https://twitter.com/TalathionEQ2
Bugs and Issues Compilation:
https://twitter.com/TalathionEQ2
Shadow refuge still bugged, you get revealed if you leave the refuge before it disappears
Shadow refuge still bugged, you get revealed if you leave the refuge before it disappears
That’s intended behaviour.
" Shadow Refuge: This skill’s stealth removal tripwire has been updated to properly match the skill’s effects."
Implies that the tripwire should still be there, but only when the skill is actually active.
For starters Heartseeker, nomatter how close you already are to the enemy, it seems to miss constantly.
Also these are not bugs, i thought i would suggest it, more range in melee. I seem to need to be ontop of an enemy player to land a Cloack and Dagger or Backstab etc. I know we have daggers and they are short, but unless your spamming Heartseeker (which misses most of the time), its like im swiping at air.
I was doing some testing with the trait; shadow protector, to see exactly how it worked,
my findings:
- if the target has stealth and regen, then you grant stealth, stealth duration increases, regen doesn’t change
- if the target has stealth and no regen, then you grant stealth, the stealth duration increases and they gain regen
- if the target has regen and no stealth, then you grant stealth, they gain stealth but the regen duration doesn’t change
- if the target has “revealed” debuff, and you grant stealth, they do not get stealth or regen, whether or not they have regen already.
from this, I conclude that shadow protector will not grant regen to a target if they already have a regen on them, and will not increase the duration,
however other regens applied after the one from shadow protector will still add to it,
also, Hide in Shadows gives a 10s regen with shadow protector so it confirms that hide in shadows gives stealth first, then regen.
how much of this is working as intended, then?
Venoms are disappearing from charge when I use the trick caltrop. I don’t have this issue with scorpion wire, another type of trick. It has an odd delay for when it disappears, usually 2 seconds after I use caltrops. I haven’t started using caltrops with venoms until after the recent update, so I don’t know if it’s a persistent bug or not.
Venoms currently have an annoying feature where any sort of missed attack (missed, evaded, blocked, obstructed, out of range, etc.) will still use up a charge of your venoms. Caltrops will pulse every second once they’re dropped, and each of those pulses is considered an “attack”, which is probably why you’re seeing your venoms drop off prematurely.
That’s a good find though, and another reason why I think Thief venoms should just stay on until a successful hit is made.
Venoms are disappearing from charge when I use the trick caltrop. I don’t have this issue with scorpion wire, another type of trick. It has an odd delay for when it disappears, usually 2 seconds after I use caltrops. I haven’t started using caltrops with venoms until after the recent update, so I don’t know if it’s a persistent bug or not.
Venoms currently have an annoying feature where any sort of missed attack (missed, evaded, blocked, obstructed, out of range, etc.) will still use up a charge of your venoms. Caltrops will pulse every second once they’re dropped, and each of those pulses is considered an “attack”, which is probably why you’re seeing your venoms drop off prematurely.
That’s a good find though, and another reason why I think Thief venoms should just stay on until a successful hit is made.
Thanks for commenting.
I’m kinda an odd ball as in I’ve been using venoms for quite some time now and don’t mind how venoms currently are. My issue with the caltrops in conjunction with venoms specifically is that they disappear from charge without even applying the venom. Even if the opponent is on the caltrops, taking caltrop damage. I think caltrops should just not use venoms. But it’d be cool if you could have like a venom caltrop field, where the venoms could be applied with caltrops. But no doubt that would be complained about, considering many people see caltrops alone as OP.
Thief – Radderic
Mesmer – Smash Kablooey
did you guys tested baslisk venom, and then use the steal skill ? it disappears (buff)/ cooldown appears, but the target was not petrified. it is working as intended, right ?
also please fix the skills missing on burrows/trebuchets etc. (objects which cant have conditions), the hearth seeker almost always misses, wtf. and i loose the initiative too
(edited by DanH.5879)
Shadow steps seem to have been broken in the last patch. I used to be able to drop Shadow Trap on a bridge in WvW, jump the 10 feet down, and then get pulled back up when an enemy ran by and triggered it. Now, I seem to only get the invis and not get pulled back. Steal also is a lot buggier. I could be on a sligh hill above people (or on one of the canyon walls), and not be able to “Steal” down onto people below me. Very annoying when I could literally just drop down onto people but not steal.
I believe the pathing on flanking strike is still broken as most times i do not end up behind the enemy.
I end up skewing off onto a sideways trajectory that takes me out of melee range causing me to miss all together
So I see lots of interesting things posted, some bugs, some not, some gameplay quirks that probably won’t be fixed (like any shadowstep type skill messing up if not on even unbroken ground, do they even know how to fix that? Wouldn’t that open up jumping puzzle exploit possibilities?).
What I don’t see is any feedback from Anet that they’re even paying attention to this thread, and I’ve definitely encountered some of these things before, but is this just beating a dead horse or are there too many nitpicky this should change requests? What on the list of problems are actually /bugs
About flanking strike – if you are very close, you jump right begind your target , and if you keep distance, you jump to its side – test it in Mists on training golems. It’s a move designed to counter aggressive melee fighters, not to chase somebody, like heartseeker.
So yeah, if you don’t end up behind your target, you are doing it wrong.
There is a shadow refuge bug. I saw this with the thief npc in the heart of the mists that you can fight. What happens is when the npc throws down a shadow refuge, you can see the little house thing and black circle that indicate that there is a shadow refuge right there.
I doubt very much that it is working as intended if it works that way, there’s no point being stealthy if the other players can see the giant looming house basically saying ‘im right here, hit me with an aoe!!’
there’s no point being stealthy if the other players can see the giant looming house basically saying ‘im right here, hit me with an aoe!!’
SR gives you very long stealth duration (compare it to blinding powder – only 3 sec of stealth), and nice healing, but opponents can see where about you are. Seems like a fair trade.
And please, don’t post things here that aren’t even remotely related to bugs.
I’d call that a bug, especially in a game where the only end content to be had at ALL is pvp.
Shadowstep can’t cross a crack in the sidewalk. It (and similar abilities) fail unless they are over relatively smooth, even terrain. Jump Shot can go anywhere on a nearly equal vertical plane; why can’t shadowstep, infiltrator’s arrow, etc do the same thing?
Thieves are able to attack while in stealth using the shortbow’s poison field attack. This is probably achieved by switching weapons while stealthing.
Also the revealed status is not activated when thieves attack out of stealth on certain conditions. Sure I think Thieves should be able to stay in stealth as long as they want if they dont attack, but once they use their attack they should not be able to go back into stealth for a while.
About flanking strike – if you are very close, you jump right begind your target , and if you keep distance, you jump to its side – test it in Mists on training golems. It’s a move designed to counter aggressive melee fighters, not to chase somebody, like heartseeker.
So yeah, if you don’t end up behind your target, you are doing it wrong.
LOL at doing it wrong i am in melee range how much closer do you want me to be in his pocket ?
LOL at doing it wrong i am in melee range how much closer do you want me to be in his pocket ?
Obviously, you have to hug each other in a fight. It is situational, but has its use. Also, if you have caltrops, your target will always get hit by FS thanks to cripple, even if they are trying to escape. You can also utilize cripple from auto attack.
Yes, you are doing it wrong.
steal: not using the current stolen ability and instead, the skill is acting as if you never stole an ability, and continues on to teleport to the target as per normal steal ability.
could be a bug with the tooltip, or could be a huge flaw.
A few minor issues:
- Basilisk Venom uses the on-land skill activation animation when underwater.
- Shadowstepping while autorunning (Or just holding forwards) using steal or shadowstep skills often locks animation in reference pose (Sylvari male). This persists until the player causes some other animation to play (Stopping, dodging, attacking etc)
- “Thrill of the crime” trait will activate even if the steal itself fails for whatever reason (Block, out of range etc).
- Shadowstepping while in stealth will cause the player to appear fully visible, even though the stealth effect is still in play on the effect bar, from-stealth skills are also still available. I don’t know how this appears to enemy players. Tested using Shadow step, Ink Shot and Infiltrator’s arrow.
- It is possible, due to the slow speed of the projectile, to fire “The Ripper” twice from stealth, with both shots hitting, if the target is far away enough for the second shot to be started before the first hits.
- Using Shadowstep while underwater and then surfacing shortly after will trigger the use of Shadow Return without player intervention.
(edited by Manta.7962)
If this has been brought up, I’ll bring it up again.
Getting CC during Bladestorm has happened to me several times. Not sure if it’s due to server lag, glitch or what have you. I was MOA’d twice and stun by the same mesmer in 1 match.
Thought Bladestorm was to be our stability, what is up with it breaking?
Dragon
Platinnum – Zerker Guardian
Dagger Storm grants a boon “stability”, which makes you invulnerable from CC, but it can be removed by special melee attacks (not by ranged, because you reflect projectiles while spinning).
For example, mesmer’s sword auto attack removes boons. Thief’s flanking strike may also remove it.
Things that still are buggy sinds release of this topic.
Also experienced that bladestorm was getting cc’d. it was against a Necro that saw me comming and casted fear. (was 1vs1) > end of daggerstorm.
Also noticed that Shadowstep has stunbreaker, but when shadowstep away I still being immobilized / stunned only on another spot. So not very stunbreaking there.
Still have issues with shortbow skill #5 Sometimes it works for a full distance, other times running is faster.
And like mentioned before, while turning to stealth you still get full hits by ranged attacks. Yesterday experienced the full damage salvo of an hunter while i was already in 5 sec stealth. solution > dodge it (when endurance left) But would like to se that auto attacks will miss insted of hitting 2 sec after stealth with a nice hit of 11k
And indeed the scorpionwire is not working properly, hit > pull (no) they drop on spot
out of reach (while standing 5 feet behind them trying to prevent a kill.)
Tripwire, Spiketrap, dont activate but are gone when tripped.
Thief trap is useless for defending. (while on towerdef. trap before door is tripped, thief spawns near you on the wall)
This are just the things I acrossed while playing. Maybe things are explainable maybe not. Just want it to share
Dancing Dagger only cripples for 3s; tooltip says 5s.
Fleet Shadow trait from the Acrobatics line doesn’t work.
It does work.
As soon as I enter stealth I am mega fast.
Pistol Whip self roots.
any self rooting ability on a mobility class has to be a bug.
No. Judging from the animation it is OBVIOUSLY intended.
xChanneled and bouncing abilities still hitting while in stealth.
Stealth isn’t designed to protect from this kind of abilities. It would be absurdly OP.
traps being visible to enemy players
Traps are visible for only a few seconds, after this period of time enemies can’t see them, but many players have an ability to remember where the trap was placed.
stealth with C&D my character remains entirely visible for me,despite that i am in Stealth(i have the icon,my passives in stealth are working)
I can confirm this, very annoying.
Infiltrators strike:
Its shadow return sometimes doesn’t teleport. The player remains in place, what leads to death in many cases. Sadly, I don’t know how to test this bug.
Stealth really should stop people from channeling single target skills on you like Volley or Unload.
- Illogical: how on Earth would they know where to shoot after you stealthed?
- Annoying: they can see where you’re going from the shots’ angle so stealth then is pretty worthless.
Bouncing attacks hitting are okay imo., but they should make them so enemies don’t see when it bounces to you. Atm. they just see their projectile bouncing into nothing (you) which almost completely reveals you in stealth.
About Infiltrator’s Arrow there are many videos, its teleport only works if the place you want to go is reachable by just foot without jumping and if it is within a certain walking range (f.e. it won’t work when the walking distance to the location would be half of the map).
Shrapnel mine has a typo, “bleedD” ingame and on wiki.
Also Roll for Initiative works weird underwater, if used it will launch you backwards for an insane distance(not always).
in stealth is specifically written with a Stealth Attack rises, well, with the arrow infiltrator stealth fades, however, not an attack
I’m not altogether sure that I can contribute any new information to this thread, but this is what I’ve noticed (most of these have already been mentioned):
Two-Handed Weapons
Shortbow:
I love the mobility of the shortbow, but Infiltrator’s Arrow, arguably the best movement skill in the class (and one of the most expensive in initiative) is very unreliable across uneven ground or gaps.
Mainhand Weapons
Sword:
Tactical Strike does not always blind/daze as it is supposed to; occasionally the other effect will happen even when my thief is not placed for it.
(with offhand dagger) Flanking Strike does not target correctly. I feel like the underwater equivalent is more reliable.
Dagger:
Heartseeker does not hit reliably.
(with offhand pistol) Shadow Shot does not teleport reliably, particularly over uneven terrain.
(as an offhand weapon) Dancing Dagger (at least in my experience) will go out of its intentional range when it bounces, thereby aggroing mobs that you didn’t want.
(as an offhand weapon) Cloak and Dagger does not apply stealth consistently.
Aquatic
Spear:
If the first counterattack of Nine-Tailed Strike misses, it seems that all consecutive attacks will miss, even if you are in range.
Although Tow Line pulls and cripples the targets, there is a large delay between the end of the pull and being able to move your character again. While this may be intention, I feel like this delay is so long that it rather negates the entire purpose of the attack, since by the time you are able to move again, your target is already out of range.
Other Skills:
Scorpion Wire always seems to knock the target down upon impact, but it only has a very untrustworthy pull rate, especially over uneven ground or in PvP.
This is not so much a bug as a complaint, I feel, but I do not like the house that appears over Shadow Refuge. I feel like it’s like waving an enormous flag telling all melee classes that you just stealthed there, so they should run around in a circle randomly swinging their weapons to down you.
Another complaint, and perhaps I’m reading too much into this, but I feel that the skill description of Basilisk Venom should be more specific about what it does. Saying that it “turns the foe to stone” doesn’t do much in the way of explaining what effect that has on the foe, or for how long that effect is in place.
Brought to you by ArenaNet. Soon™.
I forgot to include the variety of issues with the stealth and stealing mechanics, but it looks like those have been included in enough other posts that I’d be giving a +1 anyways. Hopefully the above post of mine at least contributed something.
Brought to you by ArenaNet. Soon™.
Dunno if these have been listed yet but these are some that come to mind for me and annoy me.
-disabling shot keeping you in static place sometimes instead of leaping back when a target is close.
-lots of places where ports are bugged because of terrain issue’s.
-steal bugging out in the water if we have a skill stolen that can’t be used in the water.
-steal skills that have a cast time getting interupted if you weapon swap.
-porting back being interupted even though it’s instant and losing your port back location being stuck in the place, either make this intented or not based on luck/rng.
- Ranged attacks incorrectly reporting “obstructed” and “out of range” extremely frequently – I’m describing other players nearly in melee range across open ground, and 2 Dancing daggers in a row obstructed by thin air. This scenario will happen multiple times in a game.
- A ton of venom bugs in general.
->Venoms sometimes do not fire the correct number of times/at all with channeled attacks (Sneak attack, unload).
->The last application of a venom via the Residual venom’s trait has no effect – you will leech life (if you’re using leeching venoms) as if the venom was applied, but the effect does not happen (happens randomly, especially with channeled attacks)
-> Basilisk venom does not interact well with residual venoms, making it a crapshoot whether or not the second effect triggers.
->Condition durations for Ice Drakes and Devourers venom not correct when using residual venoms – could be due to some sort of unpublished max condition duration stacking, an issue with the venoms not getting the correct full amount of condition duration, or a bug tied into the residual venoms bug above
- Roll for initiative constantly gets “Stuck” when breaking immob/cripple/chilled, and you will travel a reduced distance (or not at all) – it seems like the effect sequence is out of order – it should clear stuns, then immob/cripple/chill, then evade backwards. The movement impairing effects appear to be cleansed mid evade-roll.
- the “Sneak attack” (Pistol MH) stealth opener randomly “locks” – I stealth, and even though my target is in range and LOS, sneak attack wont fire when I press 1. this usually clears up in .5 – 2 seconds.
- Stability from Dagger storm is ignored by certain abilities – I’ve seen myself rooted, Knocked down, and launched with the stability boon still on me.
pre-ordered HOT at this point,
save yourself the money and don’t bother.
(edited by evilapprentice.6379)
Roll for Initiative
Not sure if it’s working as intended but, it does not work like evade, and it should IMO. When I walk backwards and using this skill rolls me 10 meters in a completely different direction just because of angle/latency issues is REALLY frustrating in WvW. Currently it makes you roll away from your TARGET, even if they are between you and the camera, in which case, you roll in the complete opposite direction you’d want to roll towards.
Dancing Dagger, This skill’s damage has been reduced by 50%
Seems to be a bug.
This thread is horribly disorganized compared to the Necro thread. Why did the OP link an excellently formatted bug compilation with no intent to mimic it?
Weapon: Dagger
Issue: Heartseeker does not work as intended (presumably). More often than not, it fails to ‘land’/damage the enemy at all.
Opinion: I think this may be due to a bug with hitboxes. Upon activation of the skill, the enemy moves and where you land (the location of the enemy when the skill was activated) counts as a miss.
The cluster bomb main projectile is a blast combo finisher, however the smaller explosions are not.
Anyway someone should just open another topic and keep the op updated, this is way too much chaotic, you can’t know what is still bugged and what is fixed
Disabling Shot:
- I have stopped using short bow because of this, Sometimes I will use it and I will jump but not move back. It cripples and evades but i jst jump and then drop back down. Its random too. ive tried it on different surfaces and have gotten sporadic results. i cant run short bow knowing that this jump back is random and it is not reliable.
Stolen Gunk, when thrown, removes your stealth any time an enemy steps in it and gives Revealed, as if you had attacked them.
Issue – Shadow Refuge
I have had problems using shadow refuge lately. Sometimes when I drop shadow refuge on myself, I get the stealth buff, but I am not invisible. The boon icon above my utilities will indicate that I “am” currently stealthed, but my character is still visible.
At first I thought maybe I can see my character normally, but in fact I really am stealthed. One of the times I had this shadow refuge issue happen, I walked into a group of players in WvW and was almost immediately beaten down. Confirming that I was not in fact stealthed.
Also, when this bug occurs, if I try to use my stealth healing ability or any other stealth skill to add to the duration of my stealth, I am still visible with the stealth boon still above my utility bar.
‘Ankle shots’ trait not the same as tooltip. Only cripples for 1s instead of the advertised 3s.
Also underwhelming given it procs a refresh timer that is 10x it’s current duration.
(edited by Diirv.7064)
PvP rune of mesmer does not increase daze duration of tactical strike. It remains 1,5s.
[Flanking Strike]
The sword-dagger skill #3: “Flanking strike” has several problems.
1. In general, it’s viability (damage wise and usefulness) in comparison to every other thief weapon set is very questionable.
2. Probably the most major issue with this skill is that it doesn’t follow target. First off, it has a very very short range. If your target is moving and you attempt to use this skill, it will just jump to the right and completely miss the target. It’s nearly impossible to hit a target with this skill; especially when they’re moving.
Overall, I believe this skill truly needs to be reviewed by the devs and be fixed and/or buffed. It really makes sword-dagger builds LESS useful for a thief in comparison to sword-pistol and dagger-dagger.
There’s a reason why you rarely run into a thief using sword-dagger. It just doesn’t match the capabilities of other weapon sets. That should be considered an issue.
Just wanna add with it that sword dagger style for a thief is awesome but because of the bugged out Flanking strike it’s not worth it but wanna add it’s not just when the mobs walk but I have noticed in some area like terrain changing that effects the flanking strike skill as well because in wayfarer foothills when your at the starting area (the Forrest) the the skill works perfectly every time against any mob but when you stat going more north to the tundra it start bugging out more and more the more north you go.
It’s the same with the 2 charr staring areas … the higher the lvl become on the target area the less the skill wants to work as it suppose to clarify with works less that the skill actually flanks to the right missing every time the mob instead of flanking around to the back of a mob …
Please arenanet fix this bug quickly cos it is really killing or has already killed that style of the thief !!!
There is a clipping issue with the Twilight Arbor dungeon armor and my sylvari’s hairstyle. The shoulderpiece clips with the back of the hair.
http://youtu.be/W1zz1jY-bx4
Roll for Ini is bugged if you use it while immobilized.
shadow return, chain #2 skill for sword, does not break stun(breaks daze though) and does not break knock-down (still usable while knocked down though)
Sometimes “shadow return” part of “Infiltrator’s Strike” does not exist, so whole “Infiltrator’s Strike” behaves like shadow-step. It happens quite often lately. Last night it didn’t work around 30% of a time.
(edited by Arthrone.7964)