“Obtaining a legendary should be done through legendary feats…
Not luck and credit cards.”
I had no responses on my previous concerns about this so now I come armed with a screenshot, and I’m sure there’s more than a few players who would have been seeing the same thing happening since the last update.
This was taken in Thaumanova Reactor where the unstable ice formations never seem to lose their hp at the end… instead they have about 3-4 seconds of lag where my character keeps shooting at, well, essentially nothing, because to my character the game registers this entity as being dead, although the screen is saying that it’s still alive and just a bit behind the times. I’ve already killed it and the game’s telling me that it’s still there, when clearly it’s not.
This also most notably happens at the Claw of Jormag event, in particular the second phase when the corrupted ice pillars keep shooting out of the ground. At first I thought I was seeing things, but then very recently I was taking out said ice pillars and noticed after just one hit, it started to health regen. I did wonder if it was just another pillar spawning in on top of the previous one, but since I’ve never seen the event do that before, I figured it had to be something to do with the health lag that I’ve pictured here.
Also, to that end, I’ve also seen the ‘health’ of various entities (the Shadow Behemoth, Claw of Jormag’s corrupted ice shield, etc.) misreporting their health meters, and fluctuating on first spawn. Again it’s only been since the last update that it’s happened, but when stuff doesn’t either spawn with the full health and then make up for it after a few hits, or won’t die properly, it’s quite noticeable.
I can confirm this. Happened to a lot of enemies (since the last big update?). I keep shooting because they seem to be still alive, but indeed they are already dead, but the health bar and their animation (that shows they are dead) are not updating fast enough.
Another thing that happened at the same time and sounds similar:
some “friendly” things also show a wrong health bar (but they update after they get hit), e.g. when defending temple of melandru the pact interrupter device has low health, but as soon as it is hit by a foe the health goes up to its full health (minus the damage it received from the foe).
If I remember right there are some more “devices” that act in this behaviour as well.
Here is a picture where the enemy is already dead, but its health bar isn’t updated fast enough.
More proof that there’s something very wrong here. The NPC’s at the town of Nageling, just been decimated by the Champion Giant, and look at their health’s. Normally you’d see a bunch of black bars, but these are a variety of (downed) health levels, where, if you went along to revive them, the health that they ‘appeared’ to have would just vanish and the health meter start filling up from the bottom once you start reviving them.
I can confirm that this also happens in WvW siege weapons and really annoying.
As you might see, I created the 2nd topic you listed, and I made another because no one had responded within a month of me posting that topic. The first one “TA Blooms” is very generic and doesn’t suggest what bug it is from the topic so I’d naturally overlook it.
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