http://www.youtube.com/user/randomfightfan/videos?view=0&flow=grid
Bugs and Issues Compilation:
http://www.youtube.com/user/randomfightfan/videos?view=0&flow=grid
I think the improvisation trait is bugged. I have this thread open in the main bug section – https://forum-en.gw2archive.eu/forum/support/bugs/Thief-Improvisation-trait-bug/first#post1772448
I don’t know how long this has been an issue or if it’s been brought up before, but i have never witnessed the active ability of signet of agility remove more than 1 condition when there are more allies nearby. It states that the range of the active is 600 and I have tried using it while standing next to a party member and it only removes 1 condition. Unless it’s saying that it’s curing a condition for allies who are within range of the skill in which case I think it has bad wording.
That’s because you didn’t read correctly the effect. It’s an AoE condition removal that removes one condition to you and one on each of your allies in the area.
Destroy shadow trap to set it on recharge does not grant the player stealth like it says it does.
Am I good?… I’m good.
graphic bug when in stealth and shadowstep: the character appears visible but the stealth boon is still there and no one else can see you but its very annoying having to look to see if i have the stealth boon or not just to be sure if im actually in stealth or not…
That’s because you didn’t read correctly the effect. It’s an AoE condition removal that removes one condition to you and one on each of your allies in the area.
It’s hard to read it correctly when the description implies something completely different. It would be clearer if it had said ‘remove 1 condition from each nearby ally’. To say ‘remove 1 condition for each nearby ally’ means that for every ally within the skill range it will remove 1 condition. since it doesn’t state who is affected, it is only natural to assume that it affects the user. but w/e, if that’s the way the skill works then that’s the way the skill works.
I’m not 100% sure as i wasn’t able to test this yet but i’ve been pulled out of daggerstorm a few times in wvwvw that didn’t make sense, from what i seen i think i know what the issue is, the d/p thief using skill 3 with reflect pulls you back in, but for some odd reason it also ends your daggerstorm despite it having stability, would be nice if someone else could look a bit deeper into this.
If you have Hard to Catch traited, then hitting an underwater enemy with Tow Line will activate the trait, porting you away and giving you swiftness. Assuming it’s not already on cooldown, of course.
I’d like to also list 2 skills with issues. I know they have been mentioned before. Hopefully the more we point it out the higher on the priority list it will go.
1. Shortbow SKill 3 – Disabling Shot
When activated, often times I leap straight up into the air and Evade, but land still in melee range, Ido not move “away” from my target. This happens in flat open areas with no obstacles in the way to block movement.
2. Sword/Dagger – Dual Wield skill #3 – Flanking Strike
When activated, many times the target turns as the “Evade” is performed to still be facing at the end of the animation, therefore preventing any bonuses from Traits such as Flanking Strikes from applying their bonuses.
While I understand this could be due to targeting of the AI, the whole purpose of the skill is to evade the enemy strike and perform a counterstrike on the target.
The functionality of these 2 skills being corrected will improve the enjoyment of playing a Thief. I won’t use a skill with a certain expectation and have the skill glitch and cause me to be defeated/downed when an escape would have been possibly with proper functionality, thereby making the Thief frustrating to play.
Thanks for the work on the game.
I can because I want to
I want to because you said I couldn’t
Only a suggestion. I find very clumsy that everytime I steal some ability and forget about it and at the end of a fight I just dispose of it to clear the steal effect. Wold be nice to have some F2 bracket where could i store the ability nad have a choice to use it or steal again to rewrite it becuse not every ability is usable in every situation and would be nice to have this choice.
I don’t know if this is happening to anyone else tonight maybe its just the reset night zergfest, but several times tonight I’ve had my CnD hit and then immediately break stealth without me using any other abilities. I hope this is just some chance occurence due to lag but I haven’t been experiencing much lag tonight so I’m not sure. Before anyone says it, my CnDs were not being used while the revealed debuff was up, I was paying attention to that.
Fabio Feline- Charr DH | Viktor Virtuoso-Norn Reaper | Pocket Prestige-Asura Chrono
Killer Kasserole-Plant Druid | Frankie Feline-Cat Scrapper | Felix Feline-Charr Herald
No caltrops or engineer goo on the ground?
Perfect! Thanks. We will sticky this and star hitting these. Reminder bugs take time to fix and about a week to test. I’ll look into us recently breaking heart seeker functionality again.
Jon
if it helps its bc the way its programed is 900 range on a surface area. rather than 900 range from point A to point B. it counts the distance between as if u were running rather than porting point to point. although if somebody is chasing you its kinda like an advtange if its point a to point b….although i believe it should be like that….it needs the advantage bc without it the skill is useless…..infiltrators arrow shoudl be 1200 distance especially since its extremely heavy on intiative…ore atleast add some invis…id settle for invis. the skill sux right now. when using SB…. u have 2 skills that get used…1 and 2…sometimes 4. cant afford to use 3….better off using a utility and saving the intiative.
ATTENTION DEVS>>>>>>. plz tell me this is a messed up trait….HARD TO CATCH cmon…..u give us a free anti CC for grandmaster Trait……..but it doesnt work….we only get kitten about 900 distance and a KD for 1.5 secs….how does that help. not really grandmaster trait worth. its why nobody runs 30 in acro. i run it sometims in bleed build bc it dissorients small zergs but still that knockdown is brutal….is it really supposed to knock us down? the words HARD TO CATCH kinda condtradict the fact we lay on the ground so they can catch us. :P can u pleasssssssssssssse fix this?i really wanna run some different builds….u say you wanna make us sliperier…. :P plz do!
ROLL FOR INTIATIVE/WITHDRAW…..when u have immobilize or w.e. that holds u down…….u roll but it doesnt get rid of it until half the roll is gone and you only go back half the distance…could u plz make these so they remove the condis FIRST then roll instantaneously?ty in advance…also like above…plz helps us bcome more sliperier…..its why 90% play d/d backstab. HELP
graphic bug when in stealth and shadowstep: the character appears visible but the stealth boon is still there and no one else can see you but its very annoying having to look to see if i have the stealth boon or not just to be sure if im actually in stealth or not…
this happens very often also the most annoying bug lately.
Trick shot ( shortbow 1 ) it says .25 activation when it’s actually .95…
All sorts of things with Bountiful Theft. Like when it removes all stacks of might on an enemy it only grants you and allies one stack with a lower duration. It doesn’t do what it says it does.
All sorts of things with Bountiful Theft. Like when it removes all stacks of might on an enemy it only grants you and allies one stack with a lower duration. It doesn’t do what it says it does.
yeah i cant tell you how many times ive tried that and it gives u 1! wtf good is that?
graphic bug when in stealth and shadowstep: the character appears visible but the stealth boon is still there and no one else can see you but its very annoying having to look to see if i have the stealth boon or not just to be sure if im actually in stealth or not…
this happens very often also the most annoying bug lately.
confusing but doesnt hurt u
Last Refuge is the first minor trait in the shadow tree and it activates blinding powder at 25%. This trait is extremely frustrating and i absolutely despise it. Been playing thief since launch and i have learned how to play around it, but still it has the same major flaw. Considering thieves are relatively squishy and depend on stealth for survival.. nothing hurts more than a 4 second reveal at 25% hp because last refuge proced at the wrong time. This issue keeps popping up especially when ur health drops quickly while in the middle of action… for example when using cloak and dagger. With a 3 second reveal it was manageable, able to use evade twice in a row to kill some time, but with 4 seconds you are screwed. I ask this trait to be fixed, ideas would be that it shouldn’t proc reveal or that it causes vulnerability similar to eles’ mist form or completely remove it.
good chunk of thief bugs there. There’s ofc also the clusterbomb projectile bug where if it’s mid air and you go down, instead of the bomb landing there and exploding, no damage is done and you are ported to that point, wasting the blink and often getting you killed.
Skill queueing might not be a bug but it sure feels like one. Getting locked in place to do 1-2 more hseekers when you were telling your character to move back or dodge is highly annoying.
Last refuge procs which you’re already revealed, doing nothing. Last refuge procs while you have a projectile mid flight or attack mid cast, instantly revealing you.
Ranged weapon auto attacks have a longer delay between shots than what the tooltip states.
Scorpion wire missing things b/c they move to fast.
You can use shadowsteps to dodge projectiles but even though the thing blatantly misses you, you still get hit. Easily repeatable against agent belka and champion abom in arah p2.
http://www.youtube.com/user/randomfightfan/videos?view=0&flow=grid
Trick Shot seems to take longer than a quarter second to shoot, which is the time given by your Tooltip. Worth looking into anyways.
If you cancel the Infiltrator Strike animation with another action immediately after you teleport (say C&D), it leaves a circle on the ground but doesn’t give you the option to Shadow Return to it.
Regen from shadow protector in SA doesn’t apply when there’s any regen already on you.
Shadow Trap, which is meant as a long range mobility tool tends to get stuck on random terrain when you try to use it as such. This needs to be changed to a teleport that ignores terrain. It would also be required to change the “to target” effect to “to the location of the trap” to avoid WvW exploits such as teleporting to someone inside a keep.
Blast finishers on smoke fields applies stealth and then immediately revealed on the first use if an enemy is damaged in the blast. This is inconsistent with the behavior of leap finishers that apply stealth AFTER doing damage and significantly diminishes the usability of blast finisher on smoke fields in combat.
Not a Thief specific bug, but Rune of Vampirism’s 4th Leeching on Heal effect just simply stops working past the first match in hot join.
(edited by Kaon.7192)
Signet of Malice does not trigger from the bleeds that Death Blossom does.
I get healed when the Death Blossom hits, but I get no heal from the bleed ticks that it does. It works fine with other conditions like poison and caltrops though.
Pistol whi kitten howing Larcenous strike as a second attack but does not proc.
Pistol whi kitten howing Larcenous strike as a second attack but does not proc.
fmiobish skofocaboli … mm?
Pistol whi kitten howing Larcenous strike as a second attack but does not proc.
It has been discussed already. The trick is that Larcenous Strike is an attack that only requires a sword main hand to do. So you can use Flanking Strike to get the LS buff, then switch to a S/P set and do Larcenous Strike there.
It was probably made on purpose by ANet.
Another bug ive noticed with my thief is shadowstep’s turning me completely around, or even to the side rather then leaving me facing the direction that i was. So say i turn from an enemy and shadowstep away, it will turn me around facing them or sideways at a strange angle – this is very confusing in a dire situation. Same with shadowstepping through an enemy to behind them, it will leave me facing a weird direction other then the direction i was facing when i used the skill…either running me back towards them or into a wall or something….its quite annoying. In WvW or sPvP this is terrible as it slows my reaction time (which is all a thief really has now: stealth and quick reactions =P) Please look into this, as it has happened to me many times resulting in premature death lol
I am still annoyed that when thiefs enter stealth while a channeling spell is cast, they are still being hit, even after they have entered stealth. It’s not really realistic and should be changed.
Signet of Malice does not trigger from the bleeds that Death Blossom does.
I get healed when the Death Blossom hits, but I get no heal from the bleed ticks that it does. It works fine with other conditions like poison and caltrops though.
That have never worked like that….
Hello. I have a very big problem atm as it’s become even more obvious that infiltrator’s strike on sword main hand has become even more buggy and unplayable. Being a sword user since Prelaunch, the skill was bug-free.. But as new patches has been implemented, the skill has become more and more buggy and noticeable (especially in that epic moment of warfare).
The previous bugs has been ignored because it wasn’t such a big deal but the bugs I’ve recently discovered (quickly since the patch) has been game breaking and shattering the mobility and adrenaline rush I get when doing WvWvW.
Some of the bugs are…
1. When activating infiltrator’s strike too fast, the skill will not work.
a. If it does work, you don’t get the shadow return option.
2. When Activating Infiltrator’s strike then using steal as a follow up, the shadow return option gets cancelled if your steal doesn’t activate due to the target not being in your range. (this completely kills me……)
3. Some Immobilize skills glitches and lag my character so bad that I cannot shadow return back even with full initiatives and having the shadow return animation in my buff screen. A perfect example is a Ranger’s Elite [Entangle]
Sword : Infiltrator’s strike/Shadow return
When using infiltrator’s strike (2 with sword) with no target selected, the skill allow players to Shadow Return from far more than the stated 1.200 range.
In fact, in flat ground, the range is almost unlimited : you can go as far as you can in the 15 sec duration of the return (I’ve gone far more than 3.000) and still you can use SR to return to your initial location.
I do not think it is “working as intended”, but I really expect a official response to make it clearer whether it is intended or not, and if that’s the case, maybe a tooltip correction.
What I mean by L2P
Sword : Infiltrator’s strike/Shadow return
When using infiltrator’s strike (2 with sword) with no target selected, the skill allow players to Shadow Return from far more than the stated 1.200 range.
In fact, in flat ground, the range is almost unlimited : you can go as far as you can in the 15 sec duration of the return (I’ve gone far more than 3.000) and still you can use SR to return to your initial location.I do not think it is “working as intended”, but I really expect a official response to make it clearer whether it is intended or not, and if that’s the case, maybe a tooltip correction.
working as intended, it’s been like day since prelaunch. The step that has a limit is shadowstep in utility.
http://wiki.guildwars2.com/wiki/Infiltrator's_Strike
No limit
(edited by bladie.5084)
working as intended, it’s been like day since prelaunch. The step that has a limit is shadowstep in utility.
http://wiki.guildwars2.com/wiki/Infiltrator's_Strike
No limit
Because it’s been like that for a long time is a pretty frail point ; it may have not been spotted/looked at/prioritized by the dev team.
“Shadow Return” (2nd skill of IS) clearly states IG a range of 1.200 as well as the wiki http://wiki.guildwars2.com/wiki/Shadow_Return
If it was intended, why it is not the case when using the skill “normally” i.e with a target selected ? In that case, return range is indeed 1.200 backwards in the direction where the white ring was dropped.
Using the skill without a target clearly deprives you of the gap-closer, the root effect and the skill damage, but as a trade-off of an unlimited range tp skill (and stun breaker).
No offense to the dev team, but such a complex mechanism would contrast with all other skills in the game, which tend to be pretty straightforward.
So, intended or not, I really expect a clarification : if it is really intended, the tooltip should be corrected.
If it’s not, and that’s I believe, you know the drill……
I mainly play a thief, I know the trolling power of the skill, I just don’t want the thief profession to take advantage of a skill bug/exploit.
What I mean by L2P
(edited by Yggdrasil.7940)
Shadow Trap – In sPvP, unless you have a direct LOS to the target that triggered the trap, it will not take you to them. It usually catches in a wall, on a rock, etc. This should work like portal in that it will take you there no matter what as long as you are in range.
And while I’m on the subject, I would like to see some sort of visible indicator for the thief that someone has triggered the trap. It lasts forever and it’s tough to constantly watch your utility bar to see if it’s been stepped on.
NA tPvP – Elementalist – Thief
Shadow step: If I shadow step towards water and then enter the water it is automatically popping shadow return. This is a big issue for me when I am trying to escape from 30 players after killing their precious yak as I jump in the water and then immediately shadow return right into the middle of them. I believe this is a bug.
Wow, most of these bugs are over 8 months old and still haven’t been fixed yet. I experience them randomly all the time.
Please don’t nerf us again anet with all of these unfixed bugs, that just wouldn’t be right
Here’s a few bugs that have existed since the game release and yet still haven’t been fixed.
1. If you have a clusterbomb in the air and go down, you will sometimes get teleported to where the clusterbomb is SUPPOSED to detonate. Instead of the attack landing, it will completely disappear, doing 0 damage, ports the thief into the middle of the mobs and puts the only escape on cd, usually killing the thief.
2. Certain projectiles will ignore the reflect on dagger storm and continue to damage the thief. They usually detonate beside the thief if the thief is moving while using storm. This is EASILY recreatable. Go to grawl shaman and use daggerstorm while on the move. You will get rooted several times and blown up by the eles if you don’t have a separate wall protecting you. Also go test it out against Lupi. If any of the projectiles are even slightly off center, they will blow up on the thief and damage it.
3. Teleports and projectiles. There are MANY projectiles that will still hit you even after porting out of the way to make the projectile clearly miss. The abom in arah p2 is a prime example. If you wait till the projectile is clearly in the air (far away from the abom) and no where close to the thief and the thief teleports towards the abom, the thief will instantly get hit despite the projectile being no where near.
4. Shadow return on sword sometimes doesn’t move you anywhere, you just stay on point and lose the shadow return option.
5. Dodging sometimes doesn’t move you. You use endurance but the entire evade from bugs out, you don’t move, and nothing happens except that you’re left vulnerable.
Here’s a vid showing off a few more bugs while fighting Lupi (some aren’t bugs but there are many bugs showcased there).
http://www.youtube.com/user/randomfightfan/videos?view=0&flow=grid
(edited by randomfightfan.4091)
Shadowstep, shadowstep shadowstep.
As I understand it, the step isn’t a proper teleport, but more like a very rapid movement over the surface of the terrain. The problem with this is it seems to be far more to sensitive to the terrain.
A minor dip or rise in the terrain can stop the step in its tracks, resulting in the Thief poofing in place. This happens even if the player character can traverse the terrain without needing to jump. It is especially noticeable in Orr’s broken landscape.
If there is a way to lower our various shadowsteps sensitivity to the terrain without making them true ports it would be appreciated. If this isn’t possible changing the mechanical aspects of shadow steps to match the “under the hood” mechanics of portals with appropriate balance adjustments is the next logical step.
It seems to be more prevalent in Infiltrator’s strike, and Infiltrator’s Arrow, but it’s probably a perception bias caused by their common usage. The pre-range fix Shadow Return did not suffer from this problem. Which isn’t surprising as it seemed to behave like a true port instead of a step.
DAGGER STORM DOES NOT IGNORE CONTROL EFFECTS.
I get feared (out of dagger storm, ending the ability), stuck on roots, frozen… prettymuch everything it mentions, dagger storm doesn’t prevent when it should do…
DAGGER STORM DOES NOT IGNORE CONTROL EFFECTS.
I get feared (out of dagger storm, ending the ability), stuck on roots, frozen… prettymuch everything it mentions, dagger storm doesn’t prevent when it should do…
Dagger Storm gives stability. The fear thing is probably from a necromancer, but the others (immobilize, chill) are not affected by stability from any source.
It’s pretty obvious, and nobody’s impressed.
“Corrupt Boon” turns Stability into Fear. A spinning thief is a VERY visual cue that he has stability on him and makes it a very obvious target for corrupt boon type abilities.
Take dagger storm vs the pirate boss in arah p2. It works great until she scorp wires you. She gets pulled to you AND interupts your dagger storm… somehow.
I, and many others, have posted countless bugs that have plagued us since launch and it saddens me that they haven’t even been moderately modified as a fix. There’s even countless minor bugs that were made worse over time (shadow steps slingshoting and shadow return not even activating for example). Please take this bug report thread seriously. It’s disheartening to know that there are massive issues with a class that have been there for almost a year and still haven’t been looked into.
http://www.youtube.com/user/randomfightfan/videos?view=0&flow=grid
Heartseeker: Recently since the bug fix. a new bug came out – when on a hill and using heartseeker without a target as a gap closer, you shoot back DOWN the hill and zig zag back and forth each time you use it, we should leap the way were pointing, not the way the hill is declining.
STEAL COOLDOWN is at 21seconds instead of the 17.5 its supposed to be. plz help with a hotfix? we got nerfed to hell as usual so kinda looking forward to using this thank you.
Please fix the bug of shadow stepping at stairs. At stairs you can’t teleport to anywhere.
I was at a stair once, and there was two foes coming, so I tried to shadow step away. But nothing happend. I was frustrated and tried again at down stage, and also nothing happend.
Please fix this bug please. This is a crucial bug to thieves. I know you guys somewhat fixed the bug of shadow step, but please fix it completely. Please! And I meant all kinds of shadow step, including Infiltrator’s Arrow.
(edited by SquirtleMilk.5463)
Shadowsteps don’t work well (you don’t move or move only a fraction of the distance intended), sometimes weapon skills won’t cast (pressing 2 to hs or 5 to cnd or blinding powder, I had 5 fail casts in 1 30s duel), last refuge is now on a 60s cd instead of being removed, withdraw and roll for ini have delays before casting (probably getting stuck in skill queue). They should work the same as dodges and be cast instantly.
http://www.youtube.com/user/randomfightfan/videos?view=0&flow=grid
The Shadow Trap Skills are completely broken in PvE, Shadow Trap and Destroy Shadow Trap both trigger auto-target and auto-attack when used, Shadow Pursuit instantly exits stealth and applies Revealed when used.
You’re so vain, You probably think this post is about you.