a thief’s HS is a bit difficult due to initiative, however you could dodge at least two of them (more if you have vigour), then once the thief burned initiative you would get away.
Can’t Edit for some reason ^^
But if it is WAI then there still may be a bug, because the chilled / crippled did not seem to affect the leap every time, either it should effect it every time or never. I will have another test tonight when I get home and clarify it.
I’ve had many instances where enemies continue to attack me long after I’ve stealth. This happens most often with ranged enemies. AOEs that were locked onto you before you stealth seem to hit you after you stealth regardless of if you moved out of the way or not (as far as AI goes).
S/I/F engineer Z/R/D guard
GIF of Heartseeker missing on Bunnies and Eagle:
http://i846.photobucket.com/albums/ab23/SirHypnotoad/seekerrorrate.gif
Probably misses 50% of the time.
Something worth noting about this .gif is that the UI of the thief is not visible. So we can’t see the range indicators, meaning he could be just outside of the attack range for Heartseeker Strike in every example shown there.
It turns out that using Dagger 2 when just outside of range (There’s a red bar underneath the skill when out of range) will leap you directly to the target, putting you within range for Dagger 1, but since the user was beyond the 450 range of Heartseeker Strike, the skill misses. The animation just makes it look like it should hit because 30 in-game distance units is a negligible distance. (Dagger 1 has a range of 130.)
It’s pretty obvious, and nobody’s impressed.
Don’t know was that mentioned or not, but whatever
When i using shadow refuge, my charachter is getting stacking stealth buff, but when i leave the targeted area, even when the skill is over (but i still have 7 secs of stealth), i’m leaving stealth. Don’t know is it working as intented, but, when i using my heal, which also prolongs stealth buff it still going off when i leave area of shadow refuge. This is very shattering to my build.
Utility
Elite skill Dagger Storm
If a thief comes out of stealth while channeling Dagger Storm, the spinning animation of it doesn’t appear on my screen, and they just run around while random daggers spawn out of them. Dagger Storm: getting hit with a pull skill will cancel the channel on Dagger Storm. Haven’t tested it with Scorpion Wire, but I’ve had it broken by Guardians before, and mobs in Cursed Shore break it all the time.
also when useing dagger storm out of stealth it doesnt seem to do any damage or hit anyone around at all but the reflect still looks to be work
GIF of Heartseeker missing on Bunnies and Eagle:
http://i846.photobucket.com/albums/ab23/SirHypnotoad/seekerrorrate.gif
Probably misses 50% of the time.
Something worth noting about this .gif is that the UI of the thief is not visible. So we can’t see the range indicators, meaning he could be just outside of the attack range for Heartseeker Strike in every example shown there.
It turns out that using Dagger 2 when just outside of range (There’s a red bar underneath the skill when out of range) will leap you directly to the target, putting you within range for Dagger 1, but since the user was beyond the 450 range of Heartseeker Strike, the skill misses. The animation just makes it look like it should hit because 30 in-game distance units is a negligible distance. (Dagger 1 has a range of 130.)
Taking your post into consideration I was able to repeat MISS on heart seeker while indicator is incorrectly showing within ‘range’. When used WITHIN range but significantly under 450 the skill will miss. I was able to repeat the miss bug.
So :
- Heartseeker range indicator needs reduction to correctly show if it is within actual range
Here is a youtube of 7/8 consecutive misses on the same Rabbit with UI on and within ‘range’ (UI scaled up):
Clearly, the issue is the range is not correctly indicated. After taking a few steps closer – heartseeker doesn’t miss. If they fix range in the tooltip to match the actual skill range and this bug will be fixed (?)
(edited by SirHypnotoad.6549)
Heartseeker has been missing about 1/4 of the time on targets standing right next to me. This is different from the video above where Heartseeker is used at range.
A few things I want to note about this bug that may be useful in distinguishing it:
1. Started occurring after the update where the Heartseeker damage was changed.
2. Happens when I am standing right next to my target.
3. Still happens when my target is alone. (that is, the bug is not caused by having a target next to my target)
4. Causes the Heartseeker animation to play off to one side, so the animation doesn’t connect with the target either.
Unfortunately I do not have a video or animation of this but the bug can easily be reproduced by drawing out a single high HP target alone. Then spam Heartseeker as many times as you have initiative for while standing right next to your target. Somewhere around 1/3 to 1/4 of them will show ‘miss’ and do no damage. It does not seem to matter which Heartseeker it is that misses. I’ve seen it miss just as often the 1st time I use it as the 2nd or 3rd etc…
When Basilisk Venom is used with Shadow Shot it doesn’t stun the target, it just wastes the venom.
Stealth: Needs a timer on its diminishing returns effect.
What diminishing returns effect? Or do you mean the effect that prevents you from restealthing for 3 seconds? If so, it’s got a timer, it puts a debuff on you called “revealed”. If you use your next stealth ability right as the “revealed” icon starts flashing really fast, you should be pretty efficient with restealthing.
Exactly what SubjectZero said – misses occur (apparently) randomly on heartseeker regardless of range, including dagger autoattack range.
I have also only noticed this since a day or three after heartseeker nerf patch.
Observed numerous times in both WvW vs players and PVE vs a large variety of monsters.
also L80 Ele/Necro/Mesmer
IoJ
i would say that Stealth issues are becoming very, VERY annoying.
Now, in other classes forum , THEY’RE EVEN TELLING HOW TO CHEAT against stealthed thieves ( “follow your pet and shot /AoE there”, or “net turret will target stealthed enemies, so you can activate the daze” and stuff).
i’m tired of losing duels to pets following me everywhere, channeling/bouncing and turrets targeting me while stealthed and things like those.
At higher levels, a thief can be cheated and totally foretold as long as those bugs are still there, especially if you’re running an S/D build, bad on its own.
it’s frustrating.
Using Infiltrator’s arrow near tower walls in Wv3 got me traped inisade walls, unable to move or do anything
Taking your post into consideration I was able to repeat MISS on heart seeker while indicator is incorrectly showing within ‘range’. When used WITHIN range but significantly under 450 the skill will miss. I was able to repeat the miss bug.
So :
- Heartseeker range indicator needs reduction to correctly show if it is within actual rangeHere is a youtube of 7/8 consecutive misses on the same Rabbit with UI on and within ‘range’ (UI scaled up):
Video Snip
Clearly, the issue is the range is not correctly indicated. After taking a few steps closer – heartseeker doesn’t miss. If they fix range in the tooltip to match the actual skill range and this bug will be fixed (?)
Thank you for making that video. Even if the actual range is working as intended, the fact that the range indicator is inaccurate really should be addressed. I hadn’t run into that problem on my own thief, so seeing it so clearly demonstrated is very enlightening.
Has anyone been having visual problems with Basilisk Venom? When I’m using it, there’s no visual effect on my enemies besides for them pausing in their animation for what I hope is a full second. They don’t seem to have the typical stun head-swirl or actually turn grey/to stone. I have serious loading issues though, (Invisible mobs and NPCs) so this may just be my machine not loading the effect before it expires.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
Pistol’s second skill Body Shot is suppose to put 5 stack of vulnerability on enemies, but for some reason it stopped working against supply camp supervisors when they have the buff that gives them a lot of armor. I use to have no trouble stacking vulnerability on supervisors and it’s fine when he no longer has the buff, but for whatever reason it keeps saying immune when I shoot him with Body Shot. Anyone else getting this or know what might be causing it?
Edit: after some testing I’m still unable to pinpoint what’s causing it, but it might have something to do with traits. Previously I ran with 20/30/5/5/10 and didn’t have a problem with it until I switched to 0/30/25/5/10. This is extremely confusing as moving the points from deadly arts to shadow arts only gives me abilities to stealth, which I’m not using on the supervisor.
(edited by OmegaAngel.2653)
Epiditious Dodger Trait Bug
It gives me swiftness when dodging instead of evading.
This is a picture showing me randomly dodging and gained swiftness and notice caltrops also coming out since I’m using a trait for it.
http://i.imgur.com/AUyHR.jpg
Epiditious Dodger Trait Bug
It gives me swiftness when dodging instead of evading.
This is a picture showing me randomly dodging and gained swiftness and notice caltrops also coming out since I’m using a trait for it.
http://i.imgur.com/AUyHR.jpg
not a bug, just a badly written tooltip. the trait graints swiftness when you dodge roll. that is correct behavior as far as i know.
The Heartseeker missing bug is not only while at max range. You can litterally be right o top of your target and it’ll miss anyway. Critters, Mobs, even stationary objects like quest destructables or gates etc. Miss miss miss, a lot of whooshes for a skill with “seeker” in the name.
Why? Gives needed gear…
Why do you need this gear? To do dungeons… duh.
Bugs/Issues: Aquatic Weapons
Harpoon gun
Ink shot:
Bug: Frequently detonates immediately on use.
Issue: Frequently causes monsters to evade/become invulnerable if the monster has moved when you detonate the shot.
Escape:
Issue: Launches player in random directions, often straight down or straight up to the surface. Difficult to “aim”.
Issue: Often causes monsters to evade/become invulnerable.
Issue: Also causes you to get caught inside walls at times.
Bug: I’ve yet to see the trail of poison caused by this ability work.
Spear
Flanking strike:
Bugs/issues: Suffers pretty much all the bugs/issues of the sword counterpart ability. Hardly ever hits. Unusable in current state.
Bug/issue: Frequently causes monsters to evade/become invulnerable due to pathing issues.
Nine Tailed Strike:
Bug: If enemy moves whilst the block portion of this skill is active, the skill will cancel.
Bug: If the first counterattack misses, all counterattacks in the series will miss.
Issue: Frequently causes monsters to evade/become invulnerable.
Tow line:
Bug: Targeting of this skill has several bugs.
Bug: If fired at an enemy in movement whilst engaged in combat, enemy will often evade/become invulnerable due to pathing issues.
Shadow assault:
Issue: This ability often seems to completely miss its target. Also very frequently causes monsters to evade/become invulnerable due to pathing issues.
Summary
Aquatic combat as a thief isn’t really working at the moment.
branded creature, icebrood creature, war war war.
mel: Soft kitty.