List of Mesmer Bugs (Older Thread)

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Posted by: selan.8354

selan.8354

well, lets hope that anet checks this post and i able to maybe fix a few of these bug with the next patch. ileap,iwarden and phantasmal haste are some of the big ones id like to see fixed soon.

Lv 80 glamour Mesmer Triforce Mesmerpower PU mes,Lv 80 power necro
[AVTR]
Isle of Kickaspenwood

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Posted by: Pyroatheist.9031

Pyroatheist.9031

2 new things I remembered today:

Both underwater phantasm skills can be activated without a target, causing the skill to go on cooldown while doing nothing.

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Posted by: Hamster.4861

Hamster.4861

PLZ FIX ANET. Mesmer would be my main if it wasn’t broken. =’(

temporal curtain swiftness and illusionary leap are what tickle me the most thought.

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Posted by: Pyroatheist.9031

Pyroatheist.9031

Aaaaaaaand a bump.

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Posted by: Stal.8754

Stal.8754

Aaaaaand another :-)

Naazimber – Mesmer – Ring of Fire [EU]

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Posted by: Lishtenbird.2814

Lishtenbird.2814

Pyroatheist, Xaylin, could you please sum your findings up and remove my stacks of confusion regarding #19 (IC) and #20 (MS)? What is the best thing to write there at the moment – what parts of skill with which traits are still broken, which are not, are all tooltips correct now? ^^

I believe the Phantasmal Disenchanter is not counting correctly for “daily condition remover”

It is not counting per condition removed even though he is removing conditions…

Well, technically it’s not you who is removing conditions… But probably the same happens with sylvari elite spirit. I’m not sure if it’s really worth including in the buglist, but still worth to know, thanks.

I’ve noticed that the phantasms don’t give credit for the weapon master achievements, small but silly.

And same here:) What is the exact scenario? In case you spawn a phantasm but do not do any damage to the target?

GS 1 not hitting is most likely caused by slopes and heigth differences. For example, it doesn’t work in the dredge fractal when destroying the turrets. It should definitely be added to the bug list but probably is no Mesmer-only problem.

Already in the list (#24). Expanded that bit now.

And yeah, I doubt that bumps without any useful info would be tolerated by mods for a long time (a similar necro thread got partially wiped for that reason by a mod not that long ago).

20 level 80s and counting.

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Posted by: Pyroatheist.9031

Pyroatheist.9031

You can remove the one about confusing combatants, that was ninjafixed.

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Posted by: Reesha.7901

Reesha.7901

Halting Strike bug?

All though this works in our favor and all though I have never ever had this happen to me:
Take a look at this

I would guess the bug is related to a particular Elementalist spell and Halting Strike.
Regardless: fun to watch, not working as intended and a perfect opportunity to bump this topic right back to top of the list where it belongs.

(edited by Reesha.7901)

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Posted by: Pyroatheist.9031

Pyroatheist.9031

Halting Strike bug?

All though this works in our favor and all though I have never ever had this happen to me:
Take a look at this

I would guess the bug is related to a particular Elementalist spell and Halting Strike.
Regardless: fun to watch, not working as intended and a perfect opportunity to bump this topic right back to top of the list where it belongs.

I think I see what it is. I’ll test it out in just a minute.

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Posted by: Pyroatheist.9031

Pyroatheist.9031

Yep, nailed it. Basically it’s some sort of odd interaction between shocking aura and mirror of anguish. When you interrupt the ele with the mirror of anguish proc that procced due to a shocking aura stun, it somehow tricks your interrupt traits into thinking they need to go crazy. I’ve gotten it to proc up to 8 times at once in my short amount of testing.

Edit: Just got 9 times.

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Posted by: skcamow.3527

skcamow.3527

ninja buff to mirror of anguish? Nice.

Kortham Raysplitter (Yak’s Bend)

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Posted by: Reesha.7901

Reesha.7901

Yep, nailed it. Basically it’s some sort of odd interaction between shocking aura and mirror of anguish. When you interrupt the ele with the mirror of anguish proc that procced due to a shocking aura stun, it somehow tricks your interrupt traits into thinking they need to go crazy. I’ve gotten it to proc up to 8 times at once in my short amount of testing.

Edit: Just got 9 times.

Ouch….. But very nice detective work.

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Posted by: selan.8354

selan.8354

oh i dueled one of my guildies today and i ws surprised when he was down all of the sudden. full health and then nothing….also was a d/d ele.

Lv 80 glamour Mesmer Triforce Mesmerpower PU mes,Lv 80 power necro
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Posted by: Lishtenbird.2814

Lishtenbird.2814

  • Changed #16 Confusing Combatants to fixed
  • Added #25 (Underwater Phantasms)
  • Added #26 (Halting Strike/Mirror of Anguish)
  • Still do not know what to write in #19 and #20 (scepter skills and traits) as I got lost in old info + new info + typos

On a side note, here are some good news for mesmers from other threads:

And, of course, there’s more non-performance/optimization related improvements well on the way that’ll increase the general experience and responsiveness of combat. An example would be Mesmer Illusions/Clones/Phantasms that unreliably attack their target – Warden, I’ve got my eye on you!

link

Mesmers are getting some nice stuff.

Stay tuned.

link

20 level 80s and counting.

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Posted by: Pyroatheist.9031

Pyroatheist.9031

  • Added #26 (Halting Strike/Mirror of Anguish)

Just a note. It’s not a bug with halting strike. Halting strike and the other interrupt traits are basically just doing what they’re told to do. The bug is with the interaction between Mirror of Anguish and Shocking Aura.

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Posted by: Lishtenbird.2814

Lishtenbird.2814

  • Added #26 (Halting Strike/Mirror of Anguish)

Just a note. It’s not a bug with halting strike. Halting strike and the other interrupt traits are basically just doing what they’re told to do. The bug is with the interaction between Mirror of Anguish and Shocking Aura.

Changed. So that also means all other on-interrupt mesmer traits trigger multiple times as well.

20 level 80s and counting.

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Posted by: Reesha.7901

Reesha.7901

Edit: Just got 9 times.

I just realized Caed got 12 Halting Strike hits the second time. That poor ele.

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Posted by: Pyroatheist.9031

Pyroatheist.9031

  • Added #26 (Halting Strike/Mirror of Anguish)

Just a note. It’s not a bug with halting strike. Halting strike and the other interrupt traits are basically just doing what they’re told to do. The bug is with the interaction between Mirror of Anguish and Shocking Aura.

Changed. So that also means all other on-interrupt mesmer traits trigger multiple times as well.

That’s correct. I was pulling 25 might instantly from bountiful.

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Posted by: skcamow.3527

skcamow.3527

I wonder if other cc’s might trigger it. MoA isn’t a typically chosen trait so I could see why it wouldn’t be as noticed.

Kortham Raysplitter (Yak’s Bend)

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Posted by: skcamow.3527

skcamow.3527

FWIW, here are my findings following the patch today:

Base Recharge is 10s

No CD traits taken

  • Illusionary Counter untriggered: 10s
  • Illusionary Counter triggered: 10s
  • Counterspell: 10s
  • Tootip: 10s

Only Malicious Sorcery taken

  • Illusionary Counter untriggered: 8s
  • Illusionary Counter triggered: 10s (BUG)
  • Counterspell: 8s
  • Tooltip: 8s

Only Illusionist’s Celerity taken

  • Illusionary Counter untriggered: 8s
  • Illusionary Counter triggered: 9s (BUG)
  • Counterspell: 8s
  • Tootip: 8s

Malicious Sorcery and Illusionist’s Celerity taken

  • Illusionary Counter untriggered: 6s
  • Illusionary Counter triggered: 9s (BUG)
  • Counterspell: 6s
  • Tootip: 8s (BUG)

Anyone please feel free to validate. That 9s thing is odd, but pretty sure that’s what it is.

EDIT: Added BUG to the MS and IC Tooltip item.

Kortham Raysplitter (Yak’s Bend)

(edited by skcamow.3527)

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Posted by: Pyroatheist.9031

Pyroatheist.9031

I just tested right now. I’ll quote you and put in my notes.

FWIW, here are my findings following the patch today:

Base Recharge is 10s

No CD traits taken

  • Illusionary Counter untriggered: 10s
  • Illusionary Counter triggered: 10s
  • Counterspell: 10s
  • Tootip: 10s

This is accurate. It is also accordingly accurate for the sword block.

Only Malicious Sorcery taken

  • Illusionary Counter untriggered: 8s
  • Illusionary Counter triggered: 10s (BUG)
  • Counterspell: 8s
  • Tooltip: 8s

This is accurate. For the sword block, it triggers for the correct cooldown.

Only Illusionist’s Celerity taken

  • Illusionary Counter untriggered: 8s
  • Illusionary Counter triggered: 9s (BUG)
  • Counterspell: 8s
  • Tootip: 8s

Again, accurate for counter, but the sword block has the proper cooldowns.

Malicious Sorcery and Illusionist’s Celerity taken

  • Illusionary Counter untriggered: 6s
  • Illusionary Counter triggered: 9s (BUG)
  • Counterspell: 6s
  • Tootip: 8s

This is accurate. For the sword block, the tooltip is bugged, but all the cooldowns are proper.

Anyone please feel free to validate. That 9s thing is odd, but pretty sure that’s what it is.

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Posted by: SnowHawk.3615

SnowHawk.3615

Anet step on it- fix these please.

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Posted by: Xaylin.1860

Xaylin.1860

That’s correct. I was pulling 25 might instantly from bountiful.

I’d say that stacking Immobilize with CI is more fun. But what’s the point when the Ele kills himself trough Haltring Strike anyway.

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Posted by: Max Gladius.6930

Max Gladius.6930

Not sure if I am just paying more attention to Sword 3 (Illusionary Leap) failing lately or if something has changed….

When skill works, cast time is quick 3/4 second like it states…
When skil fails, cast time is almost 2 seconds….

I believe they attempted to “fix” this but made it worse…

Also, I was carrying the hammer in cliffside fractal yesterday, and Illusionary Defender actually spawned while holding a bundle… I tried the other utility phantasms but they all failed…

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Posted by: Blessa.9257

Blessa.9257

Has anyone noticed magic bullet not landing even when you’re in range/facing the target? I’ve had two duels in the past two days where it just doesn’t hit and goes on full cd, and I’m 100% sure it should have hit.

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Posted by: Max Gladius.6930

Max Gladius.6930

I can confirm they have fixed “holding a bundle and spawning phantasms” for:
Defender
Disenchanter

But
I can confirm they have not fixed “holding a bundle and spawning clones / phantasms” for:
Decoy
Mirror Images
Part of it works now

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Posted by: Tyler Chapman.1832

Tyler Chapman.1832

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Thanks guys all these issues that are bugs have been investigated and logged. Some of these will be seen fixed as soon as the feature build, others, awhile longer. Won’t have much time to continually update this thread but thanks for the visibility and persistence!

/thumbs up
-Tyler

in-game alias: Powerr
Skills and Balance/PvP Team Principal QA
Former active member of Team PZ

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Posted by: skcamow.3527

skcamow.3527

Thanks for the response Powerr.

I have a question regarding your comment, “all these issues that are bugs have been investigated or logged.”

Would be possible for you to let us know which of the items in the list are indeed known bugs?

The documented items are there because it seems to us like functionality is impaired in some way. Some of them are obviously bugs, but others are not. It would be very helpful to know if some of these listed items are intended behavior so we can cease discussing them in a bug related context.

Kortham Raysplitter (Yak’s Bend)

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Posted by: Pyroatheist.9031

Pyroatheist.9031

Thanks for the response Powerr.

I have a question regarding your comment, “all these issues that are bugs have been investigated or logged.”

Would be possible for you to let us know which of the items in the list are indeed known bugs?

The documented items are there because it seems to us like functionality is impaired in some way. Some of them are obviously bugs, but others are not. It would be very helpful to know if some of these listed items are intended behavior so we can cease discussing them in a bug related context.

4, 7, 8, 9, and 13 are not bugs, they are complaints. I’d love to see them changed, but there’s a big difference between a bug and a complaint.

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Posted by: frifox.5283

frifox.5283

29 is a fun one, hits poor eles with Halting Strike 13 times XD

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Posted by: Lishtenbird.2814

Lishtenbird.2814

Thanks guys all these issues that are bugs have been investigated and logged. Some of these will be seen fixed as soon as the feature build, others, awhile longer. Won’t have much time to continually update this thread but thanks for the visibility and persistence!

/thumbs up
-Tyler

Tyler, thank you very much for your post! A simple acknowledgment by the devs helps to ease tension a lot. If some of the bugfixes even make it to the next patch – great!

all these issues that are bugs

I always had a feeling I called the thread “broken skills”… Ah well I do agree that some points in the list may not be actual bugs, but as skcamow said, they are here because they feel like broken or too user-unfriendly. If after the patch devs are able to jump in and list things which are working fully as intented and will not be changed, that would be appreciated.

Thanks for the response Powerr.

I have a question regarding your comment, “all these issues that are bugs have been investigated or logged.”

Would be possible for you to let us know which of the items in the list are indeed known bugs?

The documented items are there because it seems to us like functionality is impaired in some way. Some of them are obviously bugs, but others are not. It would be very helpful to know if some of these listed items are intended behavior so we can cease discussing them in a bug related context.

4, 7, 8, 9, and 13 are not bugs, they are complaints. I’d love to see them changed, but there’s a big difference between a bug and a complaint.

Cannot completely agree with you.

  • #4 Temporal Curtain. This is a bug. The tooltip says: “Create a wall of energy that grants Swiftness to allies who cross it while crippling foes who touch it.” If I have swiftness and I cross the wall of energy, I am not granted swiftness. Thus, bug. BTW, Wiki says that cripple cannot be evaded; if that is still correct, I should probably list it as well.
  • #7 Portal. Agreed, annoyance; however it was listed as a bug because we know many ranged skills have range indicators, and we know that ele conjured weapons have an icon with weapon duration, and that portal itself has an icon with number of uses left and portal active time once it is activated.
  • #8 Illusions and invulnerable mobs. Agreed, annoyance.
  • #9 Blink not blinking. This is a bug. The tooltip says: “Teleport to a target location.” The range indicator is green, I use the skill and I do not get teleported to target location. Thus, bug. The fact that this is not limited to mesmers is another story.
  • #13 Warden’s Feedback. The Warden reflecting past its animation is a bug. The extremely short Temporal Curtain is an annoyance, as we expect it to work as Wall of Reflect but instead it often fails to reflect grenades at point blank from large versions of grenadiers.
  • #25 Underwater Phantasms. This one as well is an annoyance and non-consistent behaviour (even though not in your list).

Pyroatheist and skcamow – thanks again for testing IC and MS, I’ll put the new info in the first post today.

20 level 80s and counting.

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Posted by: Filosophi.7251

Filosophi.7251

Honestly, what kills me the most out of all of this is the fact that mesmer is constantly nerfed, almost to the point of non-existence anymore, while bugs that have been around for a year or more sit idly ignored.

While I’m grateful that DE will not be nerfed in the upcoming “balance” just the mere thought that they think that mesmer needs more nerfing before fixing it to its proper status is ridiculous.

It truly makes me wonder if even bringing these up will only result in further nerfing and whether or not I should mention other bugs that I may be aware of…

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Posted by: Death Slayer.1468

Death Slayer.1468

I noticed IRouge was not mentioned, but it suffers from the same bug as IWarden, just stands there looking funny, really fun when you hoping it will rally you and you turn up “why did it not attack….” instead.

Also I can mention that I noticed feedback have an offset of 1 sec before it starts and before it ends

Cast feedback and dome appears, 1 sec later the feedback starts reflecting
Feedback dome disappear, 1 sec later the feedback stops reflecting.

I managed to get this feedback issue in LA when playing with twisted reavers, they have an obvious AoE instakill throw animation, really easy to test the offset delay since all the other attacks the reaver does is ranged and reflectable

Hope this get fixed too

(edited by Death Slayer.1468)

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Posted by: shadow.6174

shadow.6174

  • #4 Temporal Curtain. This is a bug. The tooltip says: “Create a wall of energy that grants Swiftness to allies who cross it while crippling foes who touch it.” If I have swiftness and I cross the wall of energy, I am not granted swiftness. Thus, bug.

Yes, if it was an intended behavior the tooltip should say so. And even if it was intended, why does it have to be different from any other skill that grants swiftness? The swiftness boon’s tooltip itself says it can be stacked.

About IWarden issue.. one more to collection :P

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Posted by: Pyroatheist.9031

Pyroatheist.9031

  • #4 Temporal Curtain. This is a bug. The tooltip says: “Create a wall of energy that grants Swiftness to allies who cross it while crippling foes who touch it.” If I have swiftness and I cross the wall of energy, I am not granted swiftness. Thus, bug. BTW, Wiki says that cripple cannot be evaded; if that is still correct, I should probably list it as well.

Tooltip inaccuracies are not the same things as bugs. We know that it’s not a bug, it’s working as intended. It’s not working how we would like it to be intended, but it is working as intended.

You can’t evade the cripple, that is accurate. You can’t evade the effects of any line aoe in the game, this includes spectral wall, line of warding, ring of warding, traited glamours, and temporal curtain (probably a few more I’ve forgotten).

  • #9 Blink not blinking. This is a bug. The tooltip says: “Teleport to a target location.” The range indicator is green, I use the skill and I do not get teleported to target location. Thus, bug. The fact that this is not limited to mesmers is another story.

This is sorta a bug, but not entirely. The skill is working as intended, just they didn’t think to extend a check as to whether or not it can blink to a location into the reticule color.

  • #13 Warden’s Feedback. The Warden reflecting past its animation is a bug. The extremely short Temporal Curtain is an annoyance, as we expect it to work as Wall of Reflect but instead it often fails to reflect grenades at point blank from large versions of grenadiers.

Yeah, the warden bit is a bug. I’m pretty sure it’s consistent with whirling defense as well.

  • #25 Underwater Phantasms. This one as well is an annoyance and non-consistent behaviour (even though not in your list).

This is actually definitely a bug. Way long ago all phantasms used to be this way, and they changed it so that they require a target to actually cast, and they forgot that underwater combat is a thing in this game.

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Posted by: Emissary Vex.5690

Emissary Vex.5690

Phantasmal Rogue (Downed skill #3) is also extremely buggy. I would say it fails to attack 50% of the time. And considering how critical downed skills can be its very annoying.

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Posted by: Virtuality.8351

Virtuality.8351

For #22, I just made a specific new topic for this. Please also check out here:

https://forum-en.gw2archive.eu/forum/support/bugs/Mesmer-Long-Living-Portal-CD-Bug/first#post3744639

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Posted by: Lishtenbird.2814

Lishtenbird.2814

  • Edited #19, #20 (IC, MS).
  • Added #27 Phantasmal Rogue.
  • Added link to separate post to #22 Shared Cooldowns.

I can confirm they have fixed “holding a bundle and spawning phantasms” for:
Defender
Disenchanter

But
I can confirm they have not fixed “holding a bundle and spawning clones / phantasms” for:
Decoy
Mirror Images
Part of it works now

Ehm… I always thought that the problem was clones because they had to clone the bundle. Phantasms always have another weapons and thus should not have been affected in the first place. Or were they?

Also I can mention that I noticed feedback have an offset of 1 sec before it starts and before it ends

Cast feedback and dome appears, 1 sec later the feedback starts reflecting
Feedback dome disappear, 1 sec later the feedback stops reflecting.

I feel there are a lot of different problems with effect/visuals sync in the game. The scorches in Holo fight are an example of those; symbol of swiftness grants swiftness on last pulse when it has already disappeared; Warden’s feedback is out of sync as well. I’m not even sure whether it is a game bug or a client/server sync bug. I’ll try to test Feedback these days though.

Tooltip inaccuracies are not the same things as bugs. We know that it’s not a bug, it’s working as intended. It’s not working how we would like it to be intended, but it is working as intended.

Pyroatheist, I cannot really debate with you as long as we percept the completely opposite things as equally “evident” to us.

A bug is when something is not working as it is officially documented to work. The in-game documentation for a skill is its in-game tooltip; when skill is traited, trait in-game description takes priority, and tooltips (should and usually do) inherit changes.

Temporal Curtain’s tooltip says “grants swiftness, swiftness stacks duration”; it doesn’t grant swiftness and stack duration, thus the skill is bugged. Either the behaviour or the tooltip should be changed. Since we know how it used to work and we have our common sense, we understand that it’s the behaviour that got lazy-fixed and not the tooltip.

The reason to why the behaviour is bugged is similar to why pulsing Symbol of Swiftness may not grant swiftness.

How it works now:

  • 00:00:00.0 Symbol of Swiftness gets cast.
  • 00:00:03.1 Player enters Symbol of Swiftness. No swiftness applied.
  • 00:00:03.9 Player leaves Symbol of Swiftness. No swiftness applied.
  • 00:00:04.0 Symbol of Swiftness pulses. Nobody gets swiftness as nobody is in the AoE.

How it should work:

  • 00:00:00.0 Symbol of Swiftness gets cast.
  • 00:00:03.1 Player enters Symbol of Swiftness. Player receives swiftness. A field_id variable is tied to player_id and a timeout of 1 second is set to a grant_buff(player_id, field_id) function.
  • 00:00:03.9 Player leaves Symbol of Swiftness.
  • 00:00:04.0 Symbol of Swiftness expires.
  • 00:00:04.1 Function grant_buff(player_id, field_id) checks if player_id is in field_id. As the field has expired, the function terminates and no swiftness is granted.

That said, I clearly understand that if every AoE had this correct mechanics, the skill lag amounts would’ve skyrocketed. That’s why we have the current “lazy” pulse system. However, temporal curtain is not an AoE, and due to its specific mechanics, we still need ANet to implement a fix for it. Note to self: I should probably test the invis+veil thing.

This is actually definitely a bug. Way long ago all phantasms used to be this way, and they changed it so that they require a target to actually cast, and they forgot that underwater combat is a thing in this game.

See my previous definition of a bug. This is an annoyance and inconsistent behaviour. Since we never had an in-game description of where it should or should not get cast, we cannot say that it is a bug.

20 level 80s and counting.

(edited by Lishtenbird.2814)

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Posted by: Tyler Chapman.1832

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Tyler Chapman.1832

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1. Fixed
2. Fixed feature build
3. Complicated, technically terrain related bugs. All classes have this issue to some extent.
4. Working as intended. Good topic for debate on changing in the future.
5. Deceptive evasion clones attack closest target, otherwise no repro.
6. Fixed some while after feature build “logged”
7. Fixed feature build
8. Intended, same reason as los…Counter-play.
9. Intended, follows standardized shadowstepping rules. No repro otherwise.
10. Fixed some while after feature build “logged”
11. Fixed some while after feature build “logged”
12. Intended. Those skills bounce to allies and only grant the POSITIVE effects “boons” its not attached to reflect. (Trick: use your reflect to grant extra bounces:D:D)
13. Fixed in feature build
14. Server-side, can’t fix at this time. “Lag related” Blame living world updates
15. Intended. This is how projectile/missile “tracking” works.
16. Fixed
17. Intended. All ranged and melee skills have a 15% buffer range to take account for tracking.
18. Fixed on feature build if not on live.
19/20 Intended. Shouldn’t be able to utilize both at the same time.
21. Globally intended. Buffer range.
22. Intended. Current trait system swaps to different versions of skills from traits, which can trigger weird recharge issues. Such as that one with glamour CD. I wanna say that bug is fixed in the feature build but it’s a weird repro.
23. Fixed some while after feature build “logged”
24. Some issues regarding this fixed in feature build
25. Intended
26. Fixed in feature build
27. Fixed in feature build

Hope that helps

in-game alias: Powerr
Skills and Balance/PvP Team Principal QA
Former active member of Team PZ

List of Mesmer Bugs (Older Thread)

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Posted by: Pyroatheist.9031

Pyroatheist.9031

-snip-

Greatly appreciated Tyler. I’m excited for that portal change.

List of Mesmer Bugs (Older Thread)

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Posted by: Abusive.1849

Abusive.1849

Wow Thank you, Tyler!!

Warrior(Main) | Mesmer | Thief
Jade Quarry (NA)

List of Mesmer Bugs (Older Thread)

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Posted by: skcamow.3527

skcamow.3527

I will also extend appreciation (if you read this Powerr). I’m sure it didn’t take a short amount of time and the community really, really appreciates this feedback. Can’t state that enough.

Now, I’m extremely excited about the majority of these bugs getting fixed (illusionary elasticity for clones!!), but I’m a bit bummed about the MS/IC one. Not sure why you shouldn’t be able to have both traits affect the recharge of illusionary counter, when taking Blade Training and IC together lower the recharge of sword #4. Seems like a consistency issue there.

I guess beggars can’t be choosers (for today anyway) and I’m still in awe of your response.

Kortham Raysplitter (Yak’s Bend)

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Posted by: insanemaniac.2456

insanemaniac.2456

WOW! color me amazed.

JQ: Rikkity
head here to discuss wvw without fear of infractions

List of Mesmer Bugs (Older Thread)

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Posted by: Tyler Chapman.1832

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Tyler Chapman.1832

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There was some confusion regarding the malicious sorcery + Illusionist’s celerity. I made a mistake. To clear things up, using combinations such as Wardens Feedback and Illusionist’s celerity shouldn’t double reduce phantasm skill cooldowns. I thought that was regarding that issue but I see it was for a mainhand trait.

~posting from home, apologies.

in-game alias: Powerr
Skills and Balance/PvP Team Principal QA
Former active member of Team PZ

List of Mesmer Bugs (Older Thread)

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Posted by: Pyroatheist.9031

Pyroatheist.9031

There was some confusion regarding the malicious sorcery + Illusionist’s celerity. I made a mistake. To clear things up, using combinations such as Wardens Feedback and Illusionist’s celerity shouldn’t double reduce phantasm skill cooldowns. I thought that was regarding that issue but I see it was for a mainhand trait.

~posting from home, apologies.

Tyler, doubling up on cooldown traits has been a feature since the beginning of the game.

Respectfully, I believe you’re badly mistaken.

List of Mesmer Bugs (Older Thread)

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Posted by: Tyler Chapman.1832

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Tyler Chapman.1832

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There was some confusion regarding the malicious sorcery + Illusionist’s celerity. I made a mistake. To clear things up, using combinations such as Wardens Feedback and Illusionist’s celerity shouldn’t double reduce phantasm skill cooldowns. I thought that was regarding that issue but I see it was for a mainhand trait.

~posting from home, apologies.

Tyler, doubling up on cooldown traits has been a feature since the beginning of the game.

Respectfully, I believe you’re badly mistaken.

I could be getting confused. This release has my brain on overload. I would think all the tooltips can’t comprehend double cooldown reduction in that case. So that being said, the stated cooldowns might all be incorrect in those circumstances but the recharges will still function at their correct values.

in-game alias: Powerr
Skills and Balance/PvP Team Principal QA
Former active member of Team PZ

List of Mesmer Bugs (Older Thread)

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Posted by: Pyroatheist.9031

Pyroatheist.9031

There was some confusion regarding the malicious sorcery + Illusionist’s celerity. I made a mistake. To clear things up, using combinations such as Wardens Feedback and Illusionist’s celerity shouldn’t double reduce phantasm skill cooldowns. I thought that was regarding that issue but I see it was for a mainhand trait.

~posting from home, apologies.

Tyler, doubling up on cooldown traits has been a feature since the beginning of the game.

Respectfully, I believe you’re badly mistaken.

I could be getting confused. This release has my brain on overload. I would think all the tooltips can’t comprehend double cooldown reduction in that case. So that being said, the stated cooldowns might all be incorrect in those circumstances but the recharges will still function at their correct values.

That is the case. The tooltips do not function with both cooldown reducers, but the actual cooldown ends up at a 40% reduction.

Thanks for the hard work you put into the releases though Tyler, and I think I speak for everyone here when I say that we really appreciate the communication you’ve given us.

List of Mesmer Bugs (Older Thread)

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Posted by: Zaoda.1653

Zaoda.1653

There also seems to be a bug where there are HARDLY ANY RUN SKILLS FOR MESMER. We shouldn’t have to constantly switch to focus and use the #4 skill. What’s worse is that it doesn’t stack swiftness. So if I have the signet on which grants me a random boon every 10 seconds, and it just so happens to give me a few seconds of swiftness right before I cast #4 focus, that skill was just completely wasted and I have to wait for its cooldown to end. Not cool.

Seriously, it seems all the other professions get a signet skill which has a passive 25% increase in movement (assassin/necro/ele/guardian has a few good swiftness skills, and not sure about other professions as I don’t play them much). Why not give passive 25% increase in movement signet skills to ALL professions? Let’s be FAIR.

Is it truly intentional to make mesmers walk as slow as turtles? If so, that’s just plain stupid and illogical. It’s like they WANT mesmers to suffer.

Forever a supporter of more male skimpy armor

List of Mesmer Bugs (Older Thread)

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Posted by: Pyroatheist.9031

Pyroatheist.9031

There also seems to be a bug where there are HARDLY ANY RUN SKILLS FOR MESMER. We shouldn’t have to constantly switch to focus and use the #4 skill. What’s worse is that it doesn’t stack swiftness. So if I have the signet on which grants me a random boon every 10 seconds, and it just so happens to give me a few seconds of swiftness right before I cast #4 focus, that skill was just completely wasted and I have to wait for its cooldown to end. Not cool.

Seriously, it seems all the other professions get a signet skill which has a passive 25% increase in movement (assassin/necro/ele/guardian has a few good swiftness skills, and not sure about other professions as I don’t play them much). Why not give passive 25% increase in movement signet skills to ALL professions? Let’s be FAIR.

Is it truly intentional to make mesmers walk as slow as turtles? If so, that’s just plain stupid and illogical. It’s like they WANT mesmers to suffer.

This is a bug thread, not a whine and complain thread.

List of Mesmer Bugs (Older Thread)

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Posted by: Ross Biddle.2367

Ross Biddle.2367

There also seems to be a bug where there are HARDLY ANY RUN SKILLS FOR MESMER. We shouldn’t have to constantly switch to focus and use the #4 skill. What’s worse is that it doesn’t stack swiftness. So if I have the signet on which grants me a random boon every 10 seconds, and it just so happens to give me a few seconds of swiftness right before I cast #4 focus, that skill was just completely wasted and I have to wait for its cooldown to end. Not cool.

Seriously, it seems all the other professions get a signet skill which has a passive 25% increase in movement (assassin/necro/ele/guardian has a few good swiftness skills, and not sure about other professions as I don’t play them much). Why not give passive 25% increase in movement signet skills to ALL professions? Let’s be FAIR.

Is it truly intentional to make mesmers walk as slow as turtles? If so, that’s just plain stupid and illogical. It’s like they WANT mesmers to suffer.

This is a bug thread, not a whine and complain thread.

To add to Pyro, take your concerns to the profession balance forum. Class swiftness/landspeed/mobility is a balance issue.