Engineer Bugs
Confirm the above
Plus I noticed a few more:
– The Tools line trait VIII “Power Wrench” doesn’t decrease the cooldown of the Tool Kit skills “Gear Shield” and “Magnet”: tooltip shows the correct decreased recharge, but after use the recharge timer shows the base undecreased number.
- The Flame Thrower kit tool belt skill “Incendiary Ammo” bugs with the pistol skill “Explosive Shot”: the pistol skill will consume all 3 incendiary procs at the first attack, even if used on a single isolated target (no aoe effect), but without adding them all, thus wasting 2 procs.
– Tool Belt recharge rate % bonus seems miscalculated. An example: 30 points in Tools should decrease the recharge rate by 30%. A 20 seconds recharge should then become 14 seconds (Med Kit tool belt skill “bandage self” for example). Recharge timer after use will show 15 seconds (a little more even). It seems the percentage is calculated multiplicatively instead of additionally.
If so, every profession with the same bonus “% per point spent” might have the same issue (Warriors for example might have a slight unexpected damage bonus on their burst skills).
If intended, it’s just…confusing .
Much more to come ^^
A bug I can confirm
Flamethrower Kit – If you use “Air Blast” then immediately follow it with a “Flame Blast” at the next GCD you will always get an “Obstructed” miss causing the shot to be fired but ultimately do no damage.
One other more annoyance – As an Asuran I am very short as such many times when I fire the basic attack on the Flamethrower it tends to shoot into the ground rather than above it.
Inventions line – Reinforced Shields.
When you use Static Shield, the ability has the proper recharge if you just block with it. If you toss the shield, it will put it on the original 40 second cooldown, instead of 32 cooldown that it is supposed to have.
- Toss Elixir B states that the affected players gain all the boons. They only get one, randomly.
Pistols AoE explosion rarely makes all targets hit bleed, even though the tooltip says it should.
Turrets need help in dungeons, there are parts in all of them where my turrets will just be sitting there hitting a wall, even during a fight with clear line of sight on the enemy. (As if the turrets are shooting at an entity within the wall)
Also the trait in Tools that turns turrets into ground targetting abilities only turns rocket turret and healing turret into ground targetting, rifle and flame do not. The trait works just fine in Heart of the Mists, but outside it does not.
Elite Supplies: The Supply Crate has extra supplies, Elixir X lasts longer, and the Mortar has increased range.
I haven’t tested the other sections of this trait, but the mortar range is not increasing for me (tried various ways of swapping skill in and out with and without trait, making no difference)
As noted by Cryhs.7964, I’ve also encountered the “Deployable Turrets” (trait 5 in tools) bug. I experienced that it only affects turret skills you unlock after you take the trait. So only my rocket and healing turrets are affected much like Cryhs. Since all skills are unlock from the get go in sPvP, it works with all turrets.
The healing turret also has several bugs.
If you pick it up too quickly after dropping it the cool down isn’t reduced. The healing turrets secondary healing and condition removal doesn’t do anything at all.
When using the healing turret it will often bug regeneration. So instead of getting the full regen it will bug and only regen 5 hp a tick, making it more harm than good.
The backpack regenerator trait does not work
The elite supplies trait does not increase mortar range
The pick up a turret option makes it extremely difficult to loot. You often destroy/pickup your turret while attempting to loot and have to wait the full timer for it to be available again.
- when equipping the flamethrower or elixir gun sometimes their backpack disappears
- my rocket turret shoots all the time, even when there are no enemies around
Reiterating:
Elite skills doesn’t increase mortar range, no clue if it does anything else it’s suppose to.
Turrets target ai sucks, firing at nonexistant things and things that are obscured.
Revive/looting should take priority over pickup turret, when in the world would you ever need to urgently pick up a turret?
Also engineer range sucks, getting outranged by warriors? o.O
As an asura engineer, when i use the “Radiation Field”-Skill it stops my auto attack.
I’ve only tested this with rifles. Don’t know if it affects pistols as well.
(edited by Carter.8634)
beside everything mentioned:
-boon duration from “potent elixir” trait and points in alchemy do not increase the duration of some elixirs (elixir U & S)
-“fast-acting elixirs” trait has not effect on alot of abilities labeled as “elixir” (all the toss elixir abilities and the two from the elixir gun, so either add this in the description or remove the “elixir” label)
-“flame jet” ability from flame thrower has alot of targeting and tracking issues. most of the time it will miss alot of hits on uneven surfaces. the flamethrower is pretty pointless if you add the fact that it only applies the burn from the ability on the last hit as it will deal low amounts of damage due to it.
(edited by CptCosmic.3156)
i found another one
the range increase trait “rifled barrels” increases the damage of the pistol auto attack by 15% but it does not say so in the description
Potent Elixirs does not affect tooltips and provides seemingly random boon duration increases, or none at all.
- Does not affect Toss Elixir B at all
- Stealth from Toss Elixir S lasts 6 seconds instead of 4, but does not affect stability duration it can also provide
- Elixir B’s 10s buffs last 20s instead of 15 (+30% boon duration from Alchemy tree assumed.)
Elixir S is unaffected by Fast-Acting Elixirs or by boon duration increases.
Boon duration bonuses do not affect Invigorating Speed or Infused Precision traits.
Cleansing Formula 409 occurs before the effect of Elixir C, so you gain less boons than you should. Elixir C also has a duration, which doesn’t make sense for what it does. Toss Elixir C gives a random boon, even if the target has no conditions.
Might given by Toss Elixir B only last 10 seconds, instead of 30.
Elixir U only last 4 seconds instead of 5, and is unaffected by Potent Elixirs. Toss Elixir U does not create a random spell (as per the tooltip), it is either a Stealth Field or a Smoke wall. If there are suppose to be other random effects, they do not work.
Using Elixir S force swaps back to default weapon set and prevents using 1-5 abilities, although this is not outlined on the tooltip.
Blowtorch, Fumigate, Poison Dart Volley, and Flame Jet miss a huge amount of destructible objects (turrets, target dummies, gates, etc..) They are also completely unreliable to hit targets when the player is moving, even with a priority target.
Explosive Shot explodes at the end of it’s range, not just when hitting targets.
Coated Bullets allows you to attack a single target multiple times with a single shot from Explosive Shot, by attacking at max range or if the shot stops after passing through the target in close proximity (shooting down from a high ledge, or when the target is against a wall, for example.) It also causes an extremely high amount of damage when enemies are tightly clustered, and causes the damage done by Engineers to fluctuate at an exponential rate based on circumstances.
(edited by Nautix.9417)
Most annoying one is that when you swap to weapon kit you have to activate auto-shooting on first skill always
Most annoying one is that when you swap to weapon kit you have to activate auto-shooting on first skill always
Yes, it is. I don’t know if that’s really a “bug,” but it sure does need changed.
Another bug I’ve noticed is when using the rocket turret underwater, you cannot remote detonate it.
The backpack regenerator trait does not work
I find that the backpack regenerator does actually work. If you are expecting a buff icon, however, there isn’t one.
Also the trait in Tools that turns turrets into ground targetting abilities only turns rocket turret and healing turret into ground targetting, rifle and flame do not. The trait works just fine in Heart of the Mists, but outside it does not.
It also breaks the healing turret tool belt skill. Instead of the healing mist, it just drops the turret.
Is it a bug that the flamethrower auto-attacks and elixir gun “fumigate” abilities go through walls? I love it, but I don’t think it was intended
Not sure if it is a bug, but when switching to a kit you lose any stats from your equipped weapons.
Also, sigils do not work when using a kit.
As noted by Cryhs.7964, I’ve also encountered the “Deployable Turrets” (trait 5 in tools) bug. I experienced that it only affects turret skills you unlock after you take the trait. So only my rocket and healing turrets are affected much like Cryhs. Since all skills are unlock from the get go in sPvP, it works with all turrets.
I decided really late to get these trait when I already had unlocked the Rifel, Rocket, Flame and Thumper Turret. Only Rocket worked. But I heard a lot in other forums about the Healing working too and everything in sPvP working. It is just the skills that are bugged. I think internally they are totally different skills and it just switches the skill to some similar skill that makes the turret deployable. But they forgot this with some of the turrets.
Also underwater the Rocket Turret is not detonatable. Rifle Turret working fine. A bit annoying if you have to pick it up if you forgot it and are a bit away. I think it works if you get out of the water. Not tested other turrets besides Rocket and Rifle.
Kits and Guns and stuff: They should make the attacke at slot 1 auto attack automaticalliy. Have to change it to auto every time I use the grenades.
And the F key to pick up and to search for loot… agreed. Needs 2 different keys. Annoying in big defense events where lots of mobs incoming and you need the turrets but also want to pick up the loot fast enough.
Kits and Guns and stuff: They should make the attacke at slot 1 auto attack automaticalliy. Have to change it to auto every time I use the grenades.
And the F key to pick up and to search for loot… agreed. Needs 2 different keys. Annoying in big defense events where lots of mobs incoming and you need the turrets but also want to pick up the loot fast enough.
I agree about the auto attack, except that you said for the grenade kit, which is the one kit it couldn’t work on, since it is ground targeted, unless they also added some option to automatically aim ground targeted skills at your current target.
The F key being used for everything is annoying in general. They could keep that as the default, but I’d at least like the option to bind things to different keys (loot, picking up turrets, picking up environmental weapons, talking to NPCs and interacting with the environment.)
Most annoying one is that when you swap to weapon kit you have to activate auto-shooting on first skill always
I’d definitely consider this a bug. Kits are a core function of the Engineer, and the hassle of having to re-set your auto-attack every time you switch kits is a major issue (especially in mid-combat).
Jorok Frostcutter – Norn Engineer
Rhaenar Quilos – Sylvari Warrior
A few people have mentioned that their turrets fire at seemingly nothing, even when there is clear sight of enemies. From my experience, what they are firing at is potential dirt mounds that spawn enemies. This is especial noticeable in the ascalon catacombs, explore mode, lovers battle arena option. When you place the turret it will fire at the ground where a dirt mound will spawn, and will continue to fire at that spot long after it is gone.
I agree about the auto attack, except that you said for the grenade kit, which is the one kit it couldn’t work on, since it is ground targeted, unless they also added some option to automatically aim ground targeted skills at your current target.
I think underwater is nothing ground targeted. Check for example the supply crate. It is spawning at your current location. Not possible because underwater there is no real “gound”. It is not 2 directions it is 3. You would need to aim the height too while ground targeting in water but that would be harder to implement in the game I think.
Always throwing the grenades at the selected enemy with auto attack underwater enabled. And with grenades having a small aoe it is really nice with a lot of enemies at one spot. Someone recommended this to me and said grenades were really op underwater. I tried and liked them. Usually never used them before until then. And only underwater now.
I agree about the auto attack, except that you said for the grenade kit, which is the one kit it couldn’t work on, since it is ground targeted, unless they also added some option to automatically aim ground targeted skills at your current target.
I think underwater is nothing ground targeted. Check for example the supply crate. It is spawning at your current location. Not possible because underwater there is no real “gound”. It is not 2 directions it is 3. You would need to aim the height too while ground targeting in water but that would be harder to implement in the game I think.
Always throwing the grenades at the selected enemy with auto attack underwater enabled. And with grenades having a small aoe it is really nice with a lot of enemies at one spot. Someone recommended this to me and said grenades were really op underwater. I tried and liked them. Usually never used them before until then. And only underwater now.
Yeah, it could be for auto-attack underwater. I didn’t know that’s what you were talking about.
(edited by Signet of Forums.4397)
Can’t switch kits mid air, unlike weapon swapping where you can on other classes.
Rifled Turret Barrels, no range increase on turret, if it does it’s not saying it which I doubt it does anyways. What’s with none of the deployables range increases not working? Still makes no sense how you can throw grenades or shoot a bow farther than you shoot a gun or fire a mortar, or how a hand held weapons fires farther than a mounted turret.
If you guys don’t mind, I’ll add everything here to my bug list just to give it a better formatting.
A few people have mentioned that their turrets fire at seemingly nothing, even when there is clear sight of enemies. From my experience, what they are firing at is potential dirt mounds that spawn enemies. This is especial noticeable in the ascalon catacombs, explore mode, lovers battle arena option. When you place the turret it will fire at the ground where a dirt mound will spawn, and will continue to fire at that spot long after it is gone.
from my experience they keep shooting at destroyable objects like suplies, tents, tower and another
I’m not sure if it’s really bugged or I’m just too dumb to count, but the toolbelt-skill of the flamethrower seems to only apply burning twice while it should be three times.
I’m not sure if it’s really bugged or I’m just too dumb to count, but the toolbelt-skill of the flamethrower seems to only apply burning twice while it should be three times.
No, I don’t think you’re too dumb to count. I’m having the same problem too.
Or maybe we’re bothkitten img src="/include/images/smilies/colondee.png" />
The trait Rifled Barrels reduces the cooldown from the Elixir Gun skill Elixir F from 8 seconds to 5.
The trait Fireforged Trigger doesn’t reduce the cooldown of Elixir F due to the above.
Tossing Elixir B only give 1 random boon, rather than 4 as listed in the description. Drinking works as described.
- Med Kit on 6 while out of water and Elixir H on 6 underwater.
If you use Elixir H underwater, triggering its cooldown, and get out of water, you now have the cooldown of Elixir H on your Med Kit and can’t equip it.
- Sigils on the Rifle don’t work for me also.
- Rifle stats are ignored when a kit is equipped.
Red Guard
(edited by Pannonica.5378)
Asura Flame Thrower will often shoot into the ground and one cannot see the flame particle effect.