Engineer Known Bugs (Post-Feature Pack)

Engineer Known Bugs (Post-Feature Pack)

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Posted by: LUST.7241

LUST.7241

  • 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)

Engineer Known Bugs (Post-Feature Pack)

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Posted by: VergilDeZaniah.3295

VergilDeZaniah.3295

Sometimes when using a kit at low level, utilities and elite skills get unlocked far before reaching level 40.

Guild leader of The Nephilim of Elysium.

Son of Elonia.

Engineer Known Bugs (Post-Feature Pack)

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Posted by: guildabd.6529

guildabd.6529

  • Cleansing Burst dont’t count as condition removal daily.

(edited by guildabd.6529)

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Posted by: Anymras.5729

Anymras.5729

I’m pretty sure that Tools 3 (Inertial Converter) also has the issue that Inventions 3 does – triggering regardless of whether anything it applies to is actually on cooldown at all.

Edit: Tested and confirmed. This one just sneaks by because most people use all their Toolbelt skills to avoid being taken to 25% HP.

(edited by Anymras.5729)

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Posted by: SKATE.1394

SKATE.1394

I’ve been waiting for a fix or even acknowledgement that they completely effed up grenade tracking underwater back in April when they supposedly fixed a “double” hit bug, which I don’t think even actually existed. Sick of grenades completely whiffing underwater, or only one connecting out of three, even from point blank range.

Toss Elixir U still has completely random results where it sometimes doesn’t trigger at all (not random as in skill selection, that is intended).

Grenade kit attacks fail to remove blindness, not sure whether this affects the other kits, haven’t bothered to test.

Would like it if Med Kit skills could receive collision detection so we aren’t dropping them into terrain where they can’t be reached.

Bundles/Kits still can’t be dropped mid-air, even though I’m pretty sure they claimed this bug was fixed several patches ago? At least I think remember reading something along those lines in patch notes, so not sure if this is bugged or working as intended.

RE: Detonate Flame Blast, this will get stuck for about 10-15 seconds if the projectile is blocked or hits an invulnerable target. This also applies to other skills that can be detonated mid-path such as Guardian’s Orb of Wrath. Also you can typically aim the trajectory of Flame Blast by orienting your camera in the direction you want it to go, if it’s going straight into the ground it’s probably because you’re using a mostly bird’s eye view and don’t have a target selected.

RE: Fast Acting Elixirs, toolbelt skills are toolbelt skills and do not receive gadget/elixir recharge reduction bonuses. Only the Tools trait line can affect their recharge rate.

RE: Static Discharge, only toolbelt skills that directly target an enemy such as Surprise Shot and Analyze will hit confirm a Static Discharge. Tossed/ground targeted skills such as Toss Elixirs will still send out a static discharge, but whether it hits will depend on player and camera orientation, always worked this way.

(edited by SKATE.1394)

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Posted by: Voidstar.3620

Voidstar.3620

Great bug thread. Also, kits are now hiding backpieces.

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Posted by: Vitaly.3418

Vitaly.3418

Not sure if it’s a bug but when I use Elixir U it will drain all my current endurance to 0. I’ve kept my eye on it today when running a multitude of dungeons and it seems to be a random bug when using Elixir U.

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Posted by: SKATE.1394

SKATE.1394

Great bug thread. Also, kits are now hiding backpieces.

Kits have always replaced back skins, they only show when your weapon (rifle, pistol/pistol, or pistol/shield) is drawn/stowed. It’s a major complaint of many engineer users, but not a bug.

Not sure if it’s a bug but when I use Elixir U it will drain all my current endurance to 0. I’ve kept my eye on it today when running a multitude of dungeons and it seems to be a random bug when using Elixir U.

This is normal behavior for Elixir U. When giving Quickness it will also proc either Frenzy (25% increased damage taken) or Haste (drained endurance + 50% reduced endurance regeneration) for the duration.

(edited by SKATE.1394)

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Posted by: Anymras.5729

Anymras.5729

Oh, also: This is an old bug, but it’s still there.

Healing Turret Overcharge (Cleansing Burst) isn’t scaling properly with Healing Power, resulting in Healing Turret placement giving the intended 50% of the heal, and then the overcharge giving less than intended.