Light arena should affect 10 targets. There. I said it.
I think it should affect 10 targets only if you’re above the heat level, that would make more sense.
I can live with that.
At the very least offhand weapons should have some synergy with heat. After that, I’d look to gadgets, elixirs, and turrets in that order (or all of them).
Light arena should affect 10 targets. There. I said it.
Best I can tell, there is nothing on the sword attacks other than lightning streaks when you swing. As for grenade barrage, you throw 6 Bolts all in a straight line. -_-’
They really should just give Bolt the projectiles from Meteorlogicus, the current projectiles are horribad.
The quickness on sword (and lasting longer based on heat) is a compelling enough reason alone for me to seriously look at sword. Especially when I get to keep the meat and potatoes of Engi condi with the pistol offhand.
It is important to keep in mind that this is a test for gliding in WvW. If we discover with this test that gliding is not appropriate for WvW, we will disable it.
Bolded for missing emphasis
To be honest, looks like we are effectively getting an inverse version of necro shroud.
I always thought a neat gimmick would be to make this projectile finisher affect all targets in the AoE (honoring the 5 max of course) rather than those just hit by the projectile itself. Might have to reduce the trigger to be 75% or 50% to avoid abuse, but it would be effective and thematic to the kit without playing the simple raw power creep game.
I asked Grouch about this when the kit was released, and either I asked it wrong, or his explanation was confusing cause I thought that would be the intended behavior.
Regardless, it was nice to ditch the old Mortar in favor of this one (aside from looking like a blunderbuss), but I think a another look at it couldn’t hurt.
There is a graphical issue with this tool where the jet of ice shoots straight up into the air instead of at the tree being harvested.
Still not fixed with 1/28 patch.
I don’t know why the last thread was deleted, but I’ll repost it.
After this weeks patch several skills with engineer kits that are designated as ‘elixir’ are no longer effected by Alchemy line traits:
Alchemical Tinctures
- No longer applies the condition removal to Elixir Gun skills #4 & #5
HGH
- No longer applies the duration in crease to Mortar Kit #5
All other effects of these two traits not mentioned (might application, cooldown, etc…) here appear to still be functioning.
(edited by digitalruse.9085)
None of the previous gliders, nor the appearance packs, have been able to be gifted before…
So that wasn’t intended? At least for the separate glider?
The Exalted Glider was always giftable, which is why I even thought to try and get this one. But yeah, some of the appearance/cosmetics items are not giftable. There could very well be a good reason for that.
UPDATE:
From Rubi on Reddit:
So I thought that sounded weird and I checked into it. That is not intended behavior and the commerce team is going to fix the bug. (Thanks commerce crew!)
Account unlocks arent giftable, i think
You can buy the Exalted Glider as a gift… so… yes… not sure myself. :/
I have a IRL friend who started playing GW2 with me recently. Their experience is potentially interesting to highlight in some later post, but ANYWAY!
They saw the new Wintersday Glider on the gem store and were immediately taken by it (they happen to really like snow). So, I thought it would make a nice gift for them considering they don’t have a lot of gold as they only started playing. I cashed in some gold for gems and set out to pick them up. Much to my dismay, this glider skin cannot be gifted.
My initial reaction was “Hmm… that might be so people don’t waste money on accidentally buying something for a non-HoT player. Sad, but I can see how that makes sense.” Then I looked at the exalted glider and noticed that I could gift that without issue. Now it was looking more like a simple bug. So, I opened a ticket with support to see what was up.
The response was quite prompt, but I was told:
Just checked myself it seems that is how it’s supposed to be. I apologize for the inconvenience.
Really? Well… okay… so I responded and offered that it may cause frustration or confusion as the exalted glider can be. To which I was told:
This wold be a great ting to post on the forums, It would help other people who may get into the same situation as yourself.
So, as the newly appointed Communications Officer for Glider Skin Purchase and Distribution, I am fulfilling my duty as assigned. Consider yourselves duly informed.
Hello there.
I can’t really submit a bug request for these, so hoping this might catch someone’s eye. They can interfere with the ability for folks to hit the AR for scale 100 and maintain some cosmetic choices.
1.) +5 Stat, +5 Agony Resist Infusions
Some of us spent some decent money on making these. It would be nice if they were upgraded to the new +7 AR “baseline” or a MF recipe to upgrade them to +7 AR.
2.) Rime Rimmed Rebreather
Purely a cosmetic issue, but since it doesn’t have an actual skin, if you want to switch to an ascended rebreather, you lose the ability to have this skin. Related to this, there is still no great solution for the Queen Bee or other cosmetic accessory enhancements.
Thanks
Agreed. BWE2 was right near the sweet spot.
Nope and it is not limited to these skills/traits either. My BoB and Orbital Strike only queue up about 50% of the time.
Can someone double check AMR and Cleansing Burst? Doesn’t seem to have been fixed as noted.
Tested a few times in PvP. Does not reset HT Overcharge.
(edited by digitalruse.9085)
While the blaster boost is welcome, HT lets me do most of these things with smaller risk.
The tiny, ground targeted, buff bottles are just too clumsy for me to take seriously.
Can you give some more detail? Traits? Runes? Boons?
I have found a few “stealth” changes. One was that Elixir Gun skill #2 (Elixir F) has now been changed to Glob Shot to avoid confusion on HGH.
As promised I have gone through the last two months of patch notes and updated the google doc and front page. This required testing and confirming some of the bug fixes.
I am now in the process of going through the forum posts to grab the new bugs.
I also moved all the closed ones to the end of the doc to help with clutter.
Greetings.
I am trying to track down a guild to join with who does their missions in the late evenings (8PM or later PST) on the weekdays or any time on the weekends.
Not looking for anything full time.
Thanks!
So… I’m really sorry to players and the devs to have disappeared on you.
Real life is real life and I won’t lie, what little time I had I did spend in game. My time has freed up though, so I am going to begin the process of updating the Google Doc with the recent patches that fixed things first, and then go through this thread to catalog and test where appropriate.
Thanks and I hope to have updates rolling in here quickly.
Hey there ANet folks.
I know there is an SAB mega thread, but I didn’t want this to necessarily get lost in the noise. With the addition of “regional” currencies, wouldn’t it make sense that these are added to the wallet as well? We know SAB will be back someday and I know my bank would appreciate a place to put these in the mean time as they are effectively a dungeon token or region currency like the others already added.
Thanks for your consideration.
I’ll look into this to figure out what the issue is as skill queue for Revenants should work like other professions.
It’s worth noting that all professions have been having various issues with queuing skills since the June Patch.
It’s also worth noting that the skill is unblockable. I know that is not a huge deal in PvE, but a nice benefit all the same.
They do stack, but it does not appear to be additive. I used a stop watch and timed energy regen with vigor, with adrenal implant, and with both. There is a difference, but it is only slight most of the time.
It’s listed in the Official Unofficial Bug list.
Did you also put it in the Unofficial Official Bug list?
I knew I forgot something.
Several of the statements made about old traits being baseline have been added to the Official Unofficial Bug List in those forums (see sig). I’m hopeful if they are a bug, it gets fixed and if they are not that we get that clarification so we can have the discussion about that decision separately.
It’s listed in the Official Unofficial Bug list.
Come join the Asura Master Race in Rata Sum and avoid the stress of bookah architecture!
(P.S. – I actually really like the way the new LA looks and feels. A lot. But I’ve never considered it to be a hub for me, personally.)
I’m not gonna lie, I was more overwhelmed with getting all the data moved and documented. I did quick tests that made the bugs still look good on the surface or caught the fixes not in the patch notes.
Speaking of which, if a red is reading this, can we meet half way on two things?
- To make the patch notes concerning professions and bugs as thorough as possible.
- A simple confirmation if some of these items are a bug or by design.
Not to be petulant, but if the players have to communicate or coordinate with one another cause we aren’t hearing anything or reading anything in the patch notes, it gets frustrating. This list could also be culled significantly based on feedback on the second item.
Lastly, I am testing by using training dummies, golems, and the profession NPCs in HotM. It can make it hard to test some things that require active engagement. If anyone reading this is willing or able to help test, I would greatly appreciate the help. I had been relying on my guild mates and in-game friends, but it is getting a little selfish of me to keep asking for their time to basically sit there or attack in very specific ways.
I am going to thoroughly review each bug on the list and add a tag to indicate as such riffing on the Mythbusters standard of Confirmed, Inconclusive, or Not Observed.
Thanks again everyone.
(edited by digitalruse.9085)
Modified and reopened. I also made it so people with the link can leave comments directly in the doc if they want. Might help with copypasta.
I think this could easily remedied by only using the name “Elixir” only on those skills affected by HGH and use specific flavor text to help distinguish them apart from those that should be affected by “Alchemical Tinctures”. For example, under their current implementation:
HGH – Elixirs grant might, have reduced recharge, and have increased duration.
Alchemical Tinctures – Throwing or consuming elixirs removes conditions from those affected. Your boon duration is increased.
Super Elixir – EG#5 – Launch an elixir orb, healing allies on impact and creating an area of continual healing. (HGH = Yes, AT = No)
Elixir A – EG#4 – Leap backward, launching an acidic elixir on the ground that damages nearby foes. (HGH = Yes, AT = No)
Gunk Shot – EG#2 – Fire a bouncing glob of gunk that cripples foes and grants swiftness to you and allies. (HGH = No, AT = No)
Elixir Infused Mist – EG F Skill – Aerosolize a soothing elixir into the air, granting regeneration to yourself and allies. (HGH = Yes, AT = No)
Elixir Shell – Launch a mortar round loaded with an elixir that heals allies the target area. (HGH = Yes, AT = No)
The other utility elixirs leave little ambiguity, so I’m not as concerned about them.
I dunno. That’s just riffing.
Interesting. I tried it with Bandage Self to make sure Cleansing Burst wasn’t giving me false positives. I’ll play with it some more. Thanks for the info!
To be honest, I was shocked that the airship wasn’t moved to the aerodrome in Lion’s Arch… or just Lion’s Arch period. Seems odd to leave it in that low level area and have the icons confuse people. Especially since they got rid of the golem on the ground who teleports you onto the ship.
Elixir gun skill would benefit greatly by consistency so we knew how they should behave. Right now Acid Bomb gives just the Engi 2 stacks of might compared to other elixir AoEs. Both the bug entries for that kit play off each other. Thanks for the thee catch. Clearly a victim of copypasta.
Also, the issues with Forceful Explosives is near the bottom under “MISSING TRAITS, BASELINE CHANGES, SKILL SYNERGY”.
Just a quick FYI, I had the time to go through and update this thread again:
https://forum-en.gw2archive.eu/forum/support/bugs/Engineer-Bugs-Updated-Consolidated/
Unfortunately, the number of bugs and providing good details means that I have run out of space and in order to make my life easier (copy/pasting, formatting, no 5000 char limit, etc…) I have moved it all to a Google Doc.
https://docs.google.com/document/d/1HBlzEiPeAFJdwwf-PZktTcZToL2ZseZYCb2Jxm8v8xU/edit?usp=sharing
Please feel free to review and provide any additional details in the bug forum thread. Based on the last bit of patch notes, it certainly looks like the reds are following it.
I noticed a new thread popped up here with some additional bugs that were not already on the list. I’ll test and add them ASAP.
Thanks again to everyone for reporting and testing the bugs. With good documentation I’m hopeful we’ll be able to get them squashed quickly.
Hey all. After some decent work on this, I have updated the first post with a link to a google doc and removed all the info from the first couple of posts. I will probably add the change log in one of them so people can see at a glace what is happening.
I’ve retested all the bugs to the best of my ability.
Gotta run, but let me know if I missed anything, have misrepresented/misinterpreted your report, or if there is more I can do make it better.
(edited by digitalruse.9085)
not working in the same description says it does not remove conditions and also try not remove conditions with elixir gun and toll belt skill( healing mist is a example or super elixir)
I can’t tell you why it was designed that way, but it is clear they wanted to limit tinctures to utility elixirs and their respective tool belt skills. If you want to be technical/pedantic the other skills you mention are either launched or aerosolized. HGH, on the other hand, isn’t as discriminating as tinctures as it states it applies to all elixirs. (There are still other bugs with those though.)
It’s an inconsistent behavior, but I also recognize that we are the only profession with these “floaty” projectiles. I’m not too worried about the suspension of disbelief aspect. My expectation is that the trait by increasing speed doesn’t necessarily mean changing the trajectory. It’s pretty aggressive too. I’d say it cuts the arc by half making them essentially travel in a straight line to their target.
A good example was fighting the Ascalon Capt in FotM and if he was on the hill and I was at the bottom of it. It’s not a big hill or even a piece of terrain you’d normally make not of, but I basically couldn’t hit him with grenades while traited. When this trait was disabled, I did not experience this issue.
EDIT: Screenshots before and after. Same spot, same target.
(edited by digitalruse.9085)
Not really a bug (maybe it is), but I find that the grenadier trait is “cheating” in the way it is providing “increased speed”. The actual velocity of the grenades remains unchanged and instead what you are getting is a shallower trajectory. This means the grenades have less total distance to travel and are “faster”.
This presents a tremendous problem using grenades with this trait on as it makes hitting targets with inclines or hills between you and them incredibly difficult or impossible. This is easy enough to test by standing at the base of a hill or stairs and trying to either throw over that hill or throw from the stairs to the flat landing at the top with the trait enabled and disabled.
The trait needs to be adjusted/corrected so the actual projectiles travel faster when enabled but in the same trajectory as when they are untraited.
Alchemical tinctures this trait dont work with elixir X and elixir gun( 4 and 5 are a elixir and toll belt skill are elixir to) is a bug ?
If you read the trait it says Elixirs that are “thrown or consumed”. It should work with Elixir X, but EGun 4 & 5 (if we read the trait) are working as expected.
Also, I haven’t forgotten about this thread; just bad timing for me. I have stuff in a text file and google doc. We have to retest a lot of these anyway, so I’ll start posting updates ASAP.
I can’t tell you why it was designed that way, but it is clear they wanted to limit tinctures to utility elixirs and their respective tool belt skills. If you want to be technical/pedantic the other skills you mention are either launched or aerosolized. HGH, on the other hand, isn’t as discriminating as tinctures as it states it applies to all elixirs. (There are still other bugs with those though.)
If you read the trait it says Elixirs that are "thrown or consumed".
Phew. Back from the holiday weekend and I’ll get crunching on what you all have provided.
https://forum-en.gw2archive.eu/forum/professions/necromancer/Upcoming-Changes-1
Have a look. The engi part of that file need to be updated with all the bugs we found and tested.
I don’t have access to that document (and it is missing a lot of Engi data), but Josh does say he is tracking threads too, so he has likely seen this one. That said, due to the 5000 character limit, I’ll see about migrating all these to a main Google doc as well. If anyone wants edit rights (including Josh or another dev) then they can PM me.
Hopefully people don’t get too hungup in any perceived interaction Josh is providing in that document as favoritism or some such. I think it shows that everyone is willing to have skin in the game to get these things squashed as quickly as possible and tremendous amount of collaboration is going on. That’s good news.
I actually suggested a LONG time ago that ANet consider setting up a bugzilla system to help not only them track these sorts of things, but to also allow players to self maintain and police them as well. No MMO has every really done that, but I also appreciate the tremendous risk and efforts required to keep such a repository online and effective.
Anywho… I’ll get cracking.
(edited by digitalruse.9085)
It gets bugged easily. Otherwise it’s a decent challenge.
This is the primary reason. I’ll do it with experienced guild groups, but it’s too easy to get stuck.