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Issues with character art, weapons, or armor?

in Bugs: Game, Forum, Website

Posted by: mooosicle.2680

mooosicle.2680

Sylvari Male Necro L80

Cultural T2 light “Orchid” boots do not re-dye. They were transmuted with a L80 item for stats. You can change the dye but it will not save. Sometimes taking them off will also crash.

In screenshot I can’t get rid of the orange part.

Also, I reported a similar problem for T1 “Snapdragon” light cultural set in the past, and I saw it was fixed today, color dyes work again. Thanks

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Seeing map/armors/stuck/weapons or other art issues?

in Bugs: Game, Forum, Website

Posted by: mooosicle.2680

mooosicle.2680

The rifle “Spectral Wave Modulator” is too long/large and the front of the rifle will clip through the ground. I suspect other large rifles such as the Charrzooka suffers from a similar situation. Please allow the avatar to hold rifles at a more upward angle in the “rest” position (when not firing in combat)

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Are backpacks bugged or am I doing it wrong

in Players Helping Players

Posted by: mooosicle.2680

mooosicle.2680

I’ve had a difficult time getting backpacks to accept crests or jewel addons. For the L80 spineguard you get from the storyline, it accepts anything fine. However, for the L60 guild packback, I’ve tried both L65 and L80 crests, as well as L80 masterwork and exotic jewels (the correct one that you can add).

The simplest answer I can think of is that only L80 backpacks can accept L80 addons, but can anyone clarify? Buying a separate L80 guild packback is rather expensive for a single test. Also I thought weapons and armors can accept higher runes/sigils so this would seem like a strange limitation.

Back Items Without Level Requirements Only Take Tier 1 Gems

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Posted by: mooosicle.2680

mooosicle.2680

Guild backpacks (Guild Defender Backpack) is not accepting gem upgrades, although story mode back braces are.

Unless there’s some sort of weird balance issue, I believe this is a bug.

Shard of the Deep visual bug

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Posted by: mooosicle.2680

mooosicle.2680

When scepters are sheathed by characters, the character’s right hand puts it on his left hip and the weapon position reflects that (the end of the scepter is pointed down, behind the character).

With Shard of the Deep, the end of the scepter is pointed up, and doesn’t look sheathed, it sticks way out the front (instead of the back of the character) in an awkward position

I realize this visual bug isn’t exactly a game breaker but it would be more visually pleasing if the Shard of the Deep was sheathed “correctly”

Unshakeable/Defiant sometimes works, sometimes doesn't

in Players Helping Players

Posted by: mooosicle.2680

mooosicle.2680

I’ve read the wiki and I understand the concept, but sometimes I notice a boss DOES have stacks of Defiant yet CCs works on him. I’ve just ran informal tests with a Flesh Golem’s charge and the boss absolutely gets knocked down with 2+ stacks of defiance, but other times completely ignores it

I also notice during HOTW’s aquatic bosses where water control skills seem to work on them fine when they have defiance stacks up

Is it buggy or is there something I don’t understand about the mechanic?

Transmuted Snapdragon set can't dye/crash

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Posted by: mooosicle.2680

mooosicle.2680

I transmuted a Heart of the Wave Svanir Light Armor set to the Tier 1 Sylvari Snapdragon light armor set. I changed the dyes but two of the armors (Chestpiece and shoes) ‘s dye layout does not change anymore, it won’t save. The Remove Dye option does not work either once you exit the dye screen.

It also crashes sometimes when you either remove the chest/shoe or equip an alternate set

This issue happens on male sylvari character

[Necromancer] Lingering Curse & Blood Curse tooltips are wrong

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Posted by: mooosicle.2680

mooosicle.2680

The first attack of the scepter Blood Curse is incorrect. It does 5 ticks of bleed not, the 4 seconds on the tooltip. Tested with no traits and no condition duration.

Lingering Curse trait (33% to all scepter duration) is also mis-labeled. It is doing something more than 33%. It is doing one sec more than multiplying it by 1.33 would yield. 5 sec (blood curse) * 1.33 = 6.65 seconds (no other duration boost) but it has 7 ticks of bleed, not 6.

I also tried getting 23% duration increase with traits, with a 10% bleed sigil for a total of 33% duration, and it yielded 6 seconds of bleed

Summary: Blood Curse tooltip should say 5 seconds of bleed. Lingering Curse is significantly more than 33% boost (bug?)

(edited by mooosicle.2680)