Zarturo: Elemental – Desolation.
(edited by MajorMelchett.6042)
A lot of people missunderstand what people mean when they say the ele is weak, in PVE the proffesion is not weak in terms of being able to do content. The ele is weak compaired to other proffesions as they can do the same content BUT a lot easier along with less work (less button presses etc).
So it’s a case of, in PVE you’ll do just fine as an ele – however if you pick a different proffesion you’ll be able to do the same content a lot quicker and a with a lot less buttons.
Same goes for PVP really, you can do it just fine as an ele – but with other proffesions it’s just easier.
(edited by MajorMelchett.6042)
in Elementalist
Posted by: MajorMelchett.6042
As someone who started as an elementalist, and switched to guardian when i hit 60. (80 guardian atm)
As much as it pains me to say it, your picture sums it up perfectly.
Found this the other day.
Rock Barrier (Scepter Ability 2) potential bug: When enabling Rock Barrier, the elementalist’s base armor will increase, but the effective armor stat remains the same.
See the attached screenshot before Rock Barrier on the left and after casting Rock Barrier on the right. Both show effective armor at 461.
Cheers.
Green stats are your modified stats.
I believe this is working as intended, the effective armor stat as you call it (461) doesn’t get changed by this skill (rock barrier) as it’s a temporary buff, as such it only gets added to the green section stats. To test this, go to an area that is your level (or the mists) and it will show no green stats at all (your shots show a lot of green stats as your in a lower level area).
For example see my attached picture, the left shows my actual stats and the right shows me with rock barrier active..
(edited by MajorMelchett.6042)
@ BlueSpades – and you need to remember that it’s likely to be considered an exploit (as the skills is very clearly not working as intended), so be very wary of using it out of its normal range as if your reported you could get in trouble (temp banned).
Burning speed post.
I can’t seem to replicate the issue no matter what, for me the blast is always at the very end of the slide.
I’ll add it to the list incase it is an intermitant bug, but i have a feeling that as you say in your thread that it’s most likely lag related – i’ll also put in a bit to request a fix incase it is lag related.
(edited by MajorMelchett.6042)
Posts updated.
And please remember people if your reporting a new bug please create a thread in the game bug section and link it here so i can add it under the bug report.
Thanks.
It actully looks like a pretty neat build – i will deffinatly give it a try.
This got skipped? No visual is a minor bug, I realize, but a bug none-the-less. The fact it doesn’t work underwater may or may not be intended.
To be clear, I am in combat … this is not a product of trying to dodgeroll out of combat.
Sometimes we can’t edit posts (not sure why this happens) and at the time i was going to add it i couldn’t, when i came back later i forgot about it.
Added it now and i’ve also added it to the suggestion thread incase it’s intended design (as a request for water variants of the attacks).
For all conjured weapon spells the auto-attack is disabled by default and reverts back to disabled the next time you use the spell if you turn it on.
Not a bug, this is an added feature from the beta. It is however in the suggestion thread that they make it remember it so people have a choice.
Stuff
Advice taken and post updated.
Arcane fury is given upon attunement and is not persistent throughout the entirety of being within a given element. So something like give 10% dmg while attuned to fire works because it is a persistent bonus, LE keeps your attunement to fire for 5 seconds after you swap so you keep that 10% dmg until LE bonus is over. Where as applied temporary attunement buffs like AF would not apply.
I think i get it now, and it may not actully a bug after all (i say may as the text can be read to affect AF).
I just don’t get this bit.
If you actually use all of your skills together, you’ll find your damage potential is probably higher than other professions.
I mean that’s just not true, i can easily output more damage in less time on other proffesions (with less button presses aswell).
in Elementalist
Posted by: MajorMelchett.6042
Never mind, i was showing you how to embed but it looks like you got it.
What they need to do instead of an in combat weapon swap (we sorely need an out of combat one) is make 1 of our Attunments the opposite range of the rest. I’ll try and explain with an example.
If you select Dagger/Dagger you are basically locked into melee range when in combat, as such why not make Fire/Air the melee range attunments (exactly as they are now), make water a midway (as it’s about slows and heals) and make earth a ranged setup. No skills woudl really need to be changed for water/earth and this is how.
Water – increase Cone of Colds range to match vapor blade or make CoC have a slow effect so we get back to the 600 range. Everything else ramains the same.
Earth – Impale gets changed to a 900 range attack and stays exactly as it is now in animation/damage etc.
Ring of Earth – it keeps the same type of attack (the circle earth spikes) but becomes a placeable AOE up to 900 range.
Magnetic Grasb – it does the opposite and pushes you away from the target (the immobilise stays the same).
Earthquake – it becomes an AOE attack like Ring of Eath and can be placed at 900 range.
Churning Earth – same as Earthquake and Ring of Earth, a channeled AOE that can be placed at 900 range.
There we go, exactly the same attacks as D/D but now 1 of the attunments is made for range, 1 for midway slowing and 2 for melee (and the ranged can be used at melee aswell).
Those people are the ones that gives Elementalists a bad name.
What the ones who want to play an elemental in a way that the game allows?. People need to remember, all weapons should be viable in all content.
If someone chooses to play with a certain weapon they should be able to play any content with that weapon.
A new bug after the recent 14th Sept patch.
Animation bug for the asura elemental.
In the patch a fix was applied to the “Signet of Air” skill, however the fix seems to have broken art/animation parts of the skill, this happens on the asura and i’m unsure if it happens on other races.
As you can see in the video, every signet is supposed to have a little symbol appear above your head and is also ment to have a sort of cast animation (on asura it’s a twisting handwave), the patch broke this for the Signet of Air skill and it no longer has a symbol above your head or any cast animation.
Only tested on Asura, again happens in any/every place in the world and is specific to the Signet of Air skill.
(edited by MajorMelchett.6042)
Animation bug for the asura elemental.
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Another weird bug for the asura (not sure if this one is on other races), the conjured weapon “Frost Bow” has an attack called “Ice Storm”, however during the attack the animation is wrong. You can clearly see the arrows are ment to fire upwards (like other ranger/warrior long bow attacks that do a similar thing) but the arrows actully fire to the right instead.
Again, this happens in any/every place in the world regardless of gear etc and is specific to the Frost bow/Ice Storm skill.
(edited by MajorMelchett.6042)
Animation bug for the asura engineer.
I did this video on day 1 of the games release, this video shows an Asura engineer animation bug. It happens on any/all pistol/pistol – pistol/sheild combination and only happens on the Asura race and it happens in any/every place in the world.
It seems that perhaps some part of the animation is missing or being skipped and as such the animation isn’t smooth at all. It happens every time you stop running and can be repeated easily – in the video i did short runs to show it over and over BUT it will do the same after any lengh of running.
As stated it happens on any/all pistols and sheilds and any/every place in he world, so it isn’t weapon/place specific and appears to be animation related.
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I’m posting sepetate posts for each bug video for ease of viewing.
(edited by MajorMelchett.6042)
Good job MajorMelchett.6042, keep up the good work. I hope we will get it sticky as Necromancers got their topic even with a responce from Anet.
I’ve sent the person a PM to see if they can perhaps look here and do the same.
My suggestion from the suggestion thread and other conjure weapon thread.
The “Elemental Greatsword”.
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A change to Elite skill Fiery Greatsword.
It doesn’t make sence that this elite skill is fiery only, this is because every attunment has a version of a cunjured weapon. So why not have an “elemental greatsword” instead of just a 1 element weapon. All attacks on it would be the same as they are now – but each attunment gets a style of damage/buff/debuff added to the attacks.
Fire would conjure – fiery greatsword with burning effect attacks.
Water would conjure – icey greatsword with chilling effect attacks.
Air would cunjure – lightning greatsword with a speedbuff.
Earth would conjure – Earthen greatsword with a bonus to toughness.
I like your idea MajorMelchett, but I wouldn’t make a different trait for each Conjured Weapon. Otherwise we would end up with 5 different traits that are all only useful for one skill each. Maybe a weaker version of yours in the Arcane Tree that combines all or some of the effects in one? (I like more general traits more, rather than traits that are specific to one skill)
I was thinking of it more incase you want to specialise deep into 1 element type, but either way is good as they both do (or close to) the same thing,
Glyph of Elementals is not affected by the 20% cooldown reduction but the Glyph of lesser Elemental is.
Just tested, elite glyph goes down to 96 seconds, so this is fixed
Not for me, the tooltip states it has dropped to 96 seconds, however when the 60 seconds of the elemental is finished the cooldown defaults to the 120 second one instead.
I’ve edited the post for clarity.
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Confirmed the (Staff) Lightning Surge has infinite range bug and added it to the list.
(edited by MajorMelchett.6042)
I’ve just noticed that signet of air is now missing the symbol that appears above your head on signet casts and it has also lost its cast animation (tested on Asura).
Not a major bug, but still a bug none the less.
Added a newly noticed Signet of Air bug, there is no symbol above the head or asura cast indicator like other signets (the asura do a hand wave cast animator on signets).
@Chilly – confirmed and added.
(edited by MajorMelchett.6042)
2s activation time? Isn’t this instant cast?
It is indeed, changed the post.
Your idea on the conjured weapon trait sounds interesting,, an idea could be each attunement has a trait that adds a bonus to that elements conjured weapon.
So at 20 points (or whatever) in fire you could select “improved flame axes” which would add an addition 25% damage and an addional 25% buring -Water “improved frost bow” this could add an addiotnal xyz heal per attack and a 33% chance to chill the target – Air “improved lightning hammer” (my fav i might add) could apply an addional 10% speed and a 5% increase in attack speed – and Earth “improved earth sheild” could add an extra 50% toughness.
Again all the above are examples, but you get the point.
Also, they really should remove the conjure bonus from fire (the one that adds 10 extra charges), it should be added to the arcana tree in the 10 point slot.
(Staff) Lightning Surge has infinite range, or as far as you can have an enemy targeted. Both the damage and condition are applied to the enemy.
I think this is a fairly major bug because it can be used to slowdown enemies that are running away, as it puts them in combat, and of course the fact that you can finish enemies from afar. Also works when out of the Line of Sight, as in if the enemy is in a tower/keep wall, if I can target the enemy, I can use the skill when he runs away when low on health.
I haven’t tried other skills/classes, but I’m fairly sure that lightning surge isn’t the only skill like that, based on the great deal of times I ran away from enemies.
If it’s not a bug, the tooltip should be changed, as it states that it has the same range as (Staff) Gust (1200), and this one doesn’t have infinite range.
Tested and confirmed.
Added to the list.
(edited by MajorMelchett.6042)
Added an idea for the elite skill “elemental greatsword” to replace fiery greatsword and a recently proposed “conjure elemental weapon” to replace all 4 standard conjured weapons.
(edited by MajorMelchett.6042)
Not understanding what the move does, does not make it a bug.
The trait makes it so your previous attunement lasts for 5 seconds. What this means is all those 5 point traits from the elemental lines will continue to apply for 5 seconds after changing attunements. I.E. you keep the toughness from Stone Flesh for 5 additional seconds after changing away from Earth. This should also be applying to bonus’s such as dealing 10% more damage while in fire attunement.
I fully understand what the move does, it grants a bonus on Attunement.
Here is the 2 texts on the traits.
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Arcane fury.
Grant yourself fury for 2 seconds on attunement.
Lingering elements.
Attunement bonuses linger for 5 seconds.
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Arcane fury gives you a bonus for 2 seconds on Attunement. As such if AF isn’t ment to get the bonus from LE then they need to state that it doesn’t apply to it or make it so AF so it isn’t an Attunement bonus.
I’m saying it’s a bug at the moment because it is infact an Attunement bonuses that doesn’t get the Lingering elements bonus – until the text states otherwise it can’t be assumed that it’s ment to be like this.
(edited by MajorMelchett.6042)
It seems a little bit OP to me…and I have no more buttons to bind
How so?, if i understand the idea correctly the weapon we would get would be based on out attunementt. So in the utility slot i would have “conjure elemental weapon” (a fitting name if i do say so myself) and if i’m in fire i get the axe or if i’m in air i get the hammer etc.
I would be exactly the same power we have now as we would loose certain attacks based on not being in certain attunement.
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A similar idea is to have the same 1 utility, but just make it conjure the weapon based on what attunement your in at the time and you are stuck with it.
I thought a similar thing with the elite fiery greatsword, it kinda doesn’t make sence that it’s fiery only (as every other attunment has a version of a weapon). So why not have an “elemental greatsword” instead, all attacks on it are the same as they are now – but each attunment gets a style of damage/buff/debuff added.
Fire would conjure – fiery greatsword with burning effect attacks.
Water would conjure – icey greatsword with chilling effect attacks.
Air would cunjure – lighting greatsword with a speedbuff.
Earth would conjure – Earthen greatsword with a bonus to toughness.
(edited by MajorMelchett.6042)
That wasn’t his/her point (not effort as in hard, but effort as in more to do) – also it was never said it wasn’t fun.
The point was, we have to press more buttons to do our damage and even though we have to do that we still don’t do as much damage as other classes who press less buttons.
Basically we have to do more and get less, while other classes do less and get more.
Where do you go to see the changes in builds?
https://forum-en.gw2archive.eu/forum/info/news/Update-Notes-September-14th-2012
The patch notes shows the changes.
Many guilds rely on dropping conjured weapons to help boost AoE damage and DPS for everyone in the area for WvW. This is usually done before battles. If you make it so it’s party-restricted, you are DESTROYING a tactic used by many large guilds in WvW completely. I’d like to see a different solution instead
I think if they just made it so it stayed on you when you get downed (and in other situations – like in water, quest pickup etc) and increased its base charges to 25 (15 is just not enough – make the trait increase it to 35 or increase damage to them) there would be no issue with how it is now regarding the dropped spare.
A lot of my complaint is due to how easy it is to loose/use up the conjured weapon and needing the spare and finding it gone.
(edited by MajorMelchett.6042)
Updated to show that our underwater skill should now be fixed.
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I am surprised that certain other skills (like Glyph of Fires range and the critical hit amount of Arcane power) haven’t been fixed in this patch, i really can’t see how they can be hard to change considering what’s actully wrong with some of them.
It is pleasing (in a way) that Anet are willing to completly change traits and add new ones (guardians got a new 1 today), hopefully this will bode well for Elementals at some point. as this is a place we need some help.
(edited by MajorMelchett.6042)
Lingering elements isn’t supposed to affect arcane power. It’s for the attunement bonuses like the regen you get for 5 point water.
My mistake, it’s ment to be that it doesn’t affect Arcane fury . I’ve tested it a few times and no matter what Arcane fury won’t go to 5 seconds like it should.
(edited by MajorMelchett.6042)
Dedicated bug thread.
https://forum-en.gw2archive.eu/forum/professions/elementalist/Elemental-bugs-glitches-thread/77180
Dedicated suggestion thread.
https://forum-en.gw2archive.eu/forum/professions/elementalist/Elemental-suggestions-ideas-thread/90781
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As i’ve reserved the 1st few posts i can now update them better.
Reserved for future suggestions/ideas.
Reserved for future suggestions/ideas.
Reserved for future suggestions/ideas.
Conjured weapon improvements.
1: Please make it so Conjured weapons can only be picked up by the person who put it down & their party members. As someone who plays an Elementalist and loves using the conjured weapons, there is nothing more annoying that spawning a Lightning hammer (or bow/sheild/axe/greatsword) running out of charges/time and then going to grab the spare and seeing it taken by some random passerby.
2: Allow Conjured weapons to remember auto attacks, i know some like that they don’t, but some would like that they do – so making them remember pleases everyone.
3: Make it so if using a Conjured weapon if you are downed when you get back up (within the weapons time limit) that you still actully have the weapon, it’s really annoying to use the fiery greatsword (for example), get downed within 10 seconds or so and then have to wait a full 3 minutes to use it again due to this. Also, make it remember you had the weapon on quest pickups aswell – the frog trap quest for example, when picking up frogs/traps it looses the conjured weapon after you use them.
4: Increase the base charges from 15 to 25 and make the trait that increase the charges increase it to 35 and add an extra 15 to 30 seconds. Or to work with the countdown etc make it so we have a base 25 charges and 60 seconds and the trait for conjured weapons adds a 25% damage increase to conjured weapons instead.
If part 3 and 4 got put in then part 1 wouldn’t be needed.
A possible change to all Conjured weapons.
Possibly convert all 4 conjured weapons into 1 skill called “conjure elemental weapon”, what this could is make it so we get each current conjured weapon based on the attunement we are in – so if i’m in fire i get the fire axes, if im in water i get the frost bow, air = hammer and so on. Doing this would allow 3 extra utility skills to be made for the proffesion and would keep the same range of damage we get now from conjured weapons.
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Give the elemental an out of combat weapon swap, make it just like the other classes sweapon swap (same button on taskbar, same extra slots in hero menu), but just make it greyed/faded out when we are in combat.
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Our elementals (lesser/elite) should/could scale with our stats (even if only a fraction of them).
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We could perhaps do with more base health and our healing skills could do with a slight increase in base healing.
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Meteor Shower improvements.
The skills Meteor Shower seems to have a cast and then channel time, please make the channel bar reflect this by having the channel bar increase in it’s size at the point of the channel part (some other skills do this).
Make it so the shower has a greater chance to hit targets in the AOE, sometimes you can actully hit nothing at all despite spending 6 seconds casting it.
Perhaps make it so a bigger Meteor comes down in the very center of the AOE within the 1st 3 seconds of casting that hits harder than all the smaller ones that come after, this gives the player a chance to actully control the aim of at least one Meteor (it could even have a shockwave that slows all within the AOE).
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Reduce Dragon’s tooth landing time, 3s to land it’s just too much!
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Fire Grab, does ridicolously low dmg compared to its CD, at 2k Power I can barely hit for 2k dmg on a light armour profession! So I need to go completely glass cannon spec to be able to hit heavy armour professions for 3k dmg…c’mon — either lower considerably the CD ( 30s CD max ) or increased the dmg ( 4k base dmg at 1.8k Power).
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Lightning Flash , the range should be increased to 1200, the CD reduction was great but it’s still bad for a quick get away skill, the range is just too short.
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Signet of Air, it should give 25% speed increase just like the thief signet.
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Make our pets (glyph of elemental/lesser elemental) attack faster, we have to cast them and then only have them for 60 seconds – a good bit of the time at the start is actully waiting for them to attack.
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A change to Elite skill Fiery Greatsword.
It doesn’t make sence that this elite skill is fiery only, this is because every attunment has a version of a cunjured weapon. So why not have an “elemental greatsword” instead of just a 1 element weapon. All attacks on it would be the same as they are now – but each attunment gets a style of damage/buff/debuff added to the attacks.
Fire would conjure – fiery greatsword with burning effect attacks.
Water would conjure – icey greatsword with chilling effect attacks.
Air would cunjure – lighting greatsword with a speedbuff.
Earth would conjure – Earthen greatsword with a bonus to toughness.
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Evasive Arcana
Evasive Arcana doesn’t seem to work under water and i am unsure if this is a bug or intended. If it is intended i propose that water based versions of the attacks are added (as it’s a tier 3 trait).
(edited by MajorMelchett.6042)
I started another similar thread on this, but it had bugs in it aswell and i hadn’t reserved the 1st few posts – as such this thread is for suggestions only and not bugs.
You can find the bug thread here
Please post any suggestions (try to be a bit realistic in them please) and i will add them to the list on a daily basis. Also if the suggestion hasn’t been posted already in the suggestion section please post about it in that section and then put the link in your post so i can add it here aswell – this is so the mods/devs still have single thread links available for ease of use.
To the mods, please don’t lock this thread, it’s simply a place to keep track of all the elementalist suggestions in 1 place (and it also gives you single links to each suggestion in the suggestion section – soon) so people can have 1 place to post them and keep track of them.
If the thread could be stickied it would be a big help so it doesn’t get lost (and it will also stop multiple threads on the same things).
(edited by MajorMelchett.6042)
At this point in time we should start by asking for bug fixes and to fix the entirely broken skills/traits that we have. For all I know we might be a balanced class if over half of our skills worked as intended. (though I kinda doubt it)
Posted the same thing myself at one point. Yes it does appear we are UP – but if all our skills worked, maybe just maybe we wouldn’t be that bad.
Here’s hoping we get a chance to see.
Surprised the OP doesn’t mention the lack of underwater elites. The alternate form of Tornado – Whirlpool – doesn’t show up and is not equippable underwater in PvE.
2 reasons.
Anet have already stated this is being fixed so there was no point in putting it in, and i reached the character limited and couldn’t add anything else to the post.
It is actully in my other bug list thread (that’s only for bugs and not suggestions).
https://forum-en.gw2archive.eu/forum/professions/elementalist/Elemental-bugs-glitches-thread/77180
Anets response on the issue.
https://forum-en.gw2archive.eu/forum/professions/elementalist/Elementalist-under-water/54254
in Elementalist
Posted by: MajorMelchett.6042
@Chuckles.7356 Thanks for posting that video, i had no idea the “swap weapon in combat” upgrades worked with out F/W/A/E switching so hadn’t used them at all. And some of the other things he talks about really great – i play D/D alreaady so i’ll be looking into some of the things he does.
You learn something new everyday
(edited by MajorMelchett.6042)
This is what pickles me a lot, Anet can take the time to infract/close threads but can’t actully post that they have read one and passed it along and that it will be looked at.
I’m all for understanding not getting replies from suggestions right now, but the main thing we have here is a lot of broken skills (some since the beta) and as yet we have no idea at all if they are even aware of them or are working on them.
And ask yourself this, of the few skills that are broken in a basic way (signet of fire, arcane power) how long would it actully take to fix them?. SoF has a range issue – it can’t be that hard to make it match the other signets range can it?, and Arcane power only crits 2 times instead of 5 – again how hard can it be to make it crit 5 instead of 2?.
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I just want an answer like “yes we know xyz elemental skills are broken and they are getting fixed”, and it would also be nice to have “and yes we know that your profession is getting left out of group quests and certain PvP, this is clearly a balance issue and is being looked into aswell” – this took me under 30 seconds to type so i can’t understand why Anet can’t do the same.
So if we are having fun we shouldn’t talk about balance?, all classes need to be on a similar playng field in tems of balance in PVE (not just PVP). Just because we enjoy the class more than the other classes doesn’t mean we should just put up with it or reroll.
Also, if we don’t post about the issues/balanve then how will Anet know to fix it?.
in Suggestions
Posted by: MajorMelchett.6042
A profession bug/suggestion thread stickied in each profession section.
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As per the title, sure it’s nice to have a suggestion forum BUT just like the game bugs section everything just gets lost in the mass thread posting. As such we need 2 main things in each profession section sticked at the top: a profession bug report thread and a profession suggestion thread.
Use this section as a general suggestion section related to GW2 overall, but we sorely need sepetate profession bug/suggestion sections so that all things profession related can be kept to certain places for easy access.
(edited by MajorMelchett.6042)
Me in the official elementalist position.
That actully put a smile on my face, nicely done.
I just want an answer on the bugs at least, i’ve seen them posted a lot over the beta and in the game bugs section and not once have i seen a reponse to any of them that they will be fixed.
Some skills are just plain broken, like – arcane power doesn’t give half of what it’s ment to (2 crits instead of 5), signet of fire is under 75% of it’s supposed range, mist form isn’t actully invulnerable for the duration of the spell like it’s supposed to be, churned earth can be interupted before it’s cast and we get a full 30 seconds cooldown regardless, lingering elements doesn’t actully work at all.
These are all major bugs and we have no idea if they’ll be fixed!, and lets not even get started on things like RTL and similar skills acting weird all the time.
(edited by MajorMelchett.6042)
Yeah unfortunatly there are so many things that makes the cunjured not that good – despite them being really great looking.
You have a very limited time with them, 15 charges can get used up really fast and the DPS of them really doesn’t warrant this. At worst we should get 30 charges and 60 seconds with the trait skill bumping it up to 45 charges and 90 seconds (greatsword should get a similar increase on it’s charges/time).
They get removed for almost everything, you get downed for a few seconds – gone, you pick up a quest item – gone, you use a utility skill like mist – gone, you go in slightly deep water – gone. This needs to be sorted ASAP and i consider it a major bug.
As you say, they need to act as a 2nd weapon when cunjured and the timer needs to keep going when you swap back to your normal weapons. So i pop the greatsword and fire off 5 charges and at 45 seconds i switch to my staff again to pop a n AOE water heal, i should then be able to switch back to the greatsword and have my remaining 10 charges with around 30 seconds left – this makes perfect sence and it just boggles the mind why it wasn’t done like this from the start.
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I started using them as they look great (the hammer and sword more so) and they are a very interesting setup, but the more i used them – the more i keep saying “why bother?”.
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