TA Blooms
Also, not sure if this matters, but it is on Darkhaven server.
…and by “server,” I meant “world.”
Doubt this has anything to do with server.
Happened to me during a TA up run (initiated in Baruch’s Bay).
VERY annoying moving ahead without knowing if you have actually killed the bloom or it’s going to blow on your face, or waiting 5 seconds per flower to be sure it has been killed even if the model is still there and the hp bar is frozen.
It seems to be happening with most destructible items. The Ice Pillars in the Claw of Jormag fight have the same behavior. I really doubt it’s a specific server issue (I’m JQ).
and style to turn them into craters and dust.” -Tonn
Number-crunching for ecto salvages – periodically updated
Happens to me, too. I posted a bug about it a while ago. I’m Fort Aspenwood server.
I reported it in game that most environmental targets seem to have the problem. I’m on WSR
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Please let me know if this still happens.
Thank you!
Yes it does, just tested it in 3 zones on different objects. Almost every environmental target stays as a target after it being destroyed with the amount of HP before the last hit. It is really annoying. It started with one of the recent updates.
Edit: Also I remembered that probably since the same update in some parts of the UI you can see people who are downed or completely dead with random amounts of health in HP bars either on target, mousover or party UI. e.g. they have no health whatsoever but in party UI they have 70%
legendary weapon in your game without grinding, exploiting, incredible luck, spending
real money or having 100 guildies behind you…
(edited by Zelothe.9234)
I have seen some other HP bugs like this since an update a week or two ago. For example, on the Melandru Temple event when you defend the Aetheric Interruptor it starts at 25% health. In Snowblind Fractal the ice elemental sometimes appears to start with low health, but it shoots back up after you begin the fight.
If I think of more I’ll try to get them posted.
yup
not only TA flowers
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This might also be related to party members that are fully dead showing that some of their health had been restored until you actually start to res them at which point it shoots back down to zero.
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I can verify this is continuing to happen on most objects and NPCs. It’s most annoying with the TA blossoms as was said you can’t tell if they blossoms are dead or not.
This might also be related to party members that are fully dead showing that some of their health had been restored until you actually start to res them at which point it shoots back down to zero.
yup i can confirm that
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Most fabulous Character: http://i.imgur.com/5JtcBI1.jpg?1
Yep, quite often with yellow items. I’m a little supremes no one on the test servers has noticed this yet,it is quite obvious.
Yep, quite often with yellow items. I’m a little supremes no one on the test servers has noticed this yet,it is quite obvious.
HAHAHAHA
What test servers?
What testing?
:-p
This was a huge issue in TA a couple of nights ago. The blooms UI health bars not only remain, but they are still targettable. It makes it very hard to find targets that are still real and a lot of skills get wasted. It pretty much breaks tab targetting for the whole dungeon.
It seems like with the blooms that the health bar remains until the death animation completes. I did see it happening with the nightmare hounds as well when they died. Really needs a fix.
It’s not about only TA blooms.
It’s about every single structure in the game everywhere, as Clark just said – health bar remains for some time at like 10-15% even after its completely destroyed. It makes quick retargeting terrible, I would say impossible…. and yes, this bug appeared like few weeks ago, and it haven’t been fixed yet.
Curiously enough I started noticing this quite recently. I’m surprised it’s been happening for so long before that.
I do tend to see structures die though, which is interesting. I’ll basically knock the last bit off their ‘health’ real quick, and then it’ll revert to what it was a moment before (they’ll still be dead) and linger for a few seconds. It does still screw with targeting though, unfortunately.
Oh right, there was an event in… Gendarran? Or somewhere like that – it had a jumping puzzle nearby with a room like the ‘name of god’ scene from The Last Crusade – last night, where some skritt stealing (weirdly huge) harpy eggs angered the harpies and along comes a veteran to kill them all. I was on a way under-levelled alt but a party member there killed this harpy, which apparently started out mostly dead and began to gain health as he fought it, except that then it died before its HP was full, and the event just… never really ended…
This was on TC btw. So if you see skritt stealing harpy eggs forever out there, it may be related to this.
Not just TA flowers, any sort of ‘object’.
Oblyth, Mes ~ Nadeshiko Naito, War ~ Hwertu, Gua
Evenree, Necro (M) ~ Ran Still Died, Thief
Same on WvW siege weapons.
I hate to be that person, but any update yet on this? Have you found the specific problem yet, is a fix in the works/ready for release with the next update? Any update would be appreciated
and style to turn them into craters and dust.” -Tonn
Number-crunching for ecto salvages – periodically updated
Yep, quite often with yellow items. I’m a little supremes no one on the test servers has noticed this yet,it is quite obvious.
Forget the testing servers, the fact that this has not been noticed by the developers suggests that they don’t play their own game.
Yep, quite often with yellow items. I’m a little supremes no one on the test servers has noticed this yet,it is quite obvious.
Forget the testing servers, the fact that this has not been noticed by the developers suggests that they don’t play their own game.
Or that they don’t lose money with the issue.
This is still an issue after the patch. Very noticeable by the hyenas and somewhat from the new robots in the Pavilion.
The specific problem is that when ANY mob or "item" that has a health bar dies, the amount of health it had in its bar when it was killed remains, allowing the model of the "killed" mob to persist until deselected as though it still had that amount of health.
So in the case of TA the blooms are meant to be one-shot, so they always appear to exist with full health even when killed.
This is a pervasive problem and it exists on all killable mobs and objects.
And it’s a complete shame on Arenanet. How could they release a patch after a month of this issue coming up, and not fix this? What’s their excuse? They were so worried preparing a stance that would collapse the economy of the game that they didn’t have time to make sure the game itself WORKS?
STILL HAPPENING.
And it’s a complete shame on Arenanet. How could they release a patch after a month of this issue coming up, and not fix this? What’s their excuse? They were so worried preparing a stance that would collapse the economy of the game that they didn’t have time to make sure the game itself WORKS?
Dude, Arenanet hasnt fixed the most annoying/simplest to fix bugs over the course of many months. One can only speculate how they manage to create those bugs and why they seem unable (or not willing) to fix them. It’s been a complete mystery right from launch date of the game until today.
Example: Fiery great sword has different internal numbers for the actual range of skills 1 and 2 and the ‘range indicator bars’ that are below those skills. How is that possible? Shouldn’t there be ONE value in the program code that is used in both places? No, apparently they code it in multiple independant places and FORGOT to update one of them. Even if you create code like that, which is already beyond fathoming, how can you forget something like that either? Really.. what the…
There is no way they’re doing industry-standard software testing either with this kind of results.
best statistical loot in the game. We want everyone on equal power base.”
It has been happening for a while now and ye, it’s annoying. It’s like a targeting issue: your target actually dies but it’s like it was left on 25% hp. The problem is that you can target the dead target again, which gets in the way of TA bloom cleaning: if you have enabled autotarget when attack, you’ll keep targeting the nearest dead bloom, which is silly.
Every destroyable object stays targetable and visible for awhile, instead of becoming untargetable. It happens for some time, one of updates broke it.
And if you kill something really fast, for example 80 zerker in queensdale kills moa – moa dies but is left with dark-red health bar indicating how much HP the moa had before last attack killed her.
Please let me know if this still happens.
Thank you!
Yes indeed, this is still happening on nearly (possibly every) “inanimate” object in the game. It’s bad enough when this occurs in regular exploration, but it is much worse in a Dungeon. Come one guys, it used to work without problems, which should indicate that you could fix it. Don’t you want people to do TA (among other places) because they [I]like[/I] it rather than just because they need the tokens for a Legendary? Do the right thing and fix it or explain to us that you can’t. I can live with you not being physically able to fix something much more happily than just believing that you don’t care.
The blossom bug happens to me as well for about 2 months now.
With the next living story bringing the mass population into (a new path) this dungeon, is there any chance we’ve got a fix for this bug coming with the update? Not only is it a targeting nightmare, but there’s probably going to be a firestorm when everyone (not just the usual TA runners) gets annoyed by it :/
and style to turn them into craters and dust.” -Tonn
Number-crunching for ecto salvages – periodically updated