(edited by Taverius.8645)
Ranger Bugs (Updated)
Pet still not getting Healing Spring heal.
Yeah, my pet still doesn’t get it.
(edited by xarallei.4279)
Healing Spring trap will not activate if you put it with 100% HP and getting damage standing in it.
You have to leave trap, then enter it again, to activate it.
As a ranger clocking at 1010+ days under my belt, I’d like to add my voice to the current state of the healing pool.
Yes, it’s bugged as hell.
First, I can confirm, pet is getting no heal from it.
Second, it not activating has nothing to do with health. It occasionally fails to activate for reasons probably known only to those weird human gods. Ever. Usually, yes it helps to get out of it and enter the trap again (which is exactly what you want to bother yourself doing when your health is low…). But it happened to me more than a handful of times already that the spring simply refused to activate. Yesterday, during Karka queen, I was attempting to heal a group of players around me, but was left with a leafy circle on the ground that was humming softly, and no amount of acrobatics could open it, leaving me with two dead comrades and me having to bail from a fight to lick my wounds via a friendly engineer with a turret kit.
Third, I’d like to be the voice that says that making it a trap in the first place was a terrible idea. The tooltip is now extremely inaccurate, claiming casting time of 1/2 seconds, while in reality it’s now always 1/2 seconds to cast + 1/2-3-never to open, the latter number being adherent to the afformentioned gods, (which I as a charr do not worship, therefore more often than not am found being told to kitten off and heal elsewhere) + 1/2-1 more second to receive the first healing tick (this, I noticed, being related to amount of players and lag, so nothing much to do with it.)
I understand why the change was probably made – to fit into a bracket, to play well with the new trait system. Problem is, the Healing pool “nottrap” it was before worked perfectly fine. Solid heal skil that removed a condition from yourself and allies taxed in return by having a limited range of movement over time to receive all of its benefits. It was the best tool rangers had for healing, and, in this ranger’s humble opinion, the only actually useful one. Right now, it’s a 50/50 tossacoin chance if it will even work properly, and has a delay that can be fatal, leaving the ranger with a very subpar choice of health replenishment (troll unguent’s mostly uselessly slow and selfish only, heal as one bugs out as well by healing 600 instead of 6000 and is, again, selfish, neither remove conditions, neither has a combo field – which the ranger already has a limited number of – that arcane thing removing torment is nice for removing torment, but useless for everything else, and water spirit is good for band aids, but treating a warrior’s sword stuck in my gut with one is also rather lacking).
Please, unless you can make the trap work properly and without penalizing casting times, return it to its previous, simple state :[
The healing part of Healing Spring doesn’t work at all. Tested and confirmed. This skill only have regen + condicleanse now.
Give us back the old skill please. I can’t believe how they took a perfectly viable and working skill, reworks it to something noone asked for, and made it fubar.
Great work Anet. Really.
Correction to my post above: If you place it down before taking any damage, and then enter it, the heal won’t trigger at all, just regen.
If you activate it after you have taken damage, then the heal works.
Agree… sad to break the only really good healing skill we had. Plz fix it ASAP! Now it un-reliable, and doesn’t heal pets. This can cause both me, my pet and our allies our lives (and have done so numerous times).
The healing part of Healing Spring doesn’t work at all. Tested and confirmed. This skill only have regen + condicleanse now.
Give us back the old skill please. I can’t believe how they took a perfectly viable and working skill, reworks it to something noone asked for, and made it fubar.
Great work Anet. Really.
You are wrong at this one.
There were plenty of people who came to demand this pointless convert into a trap. Like a lot.
Of course that those of us who claimed it not necessary were sent away with words like “You know nothing Jon Snow” and now we all pay the price for it.
And I always give my silent sincere words of appreciation to people like those. Believe me. I do.
As a ranger clocking at 1010+ days under my belt, I’d like to add my voice to the current state of the healing pool.
Yes, it’s bugged as hell.
First, I can confirm, pet is getting no heal from it.
Second, it not activating has nothing to do with health. It occasionally fails to activate for reasons probably known only to those weird human gods. Ever. Usually, yes it helps to get out of it and enter the trap again (which is exactly what you want to bother yourself doing when your health is low…). But it happened to me more than a handful of times already that the spring simply refused to activate. Yesterday, during Karka queen, I was attempting to heal a group of players around me, but was left with a leafy circle on the ground that was humming softly, and no amount of acrobatics could open it, leaving me with two dead comrades and me having to bail from a fight to lick my wounds via a friendly engineer with a turret kit.
Third, I’d like to be the voice that says that making it a trap in the first place was a terrible idea. The tooltip is now extremely inaccurate, claiming casting time of 1/2 seconds, while in reality it’s now always 1/2 seconds to cast + 1/2-3-never to open, the latter number being adherent to the afformentioned gods, (which I as a charr do not worship, therefore more often than not am found being told to kitten off and heal elsewhere) + 1/2-1 more second to receive the first healing tick (this, I noticed, being related to amount of players and lag, so nothing much to do with it.)
I understand why the change was probably made – to fit into a bracket, to play well with the new trait system. Problem is, the Healing pool “nottrap” it was before worked perfectly fine. Solid heal skil that removed a condition from yourself and allies taxed in return by having a limited range of movement over time to receive all of its benefits. It was the best tool rangers had for healing, and, in this ranger’s humble opinion, the only actually useful one. Right now, it’s a 50/50 tossacoin chance if it will even work properly, and has a delay that can be fatal, leaving the ranger with a very subpar choice of health replenishment (troll unguent’s mostly uselessly slow and selfish only, heal as one bugs out as well by healing 600 instead of 6000 and is, again, selfish, neither remove conditions, neither has a combo field – which the ranger already has a limited number of – that arcane thing removing torment is nice for removing torment, but useless for everything else, and water spirit is good for band aids, but treating a warrior’s sword stuck in my gut with one is also rather lacking).
Please, unless you can make the trap work properly and without penalizing casting times, return it to its previous, simple state :[
Correction to my post above: If you place it down before taking any damage, and then enter it, the heal won’t trigger at all, just regen.
If you activate it after you have taken damage, then the heal works.
Healing spring works as intended in that the healing is independent of the trap component.
The combo field and condi removal is the trap itself.
What does not work:
-It doesn’t heal your pet
-It won’t activate if you start loosing hp while standing on it after have casted it at full life. Instead you need to go out of its trigger radius and go back in.
-You can stack it
I must admit that I was one that wanted the change to a trap, though I made it clear it should only be purely for the skill category and not trap functionality. Also a salute to GW1 in that. Also, it was discussed with the mind that it could also be ground targeted and have 100% duration.
So they gave it trap functionality and it is now ruined. I should have listened to the nay-sayers…
-It won’t activate if you start loosing hp while standing on it after have casted it at full life. Instead you need to go out of its trigger radius and go back in.
-You can stack it
I’ve just tested it, so I’m not making things up. Try this:
1. Place a HS on the ground while having full health
2. Attack a random mob of your choosing, and let them damage you
3. Step in to the spring you just placed – you will only get the regen and condi cleanse. You will NOT get the healing part.
Is this intended? If so, I for one think it sucks and doesn’t make sense.
To make all clear!
When you PLACE trap you get HEAL part!
When trap Trigger, it places Water Field, which give you regen and clean conditions.
It’s how it work and it’s how it have to work!
What does not work:
When you stand in these trap with full health and get damage, trap will not trigger water field.
When you place trap, it have to heal your pet also, but it does not.
PS! Trap don’t have to heal on trigger, it have to apply waterfield and regen on trigger.
(edited by Rizo.9534)
Healing spring works as intended in that the healing is independent of the trap component.
The combo field and condi removal is the trap itself.
What does not work:
-It doesn’t heal your pet
-It won’t activate if you start loosing hp while standing on it after have casted it at full life. Instead you need to go out of its trigger radius and go back in.
-You can stack it
Believe me, I know what a combo field looks like, I also know what an unsprung trap looks like. Trap itself is useless unless triggered into an active state, it won’t work as a combo, it won’t heal anyone, it won’t give regen or cleanse conditions unless you get that leaky water thing coming out of the ground.
And during the afforementioned karka incident, the trap refused to trigger at all, resulting in no heal, no combo field, no nothing but a whirl of leaves humming on the ground that didn’t trigger no matter how many times I left it, entered it, rolled into it, jumped around in a circle… Considering my health was 20%ish, because I got hit by a roaming hatchling party, the gods of “you don’t need heals because you’re not sick enough” (which is a stupid concept either way) are in dire need of glasses.
The healing part of Healing Spring doesn’t work at all. Tested and confirmed. This skill only have regen + condicleanse now.
Give us back the old skill please. I can’t believe how they took a perfectly viable and working skill, reworks it to something noone asked for, and made it fubar.
Great work Anet. Really.
You are wrong at this one.
There were plenty of people who came to demand this pointless convert into a trap. Like a lot.
Of course that those of us who claimed it not necessary were sent away with words like “You know nothing Jon Snow” and now we all pay the price for it.And I always give my silent sincere words of appreciation to people like those. Believe me. I do.
I’m quite sure most that were in favor of HS = trap, didn’t think THIS would be how the kitten thing would work. Most were probably thinking of classifying it as a trap to grant it a shorter cd, and make it throwable.
To make all clear!
When you PLACE trap you get HEAL part!
When trap Trigger, it places Water Field, which give you regen and clean conditions.
It’s how it work and it’s how it have to work!(snip)
PS! Trap don’t have to heal on trigger, it have to apply waterfield and regen on trigger.
In that case, that is bugged as well, since I believe to have lacked the heal part on multiple occasions (tested in PvE and Mists).
To make all clear!
When you PLACE trap you get HEAL part!
When trap Trigger, it places Water Field, which give you regen and clean conditions.
It’s how it work and it’s how it have to work!What does not work:
When you stand in these trap with full health and get damage, trap will not trigger water field.
When you place trap, it have to heal your pet also, but it does not.PS! Trap don’t have to heal on trigger, it have to apply waterfield and regen on trigger.
Yeah that seems to be right, they’ve separated the heal part from the rest of the skill. If they cared to explain this a bit better to begin with, it would save many of us a lot of frustration.
(edited by OGDeadHead.8326)
I’m quite sure most that were in favor of HS = trap, didn’t think THIS would be how the kitten thing would work. Most were probably thinking of classifying it as a trap to grant it a shorter cd, and make it throwable.
Yeah. Forum dive if people must, but most Rangers that asked for Healing Spring to be a Trap only wanted the category for reduced cooldown and, at the time, to be able to throw it. Only a handful that voiced their opinion wanted the entire rework done to it.
Will update once Path of Fire releases.
I’ve just tested it, so I’m not making things up. Try this:
1. Place a HS on the ground while having full health
2. Attack a random mob of your choosing, and let them damage you
3. Step in to the spring you just placed – you will only get the regen and condi cleanse. You will NOT get the healing part.Is this intended? If so, I for one think it sucks and doesn’t make sense.
At the moment, it seems like an oversight. The heal only comes from initially placing the trap since there is no secondary heal upon activating it. So, one has to place Healing Spring down when the heal is needed. At this point, a preemptively placed Healing Spring is just a water field for condition cleanse and regen.
Will update once Path of Fire releases.
So basically you get an initial heal when you place the trap down (which doesn’t heal the pet). If you want water field, regen, and condition removal, you have to go back to the trap once its active. This totally sucks coz the inactive trap isn’t invisible to your opponents. Healing Spring RIP.
Definitely not worth using Healing Spring in its current state.
The lay down to get the heal is good (because it removes the extra cast time of triggering the trap). The regen and condi clear when your trigger the trap is good because if you don’t need to activate it again, don’t walk back into it until you need condi clear or want some extra heals from the regen/performing finishers in the spring.
The bad part, currently, is that it doesn’t heal the pet on laying it down, and it doesn’t trigger if you at 100% health, get hit, and are still inside it.
Am I good?… I’m good.
One more BUG.
All traps have cast time. When you start cast trap you can run and at the end of cast it place trap on same place you standing, but not HS. At the end of cast, HS placing where you started to cast it. making it really bad!
It mean nothing for pint holding or boss fights, but for WvW it’s HUGE disadvantage now.
Plz, return old mechanic!
The biggest issue at the moment is that if you drop the trap at the perfect time… one can heal up to 100% health between condition ticks, yet unable to cure his/her conditions because they were at 100% health when the healing spring was laid down. This requires the player to remove themselves from their own aoe and reenter it when below 100% hp… Therefore, this heal can be useless in a variety of situations… something that was not the case pre 7/7.
Am I good?… I’m good.
Traits
- Windborne Notes only applies 10(12)sec of regen to Clarion bond. Call of the Wild gains 5 seconds, although 12 are stated in the tooltip.
- Natural Healing does not affect the Juvenile Fern Hound F2 ability Regenerate
- Light on your Feet does not display piercing information on Shortbow skill tooltips.
- Lead the Wind displays piercing information on Shortbow skill tooltips.
- Enlargement will remove one-time transforms like Norn Forms and WvW Fire Keep Dog.
- Windborne Notes applies regen to more than 5 targets.
Utilities
- Healing Spring does not heal allies/pets.
- Healing Spring can be placed up to 4 times.
- Healing Spring does not activate when used at full health and losing health while inside the trigger area. Player must exit then re-enter the trap area to activate.
- Spirit of Nature – passive heal does not scale with Healing Power.
- Solar Flare (Sun Spirit) activation time is faster than other Spirit actives.
- Strength of the Pack! buff on the Pet uses Lightning Reflexes icon.
- Sic ’Em! – active effect is cancelled if any other pet command is given, including another pet shout.
- The unactivated duration of deployed traps varies between 1 to 5 minutes with no apparent rationale.
- Signet of the Wild – if the effect is active upon leaving combat, the skill bar will be locked until the player enters and leaves combat again. Skills can however be changed from the Hero panel.
- Frost Trap – effects will not apply upon triggering (including the traited ‘on trigger’ cripple) but upon the 1st pulse thereafter.
- Viper’s Nest – tooltip displays pre-specializations poison amounts (1 stack vs 3).
- Flame Trap applies 2 stacks of burning on trigger.
Weapons
- Maul (Greatsword #2) – unlike other melee cleave skills, only the closest target is affected by the crit chance from Precise Strike and the damage bonus from Remorseless.
- Swoop (Greatsword #3) acts as 2 leap finishers.
- Swoop (Greatsword #3) will immobilize the player for ~1 second mid-cast if performed on a downward slope.
- Hilt Bash (Greatsword #5) – stated range is 300, actual range is 220.
- Whirling Defense (Axe #5) only procs a whirl finisher at the start of the cast – used to proc multiple times like Whirling Wrath etc.
- Stalker’s Strike missing its base range increase from the old Off-Hand Training trait.
- Bonfire – the coefficient for the direct-damage portion is incorrect.
(edited by Taverius.8645)
If you start stomping and swap pets with Zephyr’s Speed you still get the full stomping time and two stomping animations, one fast and one usual for the rest of the stomp I believe; you have to start stomping right after you swap pets to actually get the reduction. Is that a problem with the trait or a game-wide problem with quickness and stomping?
- Swoop (Greatsword #3) will immobilize the player mid-animation for around 1 second, if moving down a slope/hill etc.
- Pet f2 ability sometimes run up to nearest/previous target to execute the ability even if no target is selected.
Also, “The Cooldown of Enlargement is affected by Brutish Seals twice.”
This is only a tooltip bug, the actual cd is 48 seconds as it should be, not 36.
If you start stomping and swap pets with Zephyr’s Speed you still get the full stomping time and two stomping animations, one fast and one usual for the rest of the stomp I believe; you have to start stomping right after you swap pets to actually get the reduction. Is that a problem with the trait or a game-wide problem with quickness and stomping?
Doesn’t happen with QZ, but then I can’t reproduce your issue either …
- Swoop (Greatsword #3) will immobilize the player mid-animation for around 1 second, if moving down a slope/hill etc.
This has been a bug for a loooooong time sadly. One that I hate if I were to quickly travel from A to B. “I’ll be there soon, oh… nope, sorry guys, I’m stuck because of my own skill.” I think it’s not only moving down a slope/hill, I’ve had it happen when moving up as well.
Another bug with GS #3 is that when you deselect a target in order to leap where your camera is facing (as it should be), if you are too quick to fire that skill (let’s say within 1 second), you still end up going to that target you already deselected. It killed me several times in PvP.
Another bug with GS #3 is that when you deselect a target in order to leap where your camera is facing (as it should be), if you are too quick to fire that skill (let’s say within 1 second), you still end up going to that target you already deselected. It killed me several times in PvP.
That’s a general bug with GW2 though – I’ve had it happen with other classes as well.
Added a few more things reported here and on the subreddit.
That’s a general bug with GW2 though – I’ve had it happen with other classes as well.
Then every leap skill is affected. That’s unfortunate. I haven’t used the leap skills from other classes that extensively to encounter it there as well. I hope they have the time some day to fix it for all classes then.
Either way, nice to see an extensive list of profession bugs. Seeing it more and more often definitely gives a good overview of what’s currently broken.
Thanks for making an updated and consolidated bug list for Rangers, Taverius!
While on the topic of bugs, I would like to post a [Debunk] report I have seen floating around since the new changes. Some reports have mentioned that some pet families have a smaller Taunt radius than others when traited for Beastly Warden. After extensive testing, this claim is false.
I will add that some [F2] commands are more difficult to land the Taunt at max range (240) due to the nature of their execution, such as AOE [F2] commands that aid allies rather than target foes (ie: Brown Bear’s “Shake it Off”). Tested using “Guard!” while pet was on passive at “Maul” max range + 1 step back.
Also, one bug to add to the list is an old one that was recently brought up in the Ranger sub-forum:
- Healing from Regeneration applied by pets is reduced to 5hp/1s if that pet is stowed or swapped.
Most notably is the Fern Hound’s [F2] command and the number is always reduced to 5hp/1s even if Natural Healing is taken (+450 Healing Power). Note that regen healing works normally if said pet that applies it is defeated.
Will update once Path of Fire releases.
Traits
- Ambidexterity Condition dmg bonus is resetted after map chance. After retrait this trait, the bonus is given and also shown in the equpiment panel.
That’s a general bug with GW2 though – I’ve had it happen with other classes as well.
Then every leap skill is affected.
More that every single skill is affected – if you cast something soon enough after de-targeting or switching target, it will be cast on your old target. Its just much much more noticeable with leap skills.
I don’t know how many times I’ve been killed in WvW thanks to an untargeted Swoop dive-bombing me into a zerg I just de-targeted.
Probably related to lag?
- Healing from Regeneration applied by pets is reduced to 5hp/1s if that pet is stowed or swapped.
Added, thanks.
(edited by Taverius.8645)
In Edge of the Mists, if you get Koda Form from the Forge, then gain Signet of the Wild by either directly using the signet or triggering Enlargement, you lose the form.
In Edge of the Mists, if you get Koda Form from the Forge, then gain Signet of the Wild by either directly using the signet or triggering Enlargement, you lose the form.
Pretty sure that not ranger specific – all transforms override each other, so Rampage/Tornado/Plague/Lich/etc will do the same.
if you cast something soon enough after de-targeting or switching target, it will be cast on your old target. Its just much much more noticeable with leap skills.
It wasn’t just me then!? Holy crap, this has been bugging me so much, especially when using the “Nearest Enemy” targeting feature. I thought I was just doing something wrong, or that Nearest Enemy was bugged.
Mechanist Gregory [BEER]
Arondight Unfading [ZB]
Another addition to the list:
- Swoop (Greatsword #3), Hornet’s Sting & Monarch’s Leap (Sword #2) distance is reduced while under the effect of Quickness.
Note that this seems to be the case with other leap/movement skills across all classes.
Will update once Path of Fire releases.
(edited by Wondrouswall.7169)
Heres a couple more for the list
Pets:
-Cant “Stow Pet” During combat. This means that any room wide aoe’s instant kill pets.
- I know this has been a issue for a while but i think it needs to be addressed with the rest of the ranger bugs till it gets fixed *******
Traits:
-Remorseless does not activate all the time if fury proc’s are activated simultaneously to quickly. And sometimes it just chooses to not proc at all
Another addition to the list:
- Swoop (Greatsword #3), Hornet’s Sting & Monarch’s Leap (Sword #2) distance is reduced while under the effect of Quickness.
Note that this seems to be the case with other leap/movement skills across all classes.
It is also the opposite with Slow.
Another addition to the list:
- Swoop (Greatsword #3), Hornet’s Sting & Monarch’s Leap (Sword #2) distance is reduced while under the effect of Quickness.
Note that this seems to be the case with other leap/movement skills across all classes.
It is also the opposite with Slow.
Good to know. Never had a Mesmer on-hand to Time Warp me for testing.
Will update once Path of Fire releases.
Another addition to the list:
- Swoop (Greatsword #3), Hornet’s Sting & Monarch’s Leap (Sword #2) distance is reduced while under the effect of Quickness.
Note that this seems to be the case with other leap/movement skills across all classes.
Yeah that’s always been the case with all movement skills & quickness.
Might want to add another pet bug (occurs on WvW, I have no clue what triggers it), sometimes pet abilities CD is slowed, with timer appear in light-blue color without pet being chilled, the only way to fix it is to change maps (atleast only that works for me).
bump
/15 characters
I would add Spirit of Nature to this list. Why do this spirit only have a radius of 240, when all other spirits have a radius of 1000 (untraited)? This is our elite spirit!
Might want to add another pet bug (occurs on WvW, I have no clue what triggers it), sometimes pet abilities CD is slowed, with timer appear in light-blue color without pet being chilled, the only way to fix it is to change maps (atleast only that works for me).
… that sounds bad. Can you keep an eye out and see if you can figure out the cause?
I would add Spirit of Nature to this list. Why do this spirit only have a radius of 240, when all other spirits have a radius of 1000 (untraited)? This is our elite spirit!
Well, SoN is essentially an AoE warrior signet. I think the range is intentional, though it does make the passive sort of pointless. The heal not scaling with Healing Power at all, now, that’s a bug … that’s been there for ever …
If Lightning Reflexes is interrupted, it will be set on full cooldown with granting Vigor, Condition Removal (Traited) or Fury (Traited).
Fix bow attacks to be set on full cd if used out of LoS of the target, For example facing the other way and using it while the target is selected, it won’t fire but will be set to full cd.
Hunter’s shot especially.
Elementalist Mesmer Ranger
Sea of Sorrows
If you start stomping and swap pets with Zephyr’s Speed you still get the full stomping time and two stomping animations, one fast and one usual for the rest of the stomp I believe; you have to start stomping right after you swap pets to actually get the reduction. Is that a problem with the trait or a game-wide problem with quickness and stomping?
I actually opened a thread about this issue, really hope it will get fixed.
Also +1 to the op because it seemes AN “forgot” about this bugs. Hope this thread will actually get AN to fix this bugs asap.
Thanks for compiling these issues!
I’ll keep an eye on this thread. Changes may take a bit to reach live, but they’re being worked on.
a note on Natural Healing… the trait also grants 450 healing power to the pet, which SHOULD increase the healing from 125 health per second to a higher number. 189 per 1s would be reasonable, as that is roughly the number i’ve heard about from before the changes. this indicates that the healing does in fact scale based on the pet’s healing attribute.
but, it still needs to proc every 1s, not every 3s, which is why we ask for the following:
and definitely, yes please, give us some combat log notation and green floaty numbers as proper indications that Natural Healing does in fact work.