Davidah (Guardian) Goloith (Engineer)
Achuni (Mesmer) Doreanora (Thief)
Personally if I’m commanding I’m running PVT gear so you get both. Clerics is also very nice for the group too.
Getting TS3 Overlays to work with GW2
Anyone know how to get these to work properly? Is there good ones to use? If so is there some instructions one could post? I’ve tried overwolf, but it says I can’t run Afterburner so that may be a problem.
If you’re commanding, you don’t need to be tanky.
If you’re wearing a commander tag, you need to be tanky.
Its important to know the difference and when each is appropriate.
Exactly.
Like one of the repliers said use AoE damage. It’s your friend. One of the tactics I use on my Engineer is magnet pull and prybar. Also I nice thing to do is shadowstep so he wastes his skills on that. One of the things that theives like to do is backstab. When you see one run and drop some AoE conditions behind yourself as you run and turn around and face him and nuke right as you turn around. So many times I’ve skilled a theif after they have cloaked from nuking them.
+1 on this. However I’d probably be a sad panda after I spent a bunch of badges on siege.
Because 10 * 10 > 10 + 10
This is exactly why. However with the advent of Giver’s gear & food it is now possible to at least get to:
10*10 (Berserker) > 10*5 (Vatlaaws/Carron). P.S. I know they have more surivablity, but there isn’t another stat that adds to damage.
They really need to have gear that gives the stats of:
Precision/Condition Dmg(the max stat)/Condition Duration (5% per piece)
That is the only way that condition damage will be somewhere on par with Berserker. This would give builds like the Engineer and other condition users more viable builds.
Until then condition damage will always be weaker and people will continue to run without condition removal in WvW.
hms ya i tend to make that mistake all the time and luckily enough most people know the name variations lol.
I hope the rest of EMP sticks it out with JQ and continues kicking butt and doing good things. I wish those who left well, but in my opinion, the guild is better served without them. I’m close friends with some members of the guild (who I will not call out), and I’ve got to say that this ‘culling’ of sorts may end up with a stronger EMP than before.
EMP will continue to stick it out on JQ. We have so many great people and leaders that are stepping up to the plate to fill the gaps in. Many of those stepping up to the plate are the core members that did the none glorious/boring roles like defending & upgrading before the split. If people are willing to do the none glorious/boring stuff they really are the dedicated players. Anyways you’ll see many commanders like myself-Davidah), Alyssa Frost, Rez Me, Oxy, Natrixx and etc. leading in WvW so just send us a pm if any of you JQ commanders need a break. We’re all here for the cause. :-)
Davidah? That you? Great job over the weekend man. It was a pleasure. EMP should be proud to have you there.
Hey thanks! I used to main my Engineer, but Guardian seems to do a better job commanding in some rough fights.
Hi guys/gals,
I was just wondering if anyone else would like to see the names of all locations in WvW to be the same across all borderlands. I’m not going lie, keeping the names straight when we’re hopping server to server can be a pain.
However…….if ANET would like to introduce some different WvW maps that would be even more glorious!
I hope the rest of EMP sticks it out with JQ and continues kicking butt and doing good things. I wish those who left well, but in my opinion, the guild is better served without them. I’m close friends with some members of the guild (who I will not call out), and I’ve got to say that this ‘culling’ of sorts may end up with a stronger EMP than before.
EMP will continue to stick it out on JQ. We have so many great people and leaders that are stepping up to the plate to fill the gaps in. Many of those stepping up to the plate are the core members that did the none glorious/boring roles like defending & upgrading before the split. If people are willing to do the none glorious/boring stuff they really are the dedicated players. Anyways you’ll see many commanders like myself-Davidah), Alyssa Frost, Rez Me, Oxy, Natrixx and etc. leading in WvW so just send us a pm if any of you JQ commanders need a break. We’re all here for the cause. :-)
(edited by Goloith.6349)
I really like the force field idea a lot! However, I’m not sure a kit is necessary. I link 3-4 seconds of AoE dome invulnerability would work, not 7. Or what what I think could work is shield that stacks on 15 friendly players that reduces AoE damage (only AoE) by 66% for 5 seconds. Again if it’s hard to code for AoE damage just the dome shield would do.
Great post OP!
Keep in mind that ANET is making plans on separating out PvE, WvW, and PvP so I’m not going to really worry coming from the WvW side of things.
People are already doing this, but not sure how kosher this is. Personally I like Eyefinity so never really tested it out.
When you start playing in PvP and WvW you will want that and possibly even more distance, not shorter. Right now the biggest compaint is that it knocks you down. Kinda sucks big time.
I too honestly wonder if something like this happened to me before. I remember at one point I had 900k of karma and never spent any only to find I only had like 100k karma. Nothing was touched on my account and I had all my exotics and this was after the verification problem. I hope ANET listens to you man.
And I’m sure this will see the nerf bat very soon to fix this “bug”.
Thanks, its cooled on just air too! 212 block with a 35×25×25 fan on it.
Hey guys/gals,
Afterburner Polling & GW2
I was wondering if anyone felt that leaving the “user defined software automatic fan control” on was causing unnecessary frame rate lag because of “polling”. I’m just trying to figure out if I’m better off just setting the fans to a base speed and calling it a day.
24 gbs of memory :-) Needed a few gbs to look down and smile.
A better idea would be if you had a filter for professions so if you put it on warrior you will only see what warrior can equip etc.
No, because professions share armor. Armor type is better
This is a much needed change. It’s one of the reasons I don’t play on my Mesmer as often.
Juggernaut:
Change the trait again to give passive benefits depending on the kit you have equipped.
Med Kit: +200 Healing Power
Flamethrower: +200 Toughness
Elixir Gun: +200 Vitality
Bombs: +200 Condition Damage
Grenades: +200 Power
Toolkit: +200 PrecisionThoughts?
I kinda like this idea a lot, but I think a better line up would be:
Med Kit: +200 Healing Power
Flamethrower: +200 Toughness
Elixir Gun: +200 Vitality
Bombs: +200 Power (This is the hardest hitting direct damage kit in the game, shouldn’t have condition on it.)
Grenades: +100 Power +100 Condition Damage
Toolkit: +200 Condition Damage (Pretty much this kits only offensive use is it’s confusion from it’s Prybar)
The reason I left Precision out of all of this is because 200 precision = about 10% crit chance. That is too overpowered. Then again maybe halfing kit refinement bonuses to 100 would be more balanced.
My only worry is that if this is too powerful that it will now force all builds to pick up this trait.
It sure would be interesting if ANET found a way to bring this idea to life.
Given that to some extent these games are both fantastical and anachronistic, this presence makes sense.
The only thing that bugs me a little bit is how the ‘atheist’ race is also the most militant and hostile race. It’s very likely it would be the opposite.
Many (but not all) members of a certain german political party prominent during WW2, who’s name gets filtered by these forums were atheists, and, of course, very militaristic. And many communists have been atheistic and militaristic – notably Joseph Stalin.
The Charr are kind of like kitten-Germany (See what what the forums do there).
Atheisim, and a lack of spirituality certainly became more common after the industrial revolution in western culture, when people started to realise science did a better job of explaining the natural world than religion did. So it’s not surprising that the industrialised Charr have been portrayed as atheists.
You are right when it came to communism, but when it came to Germany, they were not atheist I can tell you that much. They were actually fascist (except you know who) (after they commandeered the Socialist party), they believed in God & in the Aryan race. I’m a Christian and I even know that.
(edited by Goloith.6349)
It was, but I think internal cooldown would be better beacuse then it wouldnt be overpowering.
Yes, I was saying it was impractical due to tying up utilities to maximize your burning uptime, and if blowing them all at once you’re left attacking and stuff with no utilities.
that’s like shadowstepping beside yourself, inside shadow refuge you just dropped, just to run into the middle of the zerg, blinding powder, then backstabbing the guardian in the middle of it.
maybe not that extreme, but you are typing up to much, even to trait it to teammates (where 10s is too much burning to be spread to 5 attackers), for it to be viable access to burning for condition builds. it would be venom builds with some condition damage.
the ICD idea on teh trait, or someones suggestion of it applying 1s of burning with the poison applications would be good imo, but I would still like a non utilitarian way to add burning to the thief toolset.
Let’s say that you use Spider, Icedrake, & Skale venom. They all have a 45 second cooldown. Take Spider venom alone. At most you can only get 24 seconds of poison. Let’s say you have a 15 sec interal cooldown. That means burning will proc for only 10 seconds out of 24 seconds and that you will only have 10 seconds of burn for that 45 second cooldown. Kinda sucks, but it doesn’t. That is why condition duration builds have become so popular for the Engineer. Don’t believe me check out the price history of Giver’s weapons and Rare Veggie pizza. With 100% condition duration you are now able to keep your poison up to 48 seconds. That now gives you 3 times to proc burning if it only had a 15 second interal cooldown. Add in the reduced cooldown trait on poison and now you have only a 36 second cooldown on your venoms, makes it even easier to get burning.
There’s a way to do it and I think condition duration builds could make this viable.
Golioth, no thief can hit 25 stacks of bleeds and keep it there, your looking at 10-15 at most outside of brief periods of 25 when burning stuff like caltrops.
Other people also get similiar spikes and such but on top of that they tend to have more damaging conditions in total as well.
Ya I thought exactly like you too, but someone who was helping me with my thief said that it was really easy to get 25 stacks with caltrops and such. I just assumed I sucked and that is why I couldn’t get 25 stacks.
Organically came up with this in one of the many other ideas threads and thought I’d bring to the foreground to see what others’ impressions are.
Searing Venoms – Adds 10 seconds of burning to a target when a venom is cast.
The idea is to buff venom and condition builds in a sensible way since those are our weaker build options at the moment. Burning when CAST and not APPLIED I feel would be appropriately balanced. How this might fit into the traitlines still needs workshopped, but I think it could be fairly added on to Quick Venoms so the trait would look something like this:
Searing Venoms – Adds 10 seconds of burning to a target when a venom is cast. Venom skills recharge 20% faster.
Hear me out. Take a look at Warrior’s Forceful Greatsword trait, which is “Critical hits with a greatsword grant a stack of might. Greatsword skills recharge 20% faster.” That’s an amazing trait. Our venoms would apply a burning condition and are still subject to much longer cooldowns even with the 20% reduction you would gain from this. It is a Master level trait, same as Forceful Greatsword, so it is not too cheap in the tree. It would be cool if Venomous Aura worked with the burning, but that might get OP which is why I say burning on Cast, which belongs to the thief only. Who knows, maybe it wouldn’t be imba.
At any rate, thieves could really use another condition type to help with everything we apply being removed too easily, and speccing full venoms is not as balanced as it could be.
I think that this would be a fantastic idea, but I think that a nerf to bleed stacking would have to happen. Even with the nerf to bleed, the access to a burn would make condition thieves much stronger. you need approx 7-10 stack bleed to compare with that of burning so we’d need to cut out about 5-7 stacks of bleed to make this adjustment. Now before people get up in arms about bleed getting nerfed, one has to look at the biggest problem plaguing condition damage…….cleansing.
What do I mean? I mean that when a Thief applies his conditions, he is constantly stacking bleeding so it usually is the first condition applied. Yes one can apply poison or other none condition damage fodder, but then they have to use a none bleed opening strike first so that they can apply bleed. The Thief has plenty of conditions, but the damage conditions are important. So if I am able to stack 10+ bleeds (instead of 25 if I’m lucky), 10 sec of burning, damage will be similar, but I won’t have that huge risk that my damage is going to get killed if someone cleanses my bleed. This is pretty much the biggest risk to condition damage builds have and I think this would help it.
I also think making this new “trait” have an internal cooldown of 15 to 30 seconds on application would be best. That way even if you have 3 venom skills equiped, you’re only ever going to get 10 seconds of burning if you use all 3 venoms at once.
Keep in mind the Engineer can only stack about 10+ bleeds if he’s P/P, but he get’s 6s (12 secs if you run my build) ever 15 seconds. I practically can almost keep my target perma-burned with blowtorch & burn on crit.
(edited by Goloith.6349)
use it:
With the same condition damage as in pve? I saw burning ticking with 1000+ in pve but never saw this in spvp.
Chances are they are not running condition duration at all so that’s why the tick is so high. Personally adding duration does a lot more damage overall.
I see where you are going with the burn buff, but in my personal opinion, messing with heartseeker isn’t the ability we want to tweak this on. It would be a nerf unless they increased the damage to Double since the init would be 6 instead of 3. What other abilities have you played around with that just feel too weak or never used? Those are the ones that would be good burn candidates. I think body shot or headshot could add a burn at the expensive of another initiative point.
That or a trait like Searing Venoms which would add a stack or two of burning to a target when a venom is cast (not on strike). Venom builds need some attention/power.
I would like to see heartseeker make rainbow sparkles however.
That’s a really cool idea. Give people a big reason to use venom
Goloith I don’t mean to sound insulting, but isn’t your thief like level 15? You were asking advice on getting through early levels a day or two ago and this is the second “nerf heartseeker” thread you have going. I don’t know how you would think it is as strong as you say if you tried spamming it yourself, but you should at least have an idea of how it works now when you play against it as another class. Nobody is using it against you if you have over 50% health, and if you are under that, using it as a finisher is as situational as any other ability from any other class. Another class might hit 2-3 to finish you, but a thief does 2-2 and it takes the same amount of time.
That’s the thing, I’m getting more aquinted with this profession, and I’d like to see more versatility. I actually see this more of a buff (hits harder) and a major condition buff for condition builds to use.
Ya that’s linear bud. I agree with that as well. With the AoE nerf and future ones it will decrease the effectiveness of toughness and increase the viablity of glass cannon builds.
I’ve wanted this for a while.
Agreed.
It would be nice to have kits skins tied to the rifle/main pistol. Although I don’t really see how the backpacks could look, I definitely can imagine a priory elixir gun, for exemple.
I’d rather they be connected to your back item. I’m sporting the Charr backpack, so it would be cool if all my kits were themed like it, since kits overwrite the back slot.
I think that is exactly what they need to do!
I’m going to continue leveling the Thief and you guys are probably right on the HS, I think I may have had an advantage spamming HS because the enemy was double teaming my server and the enemy was using speed skills (instead of the right ones) just so they could get in on the cap of my servers keep/towers lol. Thanks for the input!
I’d be game for that, but I can see that becoming a real problem since it’s a ranged attack, think people would complain a bit more with having no risk with it.
As the title suggests I would like to see Heartseeker changed to Heatseeker.
Why? Let’s talk Heartseeker. It hits very hard already, but spamming HS, HS, HS is boring and let’s be honest, it doesn’t take skill. So what could we do? Let’s increase it’s damage and double it’s initiative and give it a burn. Why a burn? Well for the non-condition users out there it actually does a lot of damage w/o condition damage, but for condition Thieves this would give them access to one more damage condition. There was a thread for giving Thief a torch, but I think this could be accomplished otherwise. We need to try and push this profession from mindlessly spamming one skill to win. I know some Thieves will cry bloody murder, but come on, wouldn’t you want to use other skills or give your profession more versatility?
Personally, condition duration is the new craze in the Engineers section so I’m a bit surprised not to see any 100% condition duration builds out there. Condition duration is like crit dmg % so it’s damaging effects are much great than just continually stacking condition damage. If I do 120 damage per tick for 4 seconds, that’s 480 damage. With 100% duration you’re looking at 100 damage per tick for 8 seconds, that’s 800 damage.
Can condition damage be cleansed? You bet, but so can it at 1,2,3 or 4 seconds. If they remove it I’m out a whopping 80 damage to the target. If I’m lucky and they burned up their condition removal on my poison, chill, weakness or invul I’ve got an opportunity to do another 320 damage.
Remember many people are afraid that their conditions are going to get removed and that is why it is extremely important to to use you’re hardest hitting condition applied last. Think about an Engineer, they are going to bleed you & poison you (if you’re kinda close), then they are going to prybar you and blowtorch you. Burning is the heaviest hitting condition they have so they are saving it for last. That’s why they don’t magnet pull you right away, they want you to waste their useless bleed/poison (sometimes they’ll save poison till your almost dead) conditions first.
(edited by Goloith.6349)
Stop the guaranteed rares, the price of Ecto is dropping. Also, make more useful items with ecto to raise the prices again. 23 S for ecto is insanely low, too low.
Sounds like somebody bought a bunch of ectos and now is stuck with them.
I’m sorry, but ANET did the right thing and is allowing people who put the time in to get something for their time.
I play an Engineer, that’s probably why. That profession is like playing the piano half the time and lacks a starter’s build. I suggested a lot more good then bad in the OP. I know there are skilled thieves out there that don’t spam HS, HS, HS, but I want HS to be good, but not something that is used consecutively. Maybe make it so it hit’s a little harder, but it costs more initiative. Just something so that it isn’t spammed. Spamming one key over and over is not skill, it’s cheese.
Burn baby burn.
I understand what the conditions and their application are for, but the point I’m making is that they are not “bursty”. You’re just repeating what I said. ANET has said multiple times they want Theif to be bursty, and the Engineer to not be bursty, yet the Engineer has more bursty condition builds than what a Thief could ever dream of having. That’s why I’d like to see more viability for other builds/abilities.
So you’re wanting “Bursty” condition build for a thief? Isn’t a Bursty Condition build kind of an Oxymoron? (Engies can have burst-like condi builds due to the way Confusion works, especially vs skill spamming)
Venoms are designed for use by builds that want to prolong a fight or Direct Damage builds that want the advantage given by these non-damaging conditions (Or at least in theory, in practice their CD’s are too long and their applications make it so the entire utility is instantly cleansed)
Thief’s “Bursty” condition builds come from Caltrops + Death Blossom allowing them to get 25 stacks of bleed quickly (Also restack up a good portion relatively quickly) or they come from P/D’s periods of Sneak Attacks giving 5 stacks of bleed every few seconds.
Ideally the builds will have more leeway of becoming “Bursty” if they get access to Burning or Confusion.
As far as HS goes this probably is the #1 reason stealth got nerfed (misguilded in my opinion) because it wasn’t necessarily that people got hit with HS right off the bat, but it was the repeated use after the intial burst. Then people would stealth again, hit with #1, then HS, HS, HS.
Stealth got nerfed because back when culling wasn’t fixed, lots of people complained that the thief was hitting them through “Perma-invisibility” and that they couldn’t see thieves and only had 1 second to see them (2 seconds of Culling with 3 seconds of revealed meant that for only 1 second thieves where visible) so they did a double whammy of removing culling and adding a second onto revealed.
Not exactly. Condition damage is not effected by armor so it is ideal for breaking those heavy toughness enemies. That’s why bleeds stack intensity instead of duration. The point is I’d really like to see the Thief to have it’s stealth back, have more viable condition damage alternatives other than bleed & poison and see HS nerfed in some facet. For example Poison on the Engineer does serve as reducing peoples ability to heal, but it also serves as cannon fodder for single condition removal abilities so burn and bleed can stay on.
Also I oops’ed by forgetting “or” after the bullet points. The point is Thieves need more reasons to not spam HS and use other abilities. They are still spamming HS repeatedly at too much success. As somone posted above, maybe the mobility is a terrible, idea, but what about a drawback on the skill that reduces it’s effectiveness if used consecutively? I’m level 10 and killing level 80s by cloak, #1, spamming HS over and over and farming people. I just think things should be more complicated than this.
Poison it’s slowly, but it’s strength is the -33% healing effectiveness.
The poison is there mostly for the -33% healing, meaning that if a target get’s hit by some burst, they’re less likely to be able to recover before another round of burst occurs.
Chill slows the target’s recharge on skills by -66%, but what’s the point if you’re dead from a class using all their abilities and then swapping and not needing to wait for the recharge?
With the duration it comes it, the Chill is more for keeping the target locked down with the -66% movement speed (Also affects Leaps that most classes utilise to escape battles they are losing) it ensures the advantage stays with the thief to be hard to hit with (Now) superior mobility.
Weakness is meant to reduce the amount of damage if you get hit by critical hits, but in reality if you’re getting hit your toast to begin with, let alone getting hit with conditions.
The main point of Weakness for a thief isn’t the -50% damage on non-crits, but rather the -50% endurance regeneration, which prevents the enemies ability to avoid your burst while you continue to evade their damage and keep chipping at them with bursts.
Thief would really seem much more viable with a skill that does burning damage or confusion. Don’t get me wrong they would need to dial back bleed stacking, but at least the enemy couldn’t remove the heavy damage that a condi thief works for with 1 condition removal.
A-net have acknowledged this, and they’re looking for a way to introduce Burning into the thief that fits in (They’ve already started nerfing Bleed stacking in the form of the Caltrops nerf)
P.S. after rolling a Thief I can say even more emphasis that Heat Seeker needs a nerf. There is absolutely no reason that any profession can have this heavy hitting skill with this small of cost. Spam, Spam, Spam is not skillful.
My suggestions:
-Make it cost more (5 initiative) or
-Shorten it’s range (or remove the leap)
-Reduce it’s effectiveness if used consecutively.Other than that I have immense respect for the people that play this profession!
Heartseeker is fine as it is, at lower levels when targets have small amounts of health a HS at full health will bring a lot of things to below 50% health so the next HS’s do increased damage.
At higher levels the damage HS does to a target above 50% health is not much more than auto-attacking and has the down side of depleting your valuable Initiative supplies.
Heartseeker comes into it’s own to bring down injured targets (50% and below, ideally 25% and below) which coincides with A-nets plan of Thieves being Hit and Run class that deals burst damage to counter Bunker builds and finish off low health targets.
I understand what the conditions and their application are for, but the point I’m making is that they are not “bursty”. You’re just repeating what I said. ANET has said multiple times they want Theif to be bursty, and the Engineer to not be bursty, yet the Engineer has more bursty condition builds than what a Thief could ever dream of having. That’s why I’d like to see more viability for other builds/abilities.
As far as HS goes this probably is the #1 reason stealth got nerfed (misguilded in my opinion) because it wasn’t necessarily that people got hit with HS right off the bat, but it was the repeated use after the intial burst. Then people would stealth again, hit with #1, then HS, HS, HS.
Like the title says, I now have an immense respect for thieves.
Why? I finally got around to making a Thief and in PvE it is not a cake walk, especially at lower levels. I also didn’t think that the +1 second on reveal was that big of a deal, but it means a ton when you’re trying to mitigate damage or deal damage in PvE. WvW-wise I think it made sense.
Utility wise I am a little baffled as to why ANET want’s this profession to be a bursty, but many abilities are applied the exact opposite way. Venoms for example do Poison, Weakness, Chill? Those are abilities to prolong a fight in my opinion. Poison it’s slowly, but it’s strength is the -33% healing effectiveness. Chill slows the target’s recharge on skills by -66%, but what’s the point if you’re dead from a class using all their abilities and then swapping and not needing to wait for the recharge? Weakness is meant to reduce the amount of damage if you get hit by critical hits, but in reality if you’re getting hit your toast to begin with, let alone getting hit with conditions. Thief would really seem much more viable with a skill that does burning damage or confusion. Don’t get me wrong they would need to dial back bleed stacking, but at least the enemy couldn’t remove the heavy damage that a condi thief works for with 1 condition removal.
I really hope ANET gives this professions something much better than it has now. :-)
P.S. after rolling a Thief I can say even more emphasis that Heat Seeker needs a nerf. There is absolutely no reason that any profession can have this heavy hitting skill with this small of cost. Spam, Spam, Spam is not skillful.
My suggestions:
-Make it cost more (5 initiative) or
-Shorten it’s range (or remove the leap)
-Reduce it’s effectiveness if used consecutively.
Other than that I have immense respect for the people that play this profession!
Tbh when I play on my Engineer and I face a Thief I’m almost guaranteed to win if I see them before they cloak. Only trouble I have with a Thief is the HS spam when my gear block or Elixir S is on cooldown.
Thanks for all the advise guys! Ya I’ve been trying the P/D & Shortbow for condition damage, but it’s kinda tough going till low level condition gear becomes available. I try some of these ideas out!
Compared to almost every class I’ve played, I feel like Im getting face rolled leveling up in PvE. Is this normal?
I take it your talking about sPvP? In WvW turrets are useless other than for blast finishers. In WvW don’t waste your time killing his turrets for the elite skill, after all they drop it just for the stun to pry bar you. Best bet is to pull him off his elite which is kinda crap, but if he doesn’t get off just then just range him. Just be ready for magnet pull and pry bar.
They all can stack bleeds pretty fast with the exception of the Engineer, but the Engineer has access to burn and confusion. If anything they need to make the Engineers Pistol #1 actually do what it says and do AoE bleeding. Right now it’s bugged. http://wiki.guildwars2.com/wiki/Explosive_Shot
+1 for this. I have no idea why this wasn’t implemented already, but i’ts never to late to add it.
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