Annoying Tequatl Bugs Compilation
We had a even more terrible bug.
We were at 25% (so he entered the laserphase), but Teq just ran to the Laser, destroyed it instantly before we even came back to defend it.
The event didn’t failed then. It just stopped with like a minute left on the Timer. Some of us figured out that we can hit him in a very small point, so we got him down after all. (look at the screenshot)
Edit: And yea I’m from Germany, using the german Interface as you can see^^
On SoR we’ve had three buggy Teq events in a row.
First we failed to kill Teq, but his timer ran out at the same second that the last Megalaser phase started. So the laser phase started and completed, but Tequatl didn’t come back to continue the event.
At the event after that, some of us saw a Bone Wall up for the duration of the fight. Players and turret shots could move through it like it wasn’t there, and not all of us saw it. It was not targetable.
At the event just after that, Tequatl’s kill animation happened despite the fact that we failed the event with less than 1% health on him at 0:00.
x=Secret, Soul, Black, Mini, Quick, Coal, Spell, Wild, Blade, Mist
Fashion Collector
Necromancer life blast and staff 1 often won’t hit Teq’s fingers. Displays obstructed or invulnerable when they should be neither.
Also, OP, you should put Tequatl in the title.
Turrets — for the love of god please give these some attention…refine them or streamline them for the good of the people.
Half of the difficulty of this event is problem solving all of the turret bugs.
they randomly stop working. Cleanse doesn’t always work. They drop target if you turn your camera even the slightest. They potentially enable griefers to ruin the event… Maybe have some additional wep-kits on the ground people can pick up and use in addition to the turrets.
I know its been said—but I said it again.
Not sure about that one. But it seems that people that stand on the Jumping Pad dont get afk kicked. At least we had some people standing there on Gandara, not moving an inch for 5 hours at least. And since you can’t autocast any spells while on the jumppad, I don’t see how one can afk there so long without getting kicked by the game.
it would be nice if anet made sth to prevent people afk’ing behind turrets anyway. How about a deadly poison cloud in the whole area behind the turrets, when Teq wins. Or some random rison mob attacks.
I would like to apologise for reviving very old bug thread , but it seems some bugs that were reported year ago are still there. Turrets still stops responding.
I am encountering it since I started actively participating on Tequatl encounter, since september 2014.
Behavior: Turret stay still when you press buttons. UI still displays recharge time for used skills, but there’s no effect (1 damage, 2 scale penetration ….).
Frequency: at least once per encounter, sometimes in first phase, sometimes when megalaser is charged
Trigger: Unknown. But there’s significantly higher chance turret stops responding in the first few second at the start of the phase.
Bypass: Playsible. When you leave turret and double dodge away (or run away into certain distance) and then return back, there’s very high chance turret will work again.