Superior Rune of the Centaur

Superior Rune of the Centaur

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Posted by: Merle.5693

Merle.5693

Superior Rune of the Centaur

(6): When you use a heal skill you and all nearby allies gain swiftness for 10 seconds. (cooldown: 10s)

The cooldown is 15seconds, I hope for a fix.

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Posted by: Barkebain.7194

Barkebain.7194

I think what is really needed here is a list of which Runes and Sigils actually work as their tool tips state, and (more importantly) which do not. There are many that have not been functional (per their tool tips) since the start of the game. If neither the item, nor the tool tips, are going to be fixed, we at least need a listing of which ones are broken so that players stop wasting game funds purchasing the broken ones.

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Posted by: Rain King.5914

Rain King.5914

I’m not even sure why rune of the centaur has a 10 second cooldown. What heal skill has a cooldown lower than 15 seconds? I thought they were all at least 20 seconds and not less than 15 seconds if traited to be lower.

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Posted by: Merle.5693

Merle.5693

This Bug is even mentioned in the wiki, but under discussion.
http://wiki.guildwars2.com/wiki/Talk:Rune_of_the_Centaur

Since the devs have a bug database, the best we can do is to report them here imo.

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Posted by: Merle.5693

Merle.5693

@Rain King.5914
Mesmers Mantra is one for example.

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Posted by: Sin.4902

Sin.4902

Hmm, looks like this bug isn’t fix still. I play a thief that have signet use (reduce signet by 20%, my heal skill is on a 12 seconds CD), so when I cast the heal skill (a signet), I get 12 seconds of swiftness, when the swiftness wore off, I activate the signet again, swiftness didn’t activate.

It does looks like the rune is on a 15 seconds CD, without signet use trait, I was able to activate it every 15 seconds. Is this a bug in the description or the rune itself?

It_Rained [Choo]
Sanctum of Rall

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Posted by: YourOwnFear.2743

YourOwnFear.2743

I searched before I made my thread but didn’t get this one in the list. Guess I didn’t need to make a new thread for this.

It is sad that something as simple as this still is not fixed. Can someone not take 30 seconds out of their day and change the 15 into a 10 in the cd line of the coding? I just can not believe no one has had the time in the past 4 months.

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Posted by: alcopaul.2156

alcopaul.2156

Can someone not take 30 seconds out of their day and change the 15 into a 10 in the cd line of the coding? I just can not believe no one has had the time in the past 4 months.

I wonder why I loled when I read this.

Replacing a single character. Just back space the 5 and type 0 i guess.

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Posted by: YourOwnFear.2743

YourOwnFear.2743

I was gonna ask for a 12 second cd so it matched the swiftness duration but I figured the 0 is closer to the backspace key than the 2 was and I didn’t want to discourage any dev who read the request. It also saves them the time from pressing backspace 2 again for the rune description.

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Posted by: YourOwnFear.2743

YourOwnFear.2743

Is this going to get fixed in this big bug patch coming up? I can’t see this being more than a few minutes to fix.

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Posted by: Jeffrey Vaughn

Jeffrey Vaughn

Content Designer

Next

I’ve passed this on to our localization team for a future update. (Sorry, I don’t have an ETA on when this will get fixed.) It might seem like a 5s fix, but it’s really not, since the fix has to be made in all language files. Fortunately it’s a number change, so no additional translations are needed.

Thanks for the info, and yes we are listening.

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Posted by: YourOwnFear.2743

YourOwnFear.2743

Honestly I never expected to get a response lol. This just made my day.

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Posted by: Inspired.6730

Inspired.6730

…, since the fix has to be made in all language files. Fortunately it’s a number change, so no additional translations are needed.

Translation: The rune is working as intended and it’s just a description change required to correct that.

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Posted by: Bailey.6892

Bailey.6892

I’ve passed this on to our localization team for a future update. (Sorry, I don’t have an ETA on when this will get fixed.) It might seem like a 5s fix, but it’s really not, since the fix has to be made in all language files. Fortunately it’s a number change, so no additional translations are needed.

Thanks for the info, and yes we are listening.

What about the rest of the runes? Why not have the devs do some work and figure this out their are many that don’t work as they should and are advertised to. Skip a lunch or something.

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Posted by: Super Riceman.8702

Super Riceman.8702

I’ve passed this on to our localization team for a future update. (Sorry, I don’t have an ETA on when this will get fixed.) It might seem like a 5s fix, but it’s really not, since the fix has to be made in all language files. Fortunately it’s a number change, so no additional translations are needed.

Thanks for the info, and yes we are listening.

Has the localization team looked at any of the turret traits? :|

There is only one god and its name is nerf. There is only one thing we say to nerf, not today

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Posted by: Under Web.2497

Under Web.2497

sigh 9 months, Whats annoying is all the money spent on temporary content (and mods) and they can’t even go through the tooltips and fix all the Confirmed errors (both on forum and wiki).
. . I appreciate its not a 5second fix but a lot of these errors have been around since launch (in fact with all the very obvious errors it feels like open beta )

Its a shame when a companies priorities does NOT match that of its customers

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Posted by: Nemui.6753

Nemui.6753

as soon as they have to change just a single word, they have to pay for localization in all languages again. that’s why they rarely update any of the text, if ever. they’ve explained it before.

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Posted by: Bailey.6892

Bailey.6892

as soon as they have to change just a single word, they have to pay for localization in all languages again. that’s why they rarely update any of the text, if ever. they’ve explained it before.

And that’s my problem why? Perhaps if these things were done right the first time they would not be in this situation.

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Posted by: JanoRis.8703

JanoRis.8703

as soon as they have to change just a single word, they have to pay for localization in all languages again. that’s why they rarely update any of the text, if ever. they’ve explained it before.

well than maybe the better solution would be to actually change the CD to 10 sec

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Posted by: Bailey.6892

Bailey.6892

as soon as they have to change just a single word, they have to pay for localization in all languages again. that’s why they rarely update any of the text, if ever. they’ve explained it before.

well than maybe the better solution would be to actually change the CD to 10 sec

That is the better solution, have the effect match what we were sold. Some folks spent rl cash to get diamonds to change over for gold only to have the item not be what they were sold.

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Posted by: Jeffrey Vaughn

Previous

Jeffrey Vaughn

Content Designer

Update: the skills and balance team are going to take a crack at this and other sigil/rune bugs, so they can decide on a case by case basis whether the tooltip or the effect needs to be updated. (And we’re working on a system that will base the tooltip on the mechanical effects, so we don’t have to make sure they match up by hand.) Thanks all!

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Posted by: Rajani Isa.6294

Rajani Isa.6294

as soon as they have to change just a single word, they have to pay for localization in all languages again. that’s why they rarely update any of the text, if ever. they’ve explained it before.

And that’s my problem why? Perhaps if these things were done right the first time they would not be in this situation.

So you’re saying that you can write a novel and get everything right the first draft?

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Posted by: NickDollahZ.5348

NickDollahZ.5348

Update: the skills and balance team are going to take a crack at this and other sigil/rune bugs, so they can decide on a case by case basis whether the tooltip or the effect needs to be updated. (And we’re working on a system that will base the tooltip on the mechanical effects, so we don’t have to make sure they match up by hand.) Thanks all!

Best thing I heard all day.

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Posted by: Penguin.5197

Penguin.5197

Update: the skills and balance team are going to take a crack at this and other sigil/rune bugs, so they can decide on a case by case basis whether the tooltip or the effect needs to be updated. (And we’re working on a system that will base the tooltip on the mechanical effects, so we don’t have to make sure they match up by hand.) Thanks all!

Didn’t wanna post it here since it was about runes of centaur but now that you mention it, while runes are getting fixed make sure to look at lyssa runes not activating with supply crate and other elites >.<

(edited by Penguin.5197)

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Posted by: Bailey.6892

Bailey.6892

as soon as they have to change just a single word, they have to pay for localization in all languages again. that’s why they rarely update any of the text, if ever. they’ve explained it before.

And that’s my problem why? Perhaps if these things were done right the first time they would not be in this situation.

So you’re saying that you can write a novel and get everything right the first draft?

Not at all, although I do not have a qa team working for me, or years of developing the game and months on months of having people beta test it and report bugs not to mention the excessive time they have since launch to correct these and other glaring issues, alot of which were reported in beta.

How ever even I could program something that dosen’t work right.

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Posted by: timidobserver.7925

timidobserver.7925

Update: the skills and balance team are going to take a crack at this and other sigil/rune bugs, so they can decide on a case by case basis whether the tooltip or the effect needs to be updated. (And we’re working on a system that will base the tooltip on the mechanical effects, so we don’t have to make sure they match up by hand.) Thanks all!

Uh, just out of school computer science major here.

I don’t think it should be that hard. Just turn the values in the traits into variables, and then pull data directly from the traits data base into those variables after any patch/maintenance.

So for example, X% of toughness is given as a bonus to precision. X is being filled in by a query to the database that stores the actual numerical data on what traits do.

(edited by timidobserver.7925)

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Posted by: Rising Dusk.2408

Rising Dusk.2408

Uh, just out of school computer science major here.

I don’t think it should be that hard. Just turn the values in the traits into variables, and then pull data directly from the traits data base into those variables after any patch/maintenance.

So for example, X% of toughness is given as a bonus to precision. X is being filled in by a query to the database that stores the actual numerical data on what traits do.

You’re right, it’s not hard…. if you have access to the data. It’s entirely possible that what manages the tooltips is in a different C++ project or just inaccessible for whatever reason (lots of things can cause this). That makes this more of a project founded in restructuring their data management rather than “can I put a variable into a string” which is, as you described, easy.

[VZ] Valor Zeal – Stormbluff Isle – Looking for steady, casual-friendly NA raiders!

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Posted by: direx.8207

direx.8207

I hope you guys manage to look at all the runes that give a bonus to bleed duration, I haven’t checked them in many months, but I also haven’t read anything in the patch notes about them being fixed.

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Posted by: timidobserver.7925

timidobserver.7925

Uh, just out of school computer science major here.

I don’t think it should be that hard. Just turn the values in the traits into variables, and then pull data directly from the traits data base into those variables after any patch/maintenance.

So for example, X% of toughness is given as a bonus to precision. X is being filled in by a query to the database that stores the actual numerical data on what traits do.

You’re right, it’s not hard…. if you have access to the data. It’s entirely possible that what manages the tooltips is in a different C++ project or just inaccessible for whatever reason (lots of things can cause this). That makes this more of a project founded in restructuring their data management rather than “can I put a variable into a string” which is, as you described, easy.

True enough.

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Posted by: Rajani Isa.6294

Rajani Isa.6294

as soon as they have to change just a single word, they have to pay for localization in all languages again. that’s why they rarely update any of the text, if ever. they’ve explained it before.

And that’s my problem why? Perhaps if these things were done right the first time they would not be in this situation.

So you’re saying that you can write a novel and get everything right the first draft?

Not at all, although I do not have a qa team working for me, or years of developing the game and months on months of having people beta test it and report bugs not to mention the excessive time they have since launch to correct these and other glaring issues, alot of which were reported in beta.

How ever even I could program something that doesn’t work right.

The thing with the tool tips is apparently they’re hardcoded. Which means if things like the cooldowns were changed after the ti[p was written, it wouldn’t change the tooltip. Depending on WHEN it was changed, the powers type people might not of been able to get the word over in time to the text/localization folks, and wouldn’t necessarily realize the issue because they tend to look at what it does vs what it says it does.

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Posted by: Rajani Isa.6294

Rajani Isa.6294

Uh, just out of school computer science major here.

I don’t think it should be that hard. Just turn the values in the traits into variables, and then pull data directly from the traits data base into those variables after any patch/maintenance.

So for example, X% of toughness is given as a bonus to precision. X is being filled in by a query to the database that stores the actual numerical data on what traits do.

You’re right, it’s not hard…. if you have access to the data. It’s entirely possible that what manages the tooltips is in a different C++ project or just inaccessible for whatever reason (lots of things can cause this). That makes this more of a project founded in restructuring their data management rather than “can I put a variable into a string” which is, as you described, easy.

On the plus side, looks like they’re going to fix the tips to work off the database and not self-stored values.

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Posted by: YourOwnFear.2743

YourOwnFear.2743

Guess they didn’t find the backspace or the 0 button this patch period.

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Posted by: Mad Queen Malafide.7512

Mad Queen Malafide.7512

Update: the skills and balance team are going to take a crack at this and other sigil/rune bugs, so they can decide on a case by case basis whether the tooltip or the effect needs to be updated. (And we’re working on a system that will base the tooltip on the mechanical effects, so we don’t have to make sure they match up by hand.) Thanks all!

While they are at it, can someone look at a fix for the absurd long cool down on sigils such as the sigil of demon summoning. Because a lot of those sigils are pretty much useless due to their absurd cool downs.

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Posted by: YourOwnFear.2743

YourOwnFear.2743

Just tested it and it is still not fixed. This was the big bug fixing patch correct? I hope this wasn’t forgotten about since this is an important bug to fix for wvw mesmer, imo.

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Posted by: AndresR.4532

AndresR.4532

it also doesnt work underwater

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Posted by: YourOwnFear.2743

YourOwnFear.2743

it also doesnt work underwater

You don’t have a rune in your breather so you only have 5 underwater. Put the run in and it works the same on as on land. I made that mistake after I got a new breather and forgot to put it in, lol.

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Posted by: YourOwnFear.2743

YourOwnFear.2743

Did this fix make it into this patch? Will it be coming soon if it hasn’t?