Showing Posts For Nautix.9417:
They didn’t even bother to fix Might from Toss Elixir B only lasting 10s instead of 30 even though they clarified the tooltip.
What a joke.
Every time I enter WvW on my Engineer, I have permanent Quickness for the first 20-30 minutes of play. It persists through death, waypoints, and moving from one map to another, then goes away eventually.
There is no boon for this quickness, but it is incredibly obvious when it is active.
Traits: 30 Firearms, 10 Alchemy, 30 Tools
Firearms – Infused Precision, Rifled Barrles, Rifle Mod
Alchemy – Invigorating Speed
Tools – Static Discharge, Speedy Gadgets, Adrenal Implant
This started after the September 14th build and has happened to me a total of 3 times now. I thought it was a fluke at first, but it seems to be repeatable and unavoidable every time I enter WvW.
Toolkit
- Toss Elixir H (Elixir H) – gives Vigor, not Swiftness. tooltip error.
- Healing Mist (Elixir Gun) – Not considered an Elixir for traits (CD, Duration, Condition removal, etc.)
- Incendiary Ammo (Flame Thrower) – Uses the first 3 damage events, not attacks. A single piercing shot from a rifle can use all 3 charges.
- Toss Elixir C (Elixir C) – causes a random boon even without removing conditions.
- Toss Elixir R (Elixir R) – Is a light field, tooltip does not reflect this.
- Toss Elixir B (Elixir – Might lasts 10 seconds instead of 30.
- Toss Elixir U (Elixir U) – Causes smoke wall, reflect wall, or ethereal wall. Not “a random spell”
Traits
Explosives:
- Exploit Weakness – Only applies to 1 target if you hit multiple targets with an AOE who are under 25%, chosen seemingly at random.
- Short Fuse – Does not affect Toolkit skills for Bomb or Grenade kit
- Explosive Powder – Does not affect turrets with the trait Accelerant-Packed Turrets
- Explosive Powder – Does not affect Explosive Shot
- Steel-Packed Powder – Does not affect turrets with the trait Accelerant-Packed Turrets
- Steel-Packed Powder – Does not affect Explosive Shot
- Enhance Performance – Poorly worded. Works on slot 6 activation, not actual healing skills (equipping Med Kit triggers it.)
Firearms
- Infused Precision – Does not interact correctly with Invigorating Speed (Alchemy) trait, causing it to ignore boon duration increases
- Rifled Barrels – Does not adjust the range requirements on Blunderbuss (rifle) or Blowtorch (pistol) for their staged damage effects.
- Precise Sights – Does not specify that it’s 1 stack, or that it lasts 3s (this is a terrible trait, and should be re-evaluated)
- Napalm Specialist – Does not actually extend burn duration by 20%. Seems to make it tick faster, cannot confirm without a better combat log.
- Fireforged Trigger – Does no affect Toolkit skills
- Go for the Eyes – Can only cause 1 blind, even if the shot pierces 20 targets and crits them all.
- Coated Bullets – Enables Explosive Shot to hit targets twice at just below maximum range, or while they stand near solid surfaces for Explosive Shot to explode off of.
Inventions
- Automated Medical Response – does not work on fall damage.
Alchemy
- Hidden Flask – Does not trigger from fall damage
- Self-Regulated Defenses – Does not trigger from fall damage
- Fast-Acting Elixirs does not work on any skills from the toolbelt, Elixir Gun, or Mortar
- Backpack Regenerator – Does not function at all
- HGH – Does not affect any elixir skills on the Elixir Gun or the elixir from Mortar
Tools
- Inertial Converter – does not function on fall damage
- Kit Refinement – kit by kit bugs…
* Tool Kit – creates Box of Nails – no animation, particle effect lasts way too long, does not cause combat for engineer if it hits a hostile target
* Elixir Gun – creates a Super Elixir – suffers from all Super Elixir bugs, relating to the fact that it’s flagged as an elixir, but is completely unaffected by elixir specific traits
* Flame Thrower – creates a Fire nova – Does not cause combat, applies burn to surrounding enemies.
- Scope – Not reflected on character sheet like other buffs do, may not work at all, unknown.
- Deployable Turrets – Lose access to the correct Healing Turret toolbelt skill
General issues:
- Toolkit cooldown reduction from the Tools tree is not reflected on any tooltips
- Toolkit skills are not affected by any cooldown reduction traits even if they are flagged with types (elixirs, specifically)
Weapon stuff:
Pistols
- Explosive shot explodes at the end of it’s path, giving it a free 120 range
- Poison Dart Volley misses when used against stationary targets from past ~600 range. Target size hitboxes influence the miss rate drastically.
- Static Shot has no priority, so it can bounce to targets that are not in combat over those who are
- Glue Shot does not cause the engineer to enter combat, but does draw hostility from NPCs
Rifle
- Net shot misses moving targets at long range without them needing to dodge.
- Jump Shot’s Leap finisher does not work where you land, only where you jump from (i.e., landing in a light field will not give retaliation, but jumping out of one will.)
Shield
- Throw Shield projectile is occasionally invisible
General Kit issues
- Stats from weapons, as well as sigils, do not function when kits are equipped. Kits also seem to have their own damage ranges that are unknown to the player
- Kits can be unequipped while abilities are active, which doesn’t make sense
Flamethrower
- Flame Jet misses all the time against destructible objects, and cannot hit targets who are not directly in front of you, nor while moving
- Air Blast can reflect projectiles, but this is not stated on the tooltip
Elixir Gun
- Fumigate misses constantly, like Flame Jet
Tool Kit
- Box of Nails does not cause the engineer to enter combat, even though it causes a bleed effect
Utility skills:
- No turrets specify that they have reduced cooldown if picked up (this is on no help tips or tooltips in game.)
- Rocket boots knocks you down, although this is not indicated by the tooltip
- Rocket boots act really weird underwater
- Elixir U’s tooltip is bad. You gain a random debuff in addition to Quickness, not a utility skill.
- Elixir S also breaks immobilization in addition to stuns, and can be used while dazed
(edited by Nautix.9417)
Using the ranking system provided by ANet, there is a 200 point gap between 4th and 5th position, which is the largest WvW skill disparity, meaning that after the top 3 grouping is established, whoever is tossed into the meat grinder with the remaining team, has an extremely high probability to lose.
I currently play on Blackgate with about 30 other friends and guildmates, and we’re already looking to xfer off since we stand no chance against the night crews from any of the top 4 servers. We have faced all of the servers in the top 4 on a regular bases the past 2 weeks, it’s extremely evident there is no hope.
The situation for the 3 servers listed in the title is extremely simple: Try and win and you will lose forever. The only way to have a chance to win is to hope people will xfer to us that are good at WvW (which won’t happen, they will go to one of the top 4) or just roll over until we fall to a lower bracket so someone else gets screwed.
Potent Elixirs does not affect tooltips and provides seemingly random boon duration increases, or none at all.
- Does not affect Toss Elixir B at all
- Stealth from Toss Elixir S lasts 6 seconds instead of 4, but does not affect stability duration it can also provide
- Elixir B’s 10s buffs last 20s instead of 15 (+30% boon duration from Alchemy tree assumed.)
Elixir S is unaffected by Fast-Acting Elixirs or by boon duration increases.
Boon duration bonuses do not affect Invigorating Speed or Infused Precision traits.
Cleansing Formula 409 occurs before the effect of Elixir C, so you gain less boons than you should. Elixir C also has a duration, which doesn’t make sense for what it does. Toss Elixir C gives a random boon, even if the target has no conditions.
Might given by Toss Elixir B only last 10 seconds, instead of 30.
Elixir U only last 4 seconds instead of 5, and is unaffected by Potent Elixirs. Toss Elixir U does not create a random spell (as per the tooltip), it is either a Stealth Field or a Smoke wall. If there are suppose to be other random effects, they do not work.
Using Elixir S force swaps back to default weapon set and prevents using 1-5 abilities, although this is not outlined on the tooltip.
Blowtorch, Fumigate, Poison Dart Volley, and Flame Jet miss a huge amount of destructible objects (turrets, target dummies, gates, etc..) They are also completely unreliable to hit targets when the player is moving, even with a priority target.
Explosive Shot explodes at the end of it’s range, not just when hitting targets.
Coated Bullets allows you to attack a single target multiple times with a single shot from Explosive Shot, by attacking at max range or if the shot stops after passing through the target in close proximity (shooting down from a high ledge, or when the target is against a wall, for example.) It also causes an extremely high amount of damage when enemies are tightly clustered, and causes the damage done by Engineers to fluctuate at an exponential rate based on circumstances.
(edited by Nautix.9417)