Engineer Jump Shot overshooting

Engineer Jump Shot overshooting

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Posted by: Yvonio.9380

Yvonio.9380

Just today, I was doing SE path 1. We were fighting the first boss, the golem. He was near the edge, so we had to be careful of falling into the lava. I was playing my engineer, using a rifle. I used skill 5, “Jump Shot”, on the ground where the boss was standing. I leap into the air, and…. jump off the platform, into the lava. I’ve seen it before lately, but this is the first time that it got me killed. It is not even supposed to be possible, as Jump Shot needs a ground target to land on. Please look into this bug, because it is very annoying.

Engineer Jump Shot overshooting

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Posted by: Hamfast.8719

Hamfast.8719

The Zephyrite #3 skill “Lightning Pull” has been messing up this year from time to time in the same way as well. I don’t remember it doing that last year. (Having a speed boost upon you does NOT seem to be the culprit).

Also the Jump Gun that Klagg gives you in LA to get to the Vista near the Eastern Ward Waypoint. And the Experimental Rifle from Agent Livilla in Malchor’s Leap. All occasionally overshoot now. What good is being able to target if you don’t hit your target?

Build a man a fire, and he’ll be warm all day.
Set a man on fire, and he’ll be warm the rest of his life.
– Unknown Fire Elementalist

Engineer Jump Shot overshooting

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Posted by: Ark Bladesteele.2943

Ark Bladesteele.2943

While they’re at it, they could look at Rush overshooting, Sword Leap overshooting, Bull’s Rush overshooting, and probably countless other skills that are completely screwed. I think a couple of them got “we’re looking into it” responses, but that usually just means “looked at it, don’t see an easy fix, change it to WNF on the bug tracker” so good luck with that.

NSP’s resident crazy-eyed sylvari

Engineer Jump Shot overshooting

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Posted by: Yamsandjams.3267

Yamsandjams.3267

From experience, I’ve noticed this happening in primarily two situations.

First, there is a different in the terrain heights from where you start and where you finish the leap, causing your character to continue along the trajectory until they hit the ground rather than stopping at the targeted location.

Second, cancelling the leap animation through certain means (or having it canceled for you) seems to sometimes result in this “overshooting”.

Although there are also some weird things that happen where you’ll jump to a completely different spot and then blink to the spot you actually targeted, although I don’t know what to blame that on other than some kind of latency.