Druid's Essence in Inquest Camp
The Druid’s Essences in the Inquest camp (that is Rata Arcanum) activate automatically, without me giving the command to touch it.
Not just there but everywhere. When you walk across them in a certain angle and at a certain pace, you equip them automatically, which is indeed annoying.
The Druid’s Essences in the Inquest camp (that is Rata Arcanum) activate automatically, without me giving the command to touch it.
Not just there but everywhere. When you walk across them in a certain angle and at a certain pace, you equip them automatically, which is indeed annoying.
I haven’t had this problem, actually.
When I come across Druid’s essences I noticed a pattern (in my experience)
-if I have a charge already, reaching another activates automatically
-if I don’t have a charge, I have to manually touch the essence
-The essences in the Inquest camp and in the jumping puzzle are anomalous as they activate automatically either way.
I assume that the essences in the jumping puzzle were maybe designed to activate automatically since they’re a primary usage there, and if that’s true, then maybe they accidentally used the same code for the rata arcanum essences
Nah, Ashantara is right: this happens for any essence, it just happens more with those ones. I don’t know what the rules are, but several essences I ran near doing the very first heart, helping the pact, did this — and others didn’t.
It’s not everywhere — it’s a handful of specific nodes. It’s also not consistent.
I believe there are three cases currently:
- Some nodes never grant the skill automatically, even if I have the skill already.
- Some always grant it automatically.
- Some grant it automatically only if some condition is met. It might be if you’re holding a bundle of any sort (e.g. an inquest keypad or engie kit).
I’ve hit this in more places that I would have called “a handful”, but … definitely it’s inconsistent. (or, rather, the rules for triggering it are complex enough that I can’t work them out.)
I’m pretty sure there is an “in combat vs out of combat” in the rules somewhere, though.
I’ve managed to more narrow down the problem:
Inquest Camp: wield a keypad, get too close to an essence, lose it for the druid’s.
Hollow: wield golem components, get too close an essence, lose it for the druid’s.
So the real issue is, that Druid’s Essences in the vicinity of hearts are toxic and salt inducing. They increase a man’s heart-rate and teaches him words he never knew he knew. But in all seriousness, anet, please fix this;
The druid’s essences swap anything you’re wielding INCLUDING ELEMENTALIST WEAPONS, when you get to close to them. Code should be changed to recognize only other druid’s essences being wielded. since you get a buff showing the remaining charges, use that for the code to focus on
There are other nodes that are problematic; it’s not just the ones near hearts and not all the ones near hearts are problematic. (Some in the golem graveyard area are fine.)
Ideally, the functionality I’d like to see is:
- If you are holding a druid’s essence already, moving close refreshes your toon back to three uses.
- If you aren’t holding one, you must interact to get the bundle.