Showing Posts For Anymras.5729:

Why can't Engineers use hammers?

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Posted by: Anymras.5729

Anymras.5729

The interview says every class, every weapon, including scepter and focus. I have no idea how they’re going to handle some of these things, but I’ll be glad to get different weapon choices.

Possible engineer skill bug

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Posted by: Anymras.5729

Anymras.5729

They don’t seem to give a kitten about fixing Engineer bugs – they don’t acknowledge threads regarding them, even when they’re things that are unquestionably bugs. Asking them to give us an answer about whether something’s intended is just about as pointless as reporting the issues is seeming.

[BUG] Turret Bugs (compilation)

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Posted by: Anymras.5729

Anymras.5729

https://forum-en.gw2archive.eu/forum/support/bugs/Fifteen-possibly-sixteen-Turret-Bugs/first#post2601719

I figure I may as well just post this here, in case anybody wants to go through, and conjure up something of substance to bump the bug threads with.

When I saw that a staff member was going through and adding things to the tracker, see, I tried to bump the threads in order to hopefully get them acknowledged. Unfortunately, it’s awful difficult to come up with ‘something of substance’ for a bug that I already reported, without having anything else to say about it.

Anybody else wants to, go ahead.

Turret Bug List [It's finally shrinking!]

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Posted by: Anymras.5729

Anymras.5729

I know, right?

On a side-note, somebody mentioned that the large world bosses like the Fire Elemental and the three Dragons are actually tagged as inanimate objects, for some reason. I’d ask if there was any comment from the staff about that, to either confirm or deny, but they obviously don’t feel like saying anything in this thread, or any of my more specific threads.

Meanwhile, a Warrior mentions that a particular trait or skill is doing something odd – and they get “Yeah, we’re currently tracking that,” within nine hours. Guardian mentions that a Mace skill can be manipulated oddly? Half an hour.

“This whole kittening skillset has twenty godkitten bugs, and here’s what they are.”
Eight days later, I ain’t seen kitten.

Dear Anet: This is why I have never, and at this rate, will never, put a single godkitten cent into your gem store.

Also, mods, I don’t care that I’ve been infracted, as long as somebody kittening gets the godkitten bugs acknowledged. You can ban me, if you like, as long as somebody is made aware of these godkitten bugs.

(edited by Anymras.5729)

Necromancer Marks don't affect FE

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Posted by: Anymras.5729

Anymras.5729

…large world bosses are classified as inanimate objects? Seriously? What kind of moron would – oh, who am I kidding. That sounds about like Anet.

Necromancer Marks don't affect FE

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Posted by: Anymras.5729

Anymras.5729

Immobile targets are, in general, environmental features – Unstable Ice Formations, for example, are an environmental thing, so it kind of makes sense that they wouldn’t activate Marks.

However, neither Necromancer Marks (from the sound of it) nor Engineer Turrets register World Bosses as hostile. If this behavior is intentional, I’d love to hear an explanation.

Necromancer Marks don't affect FE

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Posted by: Anymras.5729

Anymras.5729

As the title says, Necromancer Marks (Staff skills 2-5) are not triggered by the Fire Elemental, even when placed directly under it. They also do not appear to be triggered by Unstable Ice Formations.

If my experience with the Engineer’s Turrets against the Claw of Jormag, Tequatl the Sunless, and the Shatterer are any indication, these staff skills may not be affecting the dragons, either. Anybody know anything about this? My Necromancer’s level 30, so I can’t test this one myself.

Chests in Champ's Pavilion can 'eat' people

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Posted by: Anymras.5729

Anymras.5729

I’ve seen this bug with basically any chest larger than an Asura – my girlfriend, particularly, has bad luck with it, getting stuck in chests about half the time.

[BUG] Turret Bugs (compilation)

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Posted by: Anymras.5729

Anymras.5729

I will keep bringing this to the front page, either with requests for people to inform me of any unlisted Turret bugs or with simple bumps, you have my word. This isn’t even a list of balance concerns – I’m just godkitten frustrated that these bugs haven’t even been acknowledged.

In the time this thread’s mirror has been on the Game Bugs forum, I’ve seen the following issues get responded to:
A mention that Mace #3 skill and other counterattack skills can be prevented from counterattacking, thus extending the block, by jumping. Thanked for the report.
Somebody didn’t get their Salvage-O-Matic, and was told to try clearing their mail.
Somebody mentioned a bugged Personal Story boss…and was then told it was fixed, with a link to a different subforum.
People reporting sound issues have been linked to another thread, wherein the bug is said to have been fixed (with the fix being delivered in the next update).
Somebody had what ‘Unique’ meant explained to them.
The PvP Quality Assurance Embed thanked somebody for reporting a bugged runeset.

Meanwhile, several threads regarding Turret bugs have drifted, without so much as a “We’ll get around to it,” into the “Yeah, you’re never seeing these threads again unless somebody necro’s them” zone.

Turret Bug List [It's finally shrinking!]

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Posted by: Anymras.5729

Anymras.5729

Did you? Well kitten , dude. Thanks for the effort – it’s sad that we feel we have to do things like that, but if nobody acknowledges the bugs, then how’re we supposed to know they know about them?

I will keep forcing this kitten thread back to the front page until they at least acknowledge that the bugs exist. I’m not even asking for them to be fixed quickly, or prioritized, I just want the staff to acknowledge that the bugs exist. I have no idea why this is so apparently unreasonable.

Issues with Mortar Elite Responsiveness

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Posted by: Anymras.5729

Anymras.5729

They’ve never even acknowledged the issues the Mortar (or other Turrets) has, at least not that I’ve seen. They might fix it sometime in the next year – but that’s also what we’ve been telling ourselves for the last year.

[BUG] Turret Bugs (compilation)

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Posted by: Anymras.5729

Anymras.5729

New bug discovered: The following turrets do not contribute toward Condition Applier properly.

Net Turret: Never counts toward it, no matter how many shots fired; overcharge does nothing.
Rocket Turret: First shot does not count toward it, all other shots do. Overcharge did not change results of Shot #1.

Eng.Turrets Don't Contribute to Achievements

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Posted by: Anymras.5729

Anymras.5729

Some Turrets also do not contribute properly to achievement ‘Condition Applier.’

Net Turret does not count toward it, despite applying Immobilized. Overcharging has no effect on the bug.
Rocket Turret’s on-placement shot does not count toward it, despite applying Burned; overcharging has no effect on the bug. Shots after this attack do count toward the achievement.

If not listed, the turret functioned properly in testing, at least as far as I could tell. I will perform follow-up testing next time Condition Applier is available.

[BUG] Turret Bugs (compilation)

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Posted by: Anymras.5729

Anymras.5729

Your video with the AoE circle demonstrated unequivocally that the issue lies with Turret hitboxes; the monsters may simply have huge cleave radii, after all, while that video you posted clearly demonstrates that turrets will take damage even when you do not.

Fun fact: I’ve counted up all of the separate bugs in this thread, with the mindset of ‘Each Turret affected by a general bug is a separate instance of it, and therefore counts as another bug.’ Rocket Turret doesn’t attack Claw of Jormag? Separate bug from Rifle Turret not attacking Claw of Jormag.

Current total is 60 bugs, due largely (full disclosure) to the tendency of the bugs to affect more than one turret.
Every world boss besides CoJ, Shatterer, Tequatl, and the Fire Elemental which is not attacked by turrets will increase this number by five.
Every achievement Turrets do not contribute to (I must test whether they contribute to Condition Applier, for example) increases the number by however many turrets do not contribute to it.
Every zone in which downleveling does not apply to the first shot fired could increase the count by four (the number of damaging turrets), if I had decided to count that particular bug in that particular fashion.

And this is after just about a year.

Turret Bug List [It's finally shrinking!]

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Posted by: Anymras.5729

Anymras.5729

I’m going to continue bumping this to inquire for more turret bugs; I know there’s probably more esoteric issues than I have listed here, I just need to know what they are so that I can attempt to confirm and codify them.

Also be pretty nice to see some stafkittennowledgement of the issues; this is almost twenty bugs that affect the Turret skill type in general. If I were to break them down into individual bugs, like ‘Rifle Turret does not attack Claw of Jormag,’ I’d undoubtedly be banned or infracted for spamming by starting…lessee.

Twenty (or more) threads for Turrets not attacking World Bosses (One for each Turret that ignores each World Boss; as I discover more World Bosses that are ignored by Turrets, more threads)
Six threads for Oversized Horizontal Hitbox (One for each Turret that has an oversized hitbox)
Six threads for Inaccurate Fire Rates (As I recall, the Healing Turret used to have a Fire Rate of 3 seconds listed, so one thread for each turret with its inaccurate fire rate)
Two threads for ‘The Overcharge doesn’t improve fire rate’ (one for Rifle, one for Net)
Two threads for ‘Overcharging early has odd results’ (one for Rifle’s forever-boosted speed, one for Net’s occasional failure to function after Shot #1)
Six threads for ‘Activating the Overcharge while the Turret is airborne through use of Deployable Turrets doesn’t trigger the Overcharge, but it does start the cooldown’ (one for each Turret with a failing Overcharge)
Four threads for ‘On-placement Turret shot not affected by downleveling’ (One for each Turret that deals disproportionate damage on the shot fired immediately after placement; potentially more if I decided to list them by zone instead)
One thread for ‘Cleansing Burst doesn’t contribute to Condition Remover’
Three threads for ‘Skills interrupted by Overcharges don’t contribute to Skill Interrupter’ (One each for Rocket, Thumper and Net Turrets)
Six threads for ‘Skills interrupted by Turret Detonation don’t contribute to Skill Interrupter’ (One for each Turret)
Four threads for ‘Rifled Turret Barrels does not improve on-placement shot damage with Turret [X]’ (One each for Rocket, Rifle, Thumper and Flame turrets)

That’s a total of 60 or more separate bug threads, if I were to get technical about it.

So this is a call-out to any member of the moderation staff, as I need to know: Would that be spamming? ‘cause that seems like it’d be spamming, to me, but the Best Bugging Practices also say: “Do not post more than one bug per thread: lists of bugs are not very helpful to us because we’re frequently sending thread links to specific people who may not be able to address the other bugs you’re reporting. Please make a separate thread for each bug you’re seeing. [edit] This is with the exception of a staff request for bugs to be consolidated.” Given the lack of any manner of response (as far as I am aware) to any of these bugs in the entire duration of the game’s release, I feel I must wonder whether nonadherence to the Best Bugging Practices is the cause; admittedly, it seems a trifle…odd for that to be the case when you have a PvP Community Coordinator thanking people for reporting bugs in the Personal Story, but if I need to, in the opinion of the staff, break this into 60+ threads to get these bugs addressed, I will.

I’m not even asking for a “We’re working on it!” or anything. I just don’t want a repeat of Scope happening, where nobody seemed to give a kitten that it was broken (and apparently had been since Beta) until somebody posted about it on the sPvP boards 285 days into release. As far as I can tell, the staff didn’t even know it was broken until that point – so I do hope you’ll forgive my persistence in asking for somebody to just say whether they are aware of these issues.

Improving Engineer's Main Hand Weapon choices

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Posted by: Anymras.5729

Anymras.5729

I’ve actually never had that much complaint about the turrets focusing on what’s nearest to them, as opposed to what I’m firing at.

Now, them trying to fire through walls, or at destroyed objects, now those I’ve had issues with.

Mace for engineer

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Posted by: Anymras.5729

Anymras.5729

I like the idea of some of the weapons being able to synergize with skillsets in that particular fashion; hammer, mace, and torch could all be seen as methods to repair or improve turrets, for example. They’re supposedly working on allowing all classes to use all weapons, so…

[BUG] Turret Bugs (compilation)

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Posted by: Anymras.5729

Anymras.5729

That’s part of why I was having difficulty confirming the hitbox anomaly, actually – they don’t catch single-target attacks meant for you, just AoEs and probably cleaves.

Improving Engineer's Main Hand Weapon choices

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Posted by: Anymras.5729

Anymras.5729

We’ll be getting more weapons soon; their intention is reputed to be to give every class every weapon.

Other than that, I think many of the issues (at least dealing with Turrets) could be handled by, I don’t know…fixing the bugs. The fire rate bug (if it’s not intended, not that anybody seems halfway interested in bothering to tell us so), in particular, is holding turrets back.

Turret Bug List [It's finally shrinking!]

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Posted by: Anymras.5729

Anymras.5729

And you, ours, for your own issues. I wish they’d take a break from pumping out this Living Story tripe and fix the bugs that already exist.

Turret Bug List [It's finally shrinking!]

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Posted by: Anymras.5729

Anymras.5729

Tested the following to check for Rifle Turret Detonation bugs when involving the Healing Turret:

  • Healing Turret Toolbelt + Rifle Turret Detonation (First attempt, the Rifle Turret did not detonate until the end of the Toolbelt skill’s animation; unable to replicate issue)
  • Healing Turret Overcharge + Rifle Turret Detonation during animation (Works fine)

Anybody have any more information, or turret bugs to add to the list?

Turret Bug List [It's finally shrinking!]

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Posted by: Anymras.5729

Anymras.5729

Now that I think about it, I recall somebody mentioning a bug regarding Rifle Turret’s detonation and Healing Turret’s overcharge having some bizarre interaction; anybody know any more about this issue?

I figure, if Anet isn’t going to test or fix our turrets, I might as well get as much information about what’s going wrong as I can.

Engineer tips & tricks?

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Posted by: Anymras.5729

Anymras.5729

Super Speed + Rocket Boots: You jump just about double the distance – or at least the overall movement is doubled, according to tests I performed in Hoelbrak, using the walkway panels as my measuring stick.

Other than that…I’m sure there’s a lot of crazy tricks with kits. I know one is that you can prevent being launched by Acid Bomb by dropping the Elixir Gun, or you can double-trigger the field it creates by using Rocket Boots to fly right back into it.

Need some help - Queen's Gauntlet Windcaller

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Posted by: Anymras.5729

Anymras.5729

What I did was use a Static Discharge/Turret build, but it was a close thing and full of “Argh! kittening tornadoes!”

Thinking back, I’d probably have used Elixir X (for the stability) and hoped to get the Rampage form in order to blitz as much damage into her as possible.

My engineer seems squishy...

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Posted by: Anymras.5729

Anymras.5729

Armor and equipment appropriate to your level definitely helps. Take up Leatherworking, if you haven’t already, and make yourself some good gear, or buy it off the trading post.

Fields of Ruin NPCs fighting each other

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Posted by: Anymras.5729

Anymras.5729

It’s entirely possible that the Ebon Vanguard and the Ash Legion Scout are simply acting out a portion of an event which isn’t being noticed due to the Champion’s presence – if I recall correctly, the Ebon Vanguards and Ash Legionnaires are part of at least one event that requires talking them into not fighting.

Fields of Ruin NPCs fighting each other

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Posted by: Anymras.5729

Anymras.5729

In theory, there would be a faction system in place to determine what will attack what (say, the Black Citadel faction will attack the Ascalonian Ghost faction, and so forth), but I’m not sure if anything like that is being used.

My current turret build, thoughts?

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Posted by: Anymras.5729

Anymras.5729

Testing (Lion’s Arch dummies, Heart of the Mist Target Golems, and some mobs just outside Lion’s Arch) indicates that…the on-placement shot is not affected by Rifled Turret Barrels, but otherwise is functional. On a high note, it seems to be working. On a low note, I now have yet another bug to add to the list, which can be found here:
https://forum-en.gw2archive.eu/forum/professions/engineer/BUG-Turret-Bugs-compilation/first#post2588381

That is a list of known bugs currently affecting Turrets.

My current Turret build:
http://gw2skills.net/editor/?fcAQJAqelIqyUntSZF17IxoHke0bO0jEb4FDqQeB

Turret Bug List [It's finally shrinking!]

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Posted by: Anymras.5729

Anymras.5729

And now there’s yet another bug discovered.

Rif.Tur.Barrels – no damage bonus on shot #1

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Posted by: Anymras.5729

Anymras.5729

Rifled Turret Barrels does not apply its damage bonus to the shot immediately following placement of the turret, much as downleveling does not apply to said shot.

This is now the fifteenth definite bug I have found applying to Turrets.

Turret Bug List [It's finally shrinking!]

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Anymras.5729

I noticed that, too. If they’re not ignoring Engineers, then they could really stand to actually show it. We have two skillsets that have some massive malfunctions (Kits with cosmetics, Turrets with…well, all of this), and neither has been actually addressed in the last year – though at least they’ve demonstrated awareness of Kit issues. This is why I quit the game for a few months, haven’t put a single cent into the gem store, and likely never will, due to their apparent apathy toward particular classes and ivory tower attitude.
With Living Story being the only thing they seem interested in working on, I may well quit again – it’s terribly written, buggy, and keeps the rest of the bugs of the game from being addressed due to causing new ones in time-sensitive content.

I guess at least they didn’t try to tell me that turrets’re working properly.

Pistol/Shield, no kit engineer possible?

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Posted by: Anymras.5729

Anymras.5729

I’m currently using a Pistol/Shield build (0/10 (Hair Trigger)/30 (Metal Plating|Reinforced Shield|Rifled Turret Barrels)/0/30 (Static Discharge|Leg Mods|Adrenal Implant)), with a full set of Turrets. It works surprisingly well, though I’ve never been enough of a fan of WvW to really test builds there.

Turret Bug List [It's finally shrinking!]

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Posted by: Anymras.5729

Anymras.5729

Seven threads have been made, in attempted accordance with ‘Best Bugging Practices.’ This thread will now function as a link hub for such threads. My apologies, moderators, if this is considered spam.

(edited by Anymras.5729)

Eng.Turrets Don't Contribute to Achievements

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Posted by: Anymras.5729

Anymras.5729

Engineer Turrets do not contribute properly to achievements “Condition Remover” and “Skill Interrupter;” conditions removed by the Healing Turret’s Cleansing Burst does not count toward Condition Remover, and skills interrupted by the Detonation of Turrets traited with Accelerant-Packed Turrets do not count toward Skill Interrupter. Turret Overcharges that Interrupt skills (Net, Thumper, Rocket) also do not count toward Skill Interrupter.

Eng.Turrets: First Shot Not Downleveled

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Anymras.5729

Engineer Turrets aren’t reacting properly to downleveling; a shot fired by a level 80 Engineer downleveled to level 9’s Rifle Turret placed in Metrica Province deals 137 damage on the shot fired immediately after placement (beginning the firing cycle’s rotations), for example, and 45 damage on all others (tested on the spiders next to the Loch Jetzt waypoint, with no points in Explosives traitline). If the turret does not attack immediately after placement, it will not do the extra damage.

Eng.Turret OCs Don't Act. When Mid-Deployment

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Anymras.5729

If using Deployable Turrets, activating the overcharge while the turret is in midair, before it touches the ground, doesn’t actually activate the overcharge – it starts the overcharge cooldown, but no overcharge occurs.

Eng.Turret (Rifle, Net) OCs Don't +50% F.Rate

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Anymras.5729

Engineer Turret Overcharges are also malfunctioning, particularly Rifle and Net turrets. These two turrets allege a +50% fire rate increase on their overcharge, but don’t deliver on it unless they’re overcharged immediately upon placement.
Otherwise, they continue firing at the same slow rate as before…although the Rifle Turret’s overcharge speed boost, if activated upon placement of the Turret, continues until it is removed from the field as long as it begins attacking during the overcharge, and the Net Turret’s Overcharge, if activated immediately after placement, seems to sometimes disable the Net Turret entirely.
The Rifle Turret Overcharge issue wherein it keeps the speed boost is one of the exploitable bugs.

Eng.Turrets Have Inaccurate Fire Rates

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Posted by: Anymras.5729

Anymras.5729

Engineer Turrets have an inaccurate rate of fire listed in the tooltip – or are malfunctioning and firing significantly slower than they should be, one or the other; pick one. Perhaps it’s an aftercast making it seem as though it’s inaccurate; nobody’s bothered to say anything, even to tell us it’s intended or to insist that the script looks fine.
Rifle Turret fires 10 shots in about 27.3 seconds; this gives it an effective fire rate of 2.73 seconds. Its listed fire rate is 2 seconds.
Flame Turret fires 10 shots in about 40.3 seconds; this gives it an effective fire rate of 4.03 seconds. Its listed fire rate is 3 seconds.
Net Turret fires 10 shots in about 130.2 seconds; this gives it an effective fire rate of 13.02 seconds. Its listed fire rate is 10 seconds.
Rocket Turret fires 10 shots in about 50.3 seconds; this gives it an effective fire rate of 5.03 seconds. Its listed fire rate is 4 seconds.
Thumper Turret fires 10 shots in about 49.9 seconds; this gives it an effective fire rate of 4.99 seconds. Its listed fire rate is 3 seconds.
Healing Turret fires 10 times in about 54.5 seconds; this gives it a fire rate of 5.45 seconds, but it has no listed fire rate, making it impossible to tell whether it fires more or less often than it should. Considering the pattern borne out among the other turrets, it seems likely that Healing Turret’s intended Fire Rate is 3 seconds.

Eng.Turrets Have Oversized Hitboxes

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Anymras.5729

Engineer Turrets have oversized hitboxes; the following video demonstrates this.
http://www.youtube.com/watch?v=RL-BWRKWkLY (thanks to Ambrecombe.4938 for providing this video, especially for confirming that it’s not that the AoE’s indicator is inaccurate).

As can be seen in the video, AoEs will affect turrets outside of their visible damage radius, but not players (as some AoE indicators are, themselves, inaccurate, the distinction must be made). This strongly suggests that the issue lies with turrets themselves.

Eng.Turrets Don't Attack World Bosses

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Anymras.5729

Engineer Turrets are ignoring large World Bosses (with yellow names), such as the three Dragons and Fire Elemental. I have video evidence of turrets failing to attack Dragons, but my software is rubbish at compression; it may be difficult to see. My apologies for that, but it’s not like it’s especially difficult to test for yourselves. https://www.youtube.com/watch?v=Ms3w2fEPTYk

Detailed description of bug: When Engineer Turrets are placed near the Fire Elemental, Claw of Jormag, Shatterer, and Tequatl the Sunless, they will not attack the World Boss, whether said World Boss is the only enemy in their attack range or merely the nearest. They will attack nearby mobs, such as the Fire Elemental’s Embers, Claw’s Veteran Icebrood, Shatterer’s Veteran Branded, or Tequatl’s Risen minions, but never the boss themselves.

Turret Bug List [It's finally shrinking!]

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Anymras.5729

Then that is what I will do; my thanks for the link in your own thread, by the way.

Turret Bug List [It's finally shrinking!]

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Posted by: Anymras.5729

Anymras.5729

Next time this is off the front page for a day or so, I’ll delete this thread and start one for each of the bugs, actually. Seven threads in all, due to consolidation of some similar bugs.

Turret Bug List [It's finally shrinking!]

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Posted by: Anymras.5729

Anymras.5729

Next time it does, I’ll divide it into separate threads for each and every one of these bugs.

After all, that’s what they say to do in the Bugging Best Practices thread. Therefore: It won’t even be spamming.

Right now, I’m actually going through and dividing this post into a series of different bug reports; the greatest challenge is summarizing the bug into 45 characters.

(edited by Anymras.5729)

[BUG] Turret Bugs (compilation)

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Posted by: Anymras.5729

Anymras.5729

Requesting that this thread be stickied; best that Engineers who would like to use turrets know what they’re going to have to work around.

(edited by Anymras.5729)

[BUG] Healing Turret and Condition Remover

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Anymras.5729

Yeah, I know. Or the 409 trait. Still bloody stupid. It’s been a year since release, and we’re still stuck with workarounds because a quarter of our skills seemingly get ignored by bugfixers.

[BUG] Turret Bugs (compilation)

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Posted by: Anymras.5729

Anymras.5729

https://forum-en.gw2archive.eu/forum/support/bugs/Fourteen-possibly-fifteen-Turret-Bugs/first#post2601719

Here is the new thread, with each of the fourteen/fifteen Turret Bugs I’ve been able to confirm or seen video allowing confirmation of.

Lets fill l.a with supply crates!~

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Posted by: Anymras.5729

Anymras.5729

Sure, why not, I’m game.

Claw of Jormag Downed exploit

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Anymras.5729

When fighting the Claw of Jormag, Downed Skill #4 is never interrupted by the passive ice field. I’m not even sure if it affects Downed characters at all.

What this means/what the exploit entails:
If you are Downed in a location that keeps you from being targeted by mooks or affected by the Claw’s more active attacks, you can stay Downed forever at no risk, by using Skill #4 to almost get up, and then spam your other Downed skills (perhaps to chip away at the ice shield, as I did when I discovered this exploit) until the need to heal arises once more (or the ice shield is downed and the Claw stunned).
Users of this exploit are exempt from the most difficult parts of the fight as a result of their position and state (you can’t Fear a downed character, can you?).

Places that have been demonstrated as effective locations for this exploit: on the Claw of Jormag’s side of the ice wall in Phase 1, and beneath the Claw of Jormag’s torso in Phase 2. Basically, near the Claw himself.

Turret Bug List [It's finally shrinking!]

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Posted by: Anymras.5729

Anymras.5729

I need to recount these. I’ll do that some other time.

Anybody else have any turret bugs they’d like to bring forward? Seems like every time somebody posts about ’em, somebody else has more to show.
List acknowledged ~3:27 PM EST, 8/20/2013, by Josh Davis
New Bug Added to list 6:25 PM 1/11/2014

Some bugs resolved 4/15/2014, links moved to archival post 4/21/2014

Mortar Bugs are now going to be listed. As the Mortar is only technically a Turret, and may have been removed from that category by changes to RTB, I will list them separately.

(edited by Anymras.5729)

Turret Bugs (and Claw of Jormag exploit)

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Anymras.5729

Bumping this because all of these things.