Q:
(edited by Saku Joe.2857)
Q:
This video is a short compilation of some major bugs (imo) that can ruin a PvP game.
Some of them have been reported while ago. Thoses in this video are:
1- the “Air Root” or Air Immobilize
2- teleports failures, especially the recalls.
3- obstructed attacks / projectils with a clear LoS
The idea is to provide some footage that may help the Devs to fix thoses bugs.
Thoses are less important than some crashes bugs / freeze that completely prevent the game to be played, but please tell me you guys are going to fix them before you’ll fix “mordrem problem” achievement…
(edited by Saku Joe.2857)
Generally the devs don’t watch a video without a detailed description of what they might find. Maybe you can add to your post above a list of the bugs you want them to investigate, even if those bugs have been reported before.
That’s a good idea. Will do so
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Okay so #1 and #3 I have nothing to add to that, they obviously have their issues and there’s really nothing more to say, other than agree that they suck to have in game.
2 however … broken teleports. Really the only thing that bothers the hell out of me with this is just how broken teleports are in general right now. Moving while trying to teleport with something like infiltrator’s arrow (which has a short travel time) can result in being able to fire off the skill but not teleporting anyway. This is due to the fact that the position the player was in when they first started the attack was “allowed” for teleport, but continuous movement (even if just a small amount) changes the path the teleport would have to take and sometimes makes it to where you do not have a valid teleport path in just a small amount of movement change. (Currently the best way to “counter” this is to stop moving, which is totally viable in PvP, looool)
This rolls into completely wasted initiative as a thief and is really bad for both mobility and combat. As far as things like shadow step, or other instant teleports, I think that this system has actually made an improvement compared to what it was before.
It’s not fun when you use shadow step or blink trying to move really far away, only to barely go anywhere at all while you’re being burst down. At least with this system, while you might have to try again in case it’s not a viable teleport path, you don’t waste the skill while going no where at all and have a chance to actually go somewhere upon trying again.
Where as previously, even if you couldn’t teleport with a valid path to a target location, the skill would fire off anyway leaving you in the exact same location you were just in, but with a wasted skill. This is actually an improvement compared to where it used to be.
The real problem lies within the fact teleports themselves are quite a bit more wonky / unforgiving than they used to be. It’s not the “no valid path” message … it’s whatever changes they did along side that which has made teleports less reliable.
Nice concise video, this thread really deserves attention. All these bugs can definitely ruin a game.
I am curious whether issue #3 is just a sunken hitbox problem. One of the places I often come across it is in Legacy of the Foefire at point B, when both me and my target are running around in the inner circle.
The Ascalon fractal is also known to have this problem with the ballista’s, in this case it is definitely a sunken hitbox bug. Same for a lot of the critters that give the “Obstructed” message. Fun fact it only happens on ranged attacks.
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