Meteorshower/raining skills bug
Would be nice if a dev confirmed that they noticed this issue since it is very gamechanging/gamebreaking in certain situations.
Bump – sorry but this is important
Still hoping this was read by someone from AreaNet
There is in my opinion a Bug that makes eles Meteorshower extremely OP in certain areas where there is no place for the bolts to rain down – like in corners, close to walls, in small choke points.
In such situations all bolts will rain down at the same point which means it is an instant kill because you can practically get hit by 3-5k x 5 in like one second because every single bolt will rain down on you at exactly your location. I guess the programming code should be checked.
As it is now the game tries to find a place where it can rain down and if there is only one small area every single bolt will rain down there. This also makes choke points so extremely dangerous because every bolt will rain down there making the skill alot more powerful as it should be (like in open areas).
How it should be: The bolts rains down in a random pattern like they do in open areas and if the point where they would hit is blocked by structure then they still hit there or disappear (which means they are useless there) and it won’t try to find another place where it can hit because then all bolts will hit the exact same location if there is no other place to rain down. Barrage for example won’t hit the same player 5 times if there is no other place where it could land. If it did it could deal 12k dmg per sec.
At the very least make it so that the bolts cannot overlap which means only once per 1-2 seconds one bolt can hit you like it would do in open area.
This is ATM the most insane damage spike and I am not sure but probably there are even more of these skills like the meteor shower like fiery greatsword 5. You should check every AoE Skill that makes bolts rain down.
There is one other insane damage bug. Charge skills which are channeled if activated against a wall can hit X (sometimes 10+) times for the full final damage. From what I know for example the fiery greatsword 3.
Here is an example where it shows what I mean:
http://www.youtube.com/watch?v=JDWmIxIKnx4
Would be nice if a dev confirmed that they noticed this issue since it is very gamechanging/gamebreaking in certain situations.
Bump – sorry but this is important
Still hoping this was read by someone from AreaNet
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