Bugs and Issues Compilation:
Stealth – doesn’t break channeled abilities and pets/minions continue to attack
Basilisk Venom – sometimes wont apply, but still goes on cooldown
Assassins signet – if used in stealth will activate auto attack. This makes backstabbing at 150% damage nearly impossible as I will start attacking before I can move behind my target
I posted this under bugs forum but
Uncatchable Trait – Leaves caltrops when you dodge.
“When you apply venom, your next damaging skills, whether hits or misses, will consume the venom. I already don’t like that because of the massive ways to block/evade, Guardian Aegis makes it impossible to basilisk venom them if you prepared your venom in advance.
ANYWAYS, because “Uncatchable” makes you leave caltrops when you dodge, whenever you dodge you will lose your venom stacks. This seems wrong, this trait makes your venoms nearly useless because you lose the ability to dodge else you lose all your venoms.
"
I posted this under bugs forum but
Uncatchable Trait – Leaves caltrops when you dodge.
“When you apply venom, your next damaging skills, whether hits or misses, will consume the venom. I already don’t like that because of the massive ways to block/evade, Guardian Aegis makes it impossible to basilisk venom them if you prepared your venom in advance.
ANYWAYS, because “Uncatchable” makes you leave caltrops when you dodge, whenever you dodge you will lose your venom stacks. This seems wrong, this trait makes your venoms nearly useless because you lose the ability to dodge else you lose all your venoms.
"
Ok so this is probably why I am seeing basilisk venom not apply or fall off. This really sucks
Not sure if this has been mentioned yet.
The evade frame on Death Blossom really, really sucks. I can’t tell you how many times I’ve been in the middle of the air, and get smacked to the ground by a knockdown, or CC’d in some other manner.
I have no idea what’s causing this, but it is seriously irritating. I think the evade frame is just not synchronized properly with the animation, and it’s very deceptive.
Not sure if this has been mentioned yet.
The evade frame on Death Blossom really, really sucks. I can’t tell you how many times I’ve been in the middle of the air, and get smacked to the ground by a knockdown, or CC’d in some other manner.
I have no idea what’s causing this, but it is seriously irritating. I think the evade frame is just not synchronized properly with the animation, and it’s very deceptive.
I agree it can be pretty irritating, but the skill does have a consistent window of evasion about halfway through – I assume its not during the entire skill for balance reasons.
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.
ink shot – I think it detonating early is just you double clicking to queue a 2nd cast.
escape – This skill is tough to get used to, but it does reliably send you away from your target in x/y/z. I also have never seen the poison trail fail to work, but it is extremely narrow.
also L80 Ele/Necro/Mesmer
IoJ
Not 100% sure this is a bug, but it seems like it. If you use Roll for Initiative (and probably Withdraw) to break immobilize you won’t actually roll back in many cases, you just do the roll animation then it breaks immobilize and you’re still in the same spot. Disabling Shot (3rd shortbow skill) sometimes doesn’t leap back, just does the animation and you don’t actually move, I’m assuming this is an issue with lag more than anything.
Assassins signet – if used in stealth will activate auto attack. This makes backstabbing at 150% damage nearly impossible as I will start attacking before I can move behind my target
I encountered the same issue (unwanted autoattacking) even with some traps (usage of trap started autoattack/even targets near mob if autotargetting is turned on). It reminds me the same issue as Elementalists have with switching to Air attunement.
Shadowstep doesn’t work properly if you try and shadowstep a charge mid-charge. If you do that the warrior will just change direction and hit you anyway.
Imo you should get rewarded for reacting fast and trying to dodge any damage at all.
Please fix the heartseeker miss rate bug, there was distinct increase in miss rate after the “nerf” (it’s at least 33% now, I can’t even remember it missing before). This isn’t about PvP or spamming, the skill is just terrible right now. It’s not uncommon to miss target golems from behind three times in a row.
Another bug that should be looked at, or at least get clarified as by design, is sigil passive’s going away during sigil active cool downs. This is not the behavior described in the tooltips and affects the usefulness of sigils, particularly the signet of shadows’ passive movement increase.
Dodging is also wonky, and often “resets” my location back to the mob, despite no clear obstructions in the dodge path.
(edited by Aeden.5896)
Not to rain on this parade of HSS is broken, But i havent noticed this problem my self and i am constantly in wvw. Perhaps its a update/travel time issue where at close to max range it doesn’t predict accurately enough. When my target is right infront of me or slowed i do not miss HSS. That or it has missed and im not paying attention as they just die.
Roll For Initiative: Stun break effect doesnt happen at the start. Because of this i only get the half the animation distance away.
(edited by Melphina.9035)
“Please fix the heartseeker miss rate bug, there was distinct increase in miss rate after the “nerf” (it’s at least 33% now, I can’t even remember it missing before). This isn’t about PvP or spamming, the skill is just terrible right now. It’s not uncommon to miss target golems from behind three times in a row.”
“Dodging is also wonky, and often “resets” my location back to the mob, despite no clear obstructions in the dodge path.”
Aeden got it right. HS has major issues with missing. And Dodge is def bugged. Sometimes when I dodge I do a flip in place, rather than fliping away from the mob.
edit.
work as intended.
(edited by Daendur.2357)
The Greater Trait: Hard to Catch make you teleport inside geometry in multiple areas in SPVP.
Battle for Khylo and the Ship map is where it happen the most.
Confirmed, this trait teleports through walls, ceilings, and can put a player out of map without chances to return. Only help is to quit game and reconnect, because nobody can kill the thief, and the thief cannot damage anybody. Especially annoying in Raid on the Capricorn, when it teleports player under map when triggered around stairs to cannon, and in other places.
This trait in its current state isn’t an option for a competitive play.
(edited by Dagins.5163)
Improvisation(VII) from Deadly Arts path.
“Stealing recharges all skills of one type (venoms, signets, traps, tricks, or deceptions)”
it is bugged.
i made a build with just Deception skills (Blinding Powder, Smoke Screen, Shadow Refuge)
and tried it on the golems.
i tried it with various combinations, just one skill on cooldown, two, all three… etc..
it appears that some times it works and some times it doesnt.
either fix it to be reliable, or remove it completely.
no PvPer wants to rely on a russian roulette skill.
Improvisation(VII) from Deadly Arts path.
“Stealing recharges all skills of one type (venoms, signets, traps, tricks, or deceptions)”it is bugged.
i made a build with just Deception skills (Blinding Powder, Smoke Screen, Shadow Refuge)
and tried it on the golems.
i tried it with various combinations, just one skill on cooldown, two, all three… etc..it appears that some times it works and some times it doesnt.
either fix it to be reliable, or remove it completely.
no PvPer wants to rely on a russian roulette skill.
This is not a bug, it Improvisation will reset one of your utility types regardless of what utilities you have equipped.
9/24/2012 Update:
- Heartseeker missing at just within range has been fixed.
I tested the method that I was able to repeat in the video posted on Page2 and it is now hitting correctly. Anyone still getting miss?
If you use Shadowstep underwater, and proceed to move onto shore, you will immediately shadowstap back into the water where you originally used it, no matter if you pressed it or not.
Really annoying, because of the very limited selection of skills underwater.
Basically when I use Infiltrator’s arrow, disabling shot, or infiltrator’s strike I don’t have any lag between the button press and the animation, however when I shadowstep, evade backwards, or port there appears to be a stuttering bouncing around for a second. It’s like the game doesn’t know where to put me and needs a split second to figure it out.
This is highly annoying, and seeing how all the other weapon skills work fine and there’s no input lag, I’m not sure what the cause might be. I turned down my graphics settings but to no avail.
It’s really hampering my gameplay and makes me not want to use those skills, but they’re the best for a mobile thief build.
Before the most recent patch you could stealth and finish a player without them interrupting you. However now when I drop a shadow refuge, players are able to hit me with any of their abilities while downed. I hope this is not an intended change.
Improvisation(VII) from Deadly Arts path.
“Stealing recharges all skills of one type (venoms, signets, traps, tricks, or deceptions)”it is bugged.
i made a build with just Deception skills (Blinding Powder, Smoke Screen, Shadow Refuge)
and tried it on the golems.
i tried it with various combinations, just one skill on cooldown, two, all three… etc..it appears that some times it works and some times it doesnt.
either fix it to be reliable, or remove it completely.
no PvPer wants to rely on a russian roulette skill.This is not a bug, it Improvisation will reset one of your utility types regardless of what utilities you have equipped.
wouldnt it be more logical if it would first check and see which type of ability is on cooldown, and then randomize which ones to reset?
if it is not on cooldown, there is nothing to reset O_o
and it would make the trait actually useful. (cause atm, even if u have 3 types of abilities, there’s still a 40% chance it will reset none of them)
No idea if its a bug or not, but Asura Thieves do not have that cool shadowy blur dodge animation like all other races. Personally, I think its a shame.
Shadowstepping while running interrupts run animation and the character starts to slip forward.
Hidden Assassin trait gives 2 stack of might but the tooltip says: “Gain might for 15 seconds when you go into stealth.” No mention to 2 stacks. I hope this is a tooltip bug and not a trait one.
When you use Steal with the Mug trait, you will sometimes use Backstab as well. This is deadly if you’re specced into Hidded Killer (100% crit).
Using Sword/Dagger, Flanking Strike sometimes evades too far away from the target and my “backstabs” miss completely. Sometimes is works fine, though. Seems vaguely related to where I’m standing when I execute FS, but I haven’t been able to spot the pattern yet.
Also, it would be awesome if our (and probably every class’?) slot skills would change with a weapon slot, i.e. allow different slot skills for different weapons.
And, oh, yea (again, for all classes) — give us a save option for our bar (and weps), please!!! What I’m using for WvW is very different than what I’m running for PvE. If I have to swap weapons manually that’s ok, but please let me save the bars.
Cluster Bomb says it applies 3 stacks of bleeding on hit in the skill description, but only applies 1. One or the other is a bug (I presume the effect is bugged since detonating the shot right before impact gives the 3 stacks anyway).
Steal seems to fail pretty often at long range and go onto kitten cooldown; it’s possible I’m briefly popping out of range since I use it long range so often, but I think there’s more to it than that.
Generic mumblings about main hand pistol balance being atrocious.
The Finishing Move while in quickness from Critical Haste results in a very quick animation with a short time of still standing before actually killing the enemy. While the move is used, the bar fills as it would without quickness, but when it reaches about 66% (not 50 as intended with quickness) the enemy is killed.
Signet of Shadows does not stack with Swiftness. As soon as you get swiftness, you run exactly as fast as everyone else with Swiftness.
Slowed Pulse
10 point major trait option in Shadow Arts line is not working.
Description says it grants 10 seconds of regeneration with 5 stacks of bleeding, and the effect can occur only every 30 seconds. I am using the pistol auto-attack to get bleeding stacks of 6+ and I have not triggered this effect once.
Edit: Ok this appears to be intermittent. I have triggered this twice now using the same method, but I’m not sure why it’s not working on the others. I will keep testing.
[GSCH] Gaiscioch Gaming Community
(edited by Spartyr.6795)
Disabling Shot does not drain initiative if you do the forward evade (running away from your target).
Slowed Pulse
10 point major trait option in Shadow Arts line is not working.Description says it grants 10 seconds of regeneration with 5 stacks of bleeding, and the effect can occur only every 30 seconds. I am using the pistol auto-attack to get bleeding stacks of 6+ and I have not triggered this effect once.
Edit: Ok this appears to be intermittent. I have triggered this twice now using the same method, but I’m not sure why it’s not working on the others. I will keep testing.
You’re using the pistol to stack bleeds on the mob? It’s a defensive trait, it gives you regen when you have bleed on you.
Slowed Pulse
10 point major trait option in Shadow Arts line is not working.Description says it grants 10 seconds of regeneration with 5 stacks of bleeding, and the effect can occur only every 30 seconds. I am using the pistol auto-attack to get bleeding stacks of 6+ and I have not triggered this effect once.
Edit: Ok this appears to be intermittent. I have triggered this twice now using the same method, but I’m not sure why it’s not working on the others. I will keep testing.
You’re using the pistol to stack bleeds on the mob? It’s a defensive trait, it gives you regen when you have bleed on you.
Ok, I read this wrong. I took it to mean, “when you have applied 5 stacks of bleeding.”
Which would have been awesome, lol.
[GSCH] Gaiscioch Gaming Community
When thieves steal whirlwind from warriors it grants them stability and 100 percent evasion for its duration.
Whirlwind on a warrior doesn’t give evasion or stability.
Shadowstep – If you run too far away, Shadow Return doesn’t port you back. I’ve not had a chance to test if it removes conditions when it does that, because there’s no dueling function for some inconceivable reason. :( I’m not sure if this is intended for sPvP reasons, but no one else seems to use SS, so I thought I’d point it out.
Also, why does everyone say that the warrior’s whirling axe grants stability? It doesn’t. I get knocked on my kitten all the time while using it.
youtube.com/kardis – Solo Thief vids, other games
I like it when people criticize me, but please make them legitimate, meaningful criticisms.
Cluster Bomb
If Detonate is pressed right before the bomb hits the ground, it queue another bomb aimed on the character, which waste initiative.
Shadowshot
The problem was reported several times, it roots you at the location of the target for swing animation for about1/4 second. This ability was created as a gap closer and suppose to be a great for chasing enemies. However, it misses the swing every time when you chase someone because at the moment you the character swings a dagger enemy is at unreachable distance. I see 2 solutions for that:
1. Remove the root while the swing animation goes, so you can actually move to the target for hit. It will add mobility.
2. Make it so the shot will immobilize the enemy for 1/4 seconds, so he will not run at the safe distance and you will not miss a dagger swing after you have closed the gap.
Sanctum of Rall
Shadow Refuge is still bugged (I believe)
When used, it creates an AoE that pulses health and stealth. The AoE Circle itself lasts for a short amount of time and at minimum will stack at least 10 seconds of stealth before it disappears. But after the AoE Circle has disappeared, if you step outside of the now imaginary AoE circle, you instantly lose your stealth and become visible again.
I am not sure if this is intended or if it’s just oversight. I’ve heard people say that they can leave Shadow Refuge and still retain stealth but I have not yet been able to do it once.
Shadow Refuge is still bugged (I believe)
When used, it creates an AoE that pulses health and stealth. The AoE Circle itself lasts for a short amount of time and at minimum will stack at least 10 seconds of stealth before it disappears. But after the AoE Circle has disappeared, if you step outside of the now imaginary AoE circle, you instantly lose your stealth and become visible again.
I am not sure if this is intended or if it’s just oversight. I’ve heard people say that they can leave Shadow Refuge and still retain stealth but I have not yet been able to do it once.
Shadow Refuge wiki
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.
I have tried leaving the field with 9 or so seconds on it
Basilisk Venom not working sometimes (tested at PVP cenario), it just does not apply and goes on CD… sad panda
@up
Even if you hit in the air, venom drops.
Vigorous Recovery trait:
Vigor duration doesn’t increase even with passive +30% boon duration from Acrobatics. It should last 13 seconds, not 10. All other boons work fine. I am not sure how about Vigor from other sources, I will test it soon.
@edit
Vigor from other sources (ectoplasm stolen from a mesmer) work fine.
Needle and tripwire traps:
If a thief places a trap, then goes into stealth, and an enemy triggers that trap soon after, stealth will be broken.
(edited by Dagins.5163)
Fix it so S/P thieves stop evading on pistol whip. it’s been like this since release and its dumb.
Its same thing as the warrior steal skill and I think the thief ultimate blade throwing skill.
As a D/P thief, I find it annoying I can’t headshot these skills. The thief elite might just be due to stability though, i haven’t tested bountiful theft steal -> interrupt yet
Yes these are bugs and they should be fixed even though it would be a “nerf” for some thieves
Shadowshot
The problem was reported several times, it roots you at the location of the target for swing animation for about1/4 second. This ability was created as a gap closer and suppose to be a great for chasing enemies. However, it misses the swing every time when you chase someone because at the moment you the character swings a dagger enemy is at unreachable distance. I see 2 solutions for that:
1. Remove the root while the swing animation goes, so you can actually move to the target for hit. It will add mobility.
2. Make it so the shot will immobilize the enemy for 1/4 seconds, so he will not run at the safe distance and you will not miss a dagger swing after you have closed the gap.
Go 5 into acrobatics and evade into your target after shadowshot. I don’t even think you need to get 5 into acrobatics even for this to work
→
Also make it so backstab targets only your target if available. Right now its blindfire for no reason. No I don’t want to backstab a clone when I have the mesmer targeted but the clone is standing right next to him. This kind of stuff leads to frustration because your decision making is basically shut down by RNG unit pathing
(edited by HackerTeivospy.2031)
@HackerTeivospy.2031
Sorry, but going 5 points in acrobatics is not a solution. The problem is not that you can’t get to the target after a Shadowshot, but is that there is a root that makes you miss a dagger swing that is following a shot whenever your target is moving away from you. 5 points in acrobatics will not solve it.
Sanctum of Rall
Venomous Aura does not apply venoms to all nearby allies. Appears to be target capped at 4.
While this makes sense from a sPvP perspective, it is rather misleading from a WvW/PvE perspective.
Bug/Exploit:
Saw a thief use Thieves Guild twice within a few seconds of each-other in sPvp. I used an elementalist and conjured elemental (i.e., the elementalist elite skill that lasts 60 seconds). I attacked the thief, and he used thieves guild to summon the 2 helper thieves (Note: my memory is a bit fuzzy, where he may have used it right before he entered combat mode with me). Then, I killed the NPCs (with my AOE). My elemental pet is still alive at that moment. The player thief uses thieves guild again.
The player does this in multiple fights within the sPvp match.
I don’t know exactly how he does it. I wonder if it’s an exploit related to swapping out skills when not in combat mode (e.g., Necros can use spectral walk when not in combat-mode and then swap the skill so that there’s no cool-down in order to gain a long duration of swiftness) or if there’s some other way he’s cheating.
@Shadow Phage
AoE effects, both damage and utility, have cap of max 5 targets. The tooltip is just misleading. Venomous Aura changes venoms into AoE utilities.
@Stormy O
You was probably playing with me that time, because I recognize your nick. I planted Ambush trap a minute before you triggered it, so I could instantly plant it again when you came, because it was off cooldown. A moment later, I used Thieves guild to get additional 2 thieves, so there were 4 thieves in total (excluding myself :P). Sometimes I can also use perk Merciful ambush from Trickery tree, so I can have 5 summoned thieves at once, but it’s very hard to execute.
(edited by Dagins.5163)
@HackerTeivospy.2031
Sorry, but going 5 points in acrobatics is not a solution. The problem is not that you can’t get to the target after a Shadowshot, but is that there is a root that makes you miss a dagger swing that is following a shot whenever your target is moving away from you. 5 points in acrobatics will not solve it.
I read it wrong, I thought you were saying that because of the root you weren’t able to catch up to your opponent. That is what I was responding to sorry my bad
Ankle Shots: it only lasts for about 1 second while the description says 3 seconds. This make this trait totally useless with the 10sec cooldown.
@Dagins
Oh my bad; I don’t remember the player character name, but my elementalist’s in-game name is Stormy O. I could have sworn there was a pistol thief NPC and melee (dagger?) thief NPC each time. I should probably try that trap out.
Edit: just tried it out. Yeah, it does summon different thief NPCs (1 pistol) and (1 dagger) when triggered twice (via 2 traps non-simultaneously).
(edited by Stormy O.7025)
Fleet Shadow trait from the Acrobatics line doesn’t work.
Pistol Whip self roots.
any self rooting ability on a mobility class has to be a bug.