Necromancer trait 'Quickening Thirst' bug correction

Necromancer trait 'Quickening Thirst' bug correction

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Posted by: Giofighter.8493

Giofighter.8493

I read in the necromancer bug compilation that quickening thirst doesn’t stack with the sigil of locusts.

However, I just ran a test as of 9/18 at night CST that proved its not working at all.

I see no change in run speed (timed it) with the trait turned on and no sigil.

Just a heads up (please fix this kinda ruins my build idea)

Necromancer trait 'Quickening Thirst' bug correction

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Posted by: SoulCtrl.8124

SoulCtrl.8124

Yes, I have run multiple tests on this and the trait does absolutely nothing. I also have a build idea based on this so hope it gets a fix.

Necromancer trait 'Quickening Thirst' bug correction

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Posted by: Joukehainen.5148

Joukehainen.5148

Has this ever been addressed? I can confirm that Quickening Thirst does NOTHING. No increase in runspeed whatsoever with daggers either on mainhand, offhand, or both. (Tried without Signet of the Locust and with.)

Another thread dealing with this: https://forum-en.gw2archive.eu/forum/support/bugs/Necromancer-Trait-Quickening-thirst

Necromancer trait 'Quickening Thirst' bug correction

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Posted by: Alexandra Triplett.1280

Alexandra Triplett.1280

Hey all, can you try changing the trait while you are running and see if you notice a difference? Visually it’s subtle.

Necromancer trait 'Quickening Thirst' bug correction

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Posted by: Khisanth.2948

Khisanth.2948

Hey all, can you try changing the trait while you are running and see if you notice a difference? Visually it’s subtle.

That sounds like it would be very hard to notice.

I think a better way to test this is to have another necromancer running with you. One with the trait and one without. The person without the trait should start running first. If the trait is working then the person with the trait should eventually catch up and overtake the other person. The spawn point of either of the borderlands that doesn’t belong to your home server would be a good starting point since there is a fairly long path without any sort of obstructions.

Necromancer trait 'Quickening Thirst' bug correction

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Posted by: Halcyon.7352

Halcyon.7352

Hey all, can you try changing the trait while you are running and see if you notice a difference? Visually it’s subtle.

That sounds like it would be very hard to notice.

I think a better way to test this is to have another necromancer running with you. One with the trait and one without. The person without the trait should start running first. If the trait is working then the person with the trait should eventually catch up and overtake the other person. The spawn point of either of the borderlands that doesn’t belong to your home server would be a good starting point since there is a fairly long path without any sort of obstructions.

Or just… anyone that’s not using movement modifiers. Doesn’t have to be a Necro.

Tarnished Coast Engineer and… general alt-o-holic.

For the toast!

Necromancer trait 'Quickening Thirst' bug correction

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Posted by: Joukehainen.5148

Joukehainen.5148

Hey all, can you try changing the trait while you are running and see if you notice a difference? Visually it’s subtle.

Okay now I feel silly, I believe I can see the difference with swapping the trait out while running, like you mention.

I tried it afterwards with weapon-swapping and I believe I can see it there as well, now. Odd that the timing thing didn’t show a difference but I guess the timescale differences are small!

Necromancer trait 'Quickening Thirst' bug correction

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Posted by: Wissam.9036

Wissam.9036

I do not believe that it stacks. The difference between 25% and 50% should be noticeable. If you active Signet of Locusts, you will stay at the same speed, but not drop in speed.