(edited by Simonoly.4352)
Phantasmal Warden bugs post patch.
This is a bummer. Phantasmal Warden was/is a great source of damage when PvD’ing or attacking siege.
pleas this needs to be fixed now. it was the only phantasm that worked for me in wvw. it is part of my build in wvw and this has to be fixed fast. it does nothing and either dies before it even hits anything or doesent attack at all. im a condition build so the warden was my only thing that could hit siege and doors. fix this now!
[AVTR]
Isle of Kickaspenwood
Wouldn’t be a patch if it didn’t include a bugged phantasm :p
Just hope it gets fixed soon.
The warden is our best source of damage for attacking structures.
Luna Solares – Mesmer
yeah this cripples me greatly in wvw. the warden was pretty much the only reliable phantasm in wvw now its beyond useless and broken
[AVTR]
Isle of Kickaspenwood
I understand that Phantasmal Warden has been updated to move into attack range before initiating its attack, but this has brought with it two bugs:
1) Phantasmal Warden no longer attacks structures such as catapults, keep/tower doors in WvW or cages/doors in PvE. It spawns next to the structure but does not attack.
2) When spawning next to a target (which is stationary) Phantasmal Warden will often have a delay (I counted 5 seconds at most) before it initiates its attack. Seems like there might be a delay between when the Warden spawns and when it registers that it is already in range of the target.
Its not a delay problem per’se, but tied to pathfinding and attack perimeters.
the warden now just stands there for 5 seconds and is slower in attacking than the image. it does run after the enemy but it is slow in its attack now and doesnt work in gates or siege. i will not be able to take down a cata or ac ever again if this gets not fixed. im condi based so the iwarden was my only direct dmg dealer and always was my favorite phantasm. please revert it until u found a proper way to adjust it.
[AVTR]
Isle of Kickaspenwood
I understand that Phantasmal Warden has been updated to move into attack range before initiating its attack, but this has brought with it two bugs:
1) Phantasmal Warden no longer attacks structures such as catapults, keep/tower doors in WvW or cages/doors in PvE. It spawns next to the structure but does not attack.
2) When spawning next to a target (which is stationary) Phantasmal Warden will often have a delay (I counted 5 seconds at most) before it initiates its attack. Seems like there might be a delay between when the Warden spawns and when it registers that it is already in range of the target.
Its not a delay problem per’se, but tied to pathfinding and attack perimeters.
Makes sense. I played around with it a bit more after posting and found that CCing a target away from the Warden would allow the Warden to move to the target and then initiate its attack.
Edit: Oh I just noticed your video showing exactly what I meant XD
(edited by Simonoly.4352)
I use focus a lot myself and it’s quite frustrating to not be getting projectile blocks/reflects in WvW.
hotfix needed ASAP
1 Step forward…. 10 Steps backwards… AMAZING!
Can’t wait to see what horrors come out of the 12/10 patch.
Bump and fix please.
Please, please fix this or revert the change if you cannot do it soon. The cure is worse than the disease. :-(
One mans fix…. Another mans bug.
The phantasm always spawns next to the target. For it to then move to the target this implies the target has moved… Which takes time… Thus probably why the phantasm waits… To see if the target has moved.
Suggested Hack: use the seek logic only for the second and subsequent uses of its attack skill, and only if the target has actually moved.
//Portable Corpse
With all these seemingly random bugs on each patch, i wonder if ANet knows what a CVS is…
Still not fixed by the latest hotfix. This is extremely annoying… this is a huge nerf to the warden, I hope this was not intentional. The warden was just fine before.
Bump for great justice (aka fix)
Please roll back the changes to Phantasmal Warden.
It is not working as intended. It is broken.
All it does is, it stands there or goes on a running marathon. So the Focus skill number 5 is useless.
best moment 1:15 … it’s happening a lot, almost everytime T_T
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”
iWarden was better before this change.
Angry Intent [AI] | Yak’s Bend |
Please revert it and give it an hp boost. Just feel like it’s underwhelming atm. Even as damage with the combo with sword it’s dps is really bad. The only thing its useful for is against projectile specs, though even then, their aoe’s easily destroy the phantasm.
Maybe it can also give every 3rd attack cripple / 25% every hit chance on crippling the enemy. (Ofc not both buffs, that would be pretty op )
(edited by BlackDevil.9268)
The Warden is very unreliable in it’s new state, especially in pvp where people keep moving around. More often than not, it will just chase themwithout attacking :/.
Warning: link may contain traces of awesome.
Lyssa’s Grimoire – a guide every Mesmer should read.
Another bump for great fixing (or justice).
Bump. Acknowledgment and eta is also nice.
I agree with Ross Biddle. Lets get this fixed ASAP. I think the reason it wasn’t is because there is more at issue than just the initial attack sequence, they also need to fix the pathing, and they should also adjust the attack sequence so it can activate and occur while moving so it doesn’t lose effectiveness. There is a lot to fix by giving the warden movement, at this point I ask only one thing: that SOMEONE at Anet says the magic words: we’re working on it. That’s all I want in my Christmas stocking(guild halls would be my preferred Christmas present though
With all these seemingly random bugs on each patch, i wonder if ANet knows what a CVS is...
Ah yes.... I recall the old days, back before CVS when patches had to be hand-merged.
And then the post-CVS days, where patches *shudder* could be automatically merged.
And then there’s those edits that don’t merge at all, don’t revert well, or are simply destined to auto-merge correctly. (Why the kitten did he reformat the code... and to something not our standards... and do it on the same edit he inserted 20 minor edits?)
CVS does nothing to mitigate the rule of unintended consequences. Where a minor change (say, used to ensure any AI PBAoE attack is preceded by the AI Positioning itself for said attack, say for boss-fights) has unintended consequences to other areas that use the same logic (say Mesmer Illisons with PBAoE attack skills...)
Simply reverting it may reintroduce an old bug. OOP leaves you open to all kinds of odd dependencies.
Its easy to demand an instant fix, and honestly, I’d expect a fast fix for this, but I’m impressed enough with the fixes we’ve already had despite this being a holiday week. It’s likely they are short staff (holidays are like that), and have had the available developers chasing what critical bugs those developers can actually fix.
//Portable Corpse
(edited by Yamagawa.5941)
After the patch, if you spawn a iWarden on a gate in wvw, it doesn’t always attack the gate.
Another thing I noticed is that the warden now spawns behind the gate and if you switch target after the warden is spawned, it will move and attack your new target, for example siege or players inside the keep/tower, not sure if “working as intended” or another bug.
Make WvW Eventful! – WvW, 4 years in
Yes, I have 5 lv 80 mesmers – Funny Puns
I believe the targeting is both working correctly, and yet still incorrect. The issue is that the warden is supposed to now intelligently move to the next available target if someone stealths or target is otherwise vanished. The issue comes in that targeting was not correct for destructible objects, and also its attack sequence still hangs. I believe targets inside keeps are legitimate because if it does need to switch targets it can do so and try to chase down enemies in the keep assuming it has a path for this. Time will tell how this is all viewed of course, and I expect the bugfix we do get is going to introduce some unusual warden behavior before a third patch gets it right.
Why would an illusion attack a different target if its intended target was invisible?
My understanding was that illusions exclusively attacked their designated target until destroyed, or the target is defeated.
Why would an illusion attack a different target if its intended target was invisible?
My understanding was that illusions exclusively attacked their designated target until destroyed, or the target is defeated.
Thats not how they have ever worked. I drop phantasms on thieves, and if they stealth and run off, and there is other enemies in range, they will attack those enemies until teh thief comes back.
Fix this please.
- Mike Obrien
bumb bump pump what ever fix it asap >.<
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”
Bump bump bump bump bump…..like the sound my Phantasmal Warden used to make when it could actually attack keep doors.
ArenaNet QA Team
Hey folks,
Thank you for the reports — I will have the team look into this!
Hey folks,
Thank you for the reports — I will have the team look into this!
yes please. i used a iwarden in a dungeon ithink it was coe where u have to get the bridge (sry pve noob)down and it just stood there and did nothing at all.
[AVTR]
Isle of Kickaspenwood
Please hotfix this asap. It’s completely broken.
Thanks Kirk for the response! I am glad to know its being looked into. Is it possible to get this patched quickly, or at least by the December 10th update?
Thank you for the response Kirk
Not to add more problems to what’s already been identified, but has anyone noticed similar behaviour with other phantasms? Twice today I saw my swordsman doing the same thing – standing still, sheathing his weapon and looking around bored. Will try to get a vid if I see it happen again.
I’ve noticed my pet won’t attack siege – just stands next to the giant risen catapults in Orr.
Keeps failing for me in WvW, if anything moves in the slightest, it decides to follow it and get itself killed chasing.
“Get behind my warden for refl… nevermind it started running and got itself killed” has come out of my mouth more than I’d ever imagined.
It’s been happening to me a lot in WvW even when cast on downed players (they usually don’t move).
Bump for great justice and hoping for a fix/revert this patch.
I suppose its minimum distance (as close as you can go to a structure/ big opponent) might be bigger than its attacking range.
So if there’s a big structure (e.g. trebuchet) with a bigger radius than 130 might make the warden never attack it. Could be similar with normal mobs on a slope. The pWarden just thinks it’s never close enough, but can’t get closer.
Also, I’ve heard the new warden doesn’t work with Phantasmal Haste …
This skill is still broken as of the lastest patch
Any news? That’d be great. (psst and also take a look at PH)
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”
Please fix this thing now… getting so sick of this. When something does not even AA when it is summoned ontop of a non moving enemy… it is bad.
Someone say game crash must be related to OOM
when you read the log it’s not related to that whatsoever…
Illusionary whaler also does not attack anymore when summoned
Phantasmal Haste also broken on phantasms created by sword, spear, focus and greatsword.
Angry Intent [AI] | Yak’s Bend |
Bump,
How come this was ignored in the latest update and patches?