- On rare Ocassion Firearms Trait VI Hair Trigger does not grant any recharge reduction for Rifle skills…it should by 20% like stated. However, It does grant recharge reduction to Pistol skills (including Dual Pistols) and Harpoon (speargun) Skills. (Proof: Before & After )
- Firearms Trait VII Juggernaut doesn’t give the +200 Toughness as it says it does anymore while using a Flamethrower.
- Inventions Trait V Energized Armor does not consider added toughness (ex. from Juggernaut) anymore.
- Alchemy Trait VII Deadly Mixture wrongly updating Flamethrower weapon Tooltips.
- Alchemy Trait VII Deadly Mixture not applying to Napalm (Skill 4 – Flamethrower).
- Alchemy Trait VII Deadly Mixture, can be bugged with the damage output actually indicating that Deadly Mixture isn’t active (meaning, it reduces damage like presented due to the wrong tooltip). Have to switch out of kit to undo/fix (occasionally happens randomly I’ve noticed)
- Flamethrower’s 2nd skill Flame Blast‘s Blast Finisher sometimes doesn’t get applied
- Old can interrupt your own skills. (ex. I expect to drop Big Ol’ Bomb on a Fire Field, only for it to have 3s reset because I apparently pressed it too fast. Or I’d use Napalm, and it would just reset because I pressed a skill before it actually landed.)
- Old Flamethrower’s skill Flame Blast getting stuck on Detonate unless you press it again (in which it starts a reset timer—even though its been stuck for over 10s)
- Old Flamethrower’s skill Flame Blast sometimes follows the wrong trajectory or directly downwards into the floor
- Old Tools Trait II acquired skill Static Discharge (for some tool belt skills) just go directly downward or through the floor.
- Old Alchemy XI trait HGH does not give 2 stacks of might when tossing Elixirs (gives 1 instead), in exception to Elixir H
- Possible Bug Tools Trait IV Speedy Gadgets does not grant recharge reduction on Gadget’s Tool Belt Skills (not considered Gadgets?)
- Possible Bug Tools Trait XIII Gadgeteer does not grant boons on Gadget’s Tool Belt Skills (not considered Gadgets?)
- Possible Bug Alchemy Trait II Fast-Acting Elixirs does not recharge reduction on Tool Belt’s Toss Elixir skills.
If any Engineer knows of anymore, please reply.
Additions from Reddit :
- Healing Turret’s combo field (Water) does not always trigger when using Regenerating Mist (Tool Belt) or Cleansing Burst (Turret activation) – provided by /u/Superplastik
- 3rd Downed Skill Booby Trap sometimes does not work depending on the surface you are laying on. If you press it, it instantly cancels itself meaning you can’t use it at all. Does not happen that often but it still does 1 out of the 10 times and it can screw you over bigtime when you are in a close fight. provided by – /u/Wolfineer
- Explosives Trait XII Synaptic Overload randomly triggers on character movement rather than on applying knockback or launching foes. provided by – /u/DazedRabbit , with video proof
- Rocket Boots trajectory colliding with unseen angles/invisible collision points moreso than before, causing sudden turns in different angles. provided by – /u/PlasmaNapkin
- Magnet Pull causes enemies to “rubberband” (Thread & Twitch Highlight ) provided by – /u/Fernandinajazz
- Rifle skill Net Shot fails to hit target within said range (1000 range default, 1200 with trait "Rifled Barrels) provided by – /u/Fernandinajazz
- Rifle skill Net Shot easily becomes obstructed by ground (similar to Static Discharge) – /u/Fernandinajazz
- Net Turret Tool-Belt skill Net Attack also tends to fail within it’s displayed 600 range and also easily becomes obstructed by ground.
- Inventions 3 point passive Automated Medical Response gets triggered even though Heal Skills are not on cooldown, effectively making this trait useless.
- Inventions 3 point passive Automated Medical Response can conflict with Alchemy Trait IV Self-Regulating Defenses since they are both triggered at the 25% Threshold (Self-Regulating Defenses gets priority, rendering the latter useless)
Additions from Thread:
- Sometimes when using a kit at low level, utilities and elite skills get unlocked far before reaching level 40.
(edited by LUST.7241)