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Engineer bugs compilation

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Posted by: Minilys.4765

Minilys.4765

Dragoon.9536

this is more of an so called elite skill supply crate /slashed

As I already said feedback isn’t welcome.

Battlewill.5614

I really think that this tool-belt skill is working as intended

Well I don’t think it’s a bug either but I wouldn’t mind being wrong and getting buffed a bit because of it.

Asytra.8172

It should be added that in addition to the weird obstruction issue the Flame Blast also disappears when hitting ground, walls, or objects causing the explosion to never happen. A good way to fix this would be to make the flame blast explode upon impact if it touches one of these things. As it stands Flame Blast is extremely finicky if it decides to work or not.

I’ll add it.

Battlewill.5614

Dunno if it was intended, but while using the Grenade kit underwater, the auto-attacking skill (n°1) is firing grenades at a crazy rate, like twice as fast (or more) than the fire rate on the gound…
(Making this kit an incredible weapon of choice underwater ! even more with Elixir U o.O)

The cast times are indeed different, 1 second normally but only 0.5 second underwater.

Engineer bugs compilation

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Posted by: Minilys.4765

Minilys.4765

I’d also like to point out that:
-while equipped with a kit and you try to use the elite skill (elixir X) it has to unequip the kit first in order to work (you get delayed quite a bit) and even thought the casting is complete you might end up canceling it because you had a kit equipped.

-“fumigate” (elixir gun skill) does a lot lower damage (condition damage) compared to what intended, either doesn’t seem to display.

-“acidic elixirs” explosives trait does… well… puppy-damage and some elixirs don’t work with it (like elixir gun’s “super elixir”).

-I’d like to be able to see what “kind” of skills trigger the “kit refinement” tools trait, as I’m not sure if elixir gun’s “super elixir” counterpart is working as intended (with acidic elixirs).

-“kit refinement” doesn’t seem to trigger anything from “tool kit” weapon kit.

-Some skills are missing their skill-class in their description, elixirs got described as “elixir” but bombs and grenades from the kits aren’t, it’d be better if descriptions were complete, because in GW1 they were, just to understand if traits are working properly.

hope it helped

I’ll add the delay to unequip with Elixir X.

Fumigate’s damage seems fine over its duration, the problem comes from the tooltip that list the whole poison duration damage as done over 1 second (you can actually see a small 5 on the poison icon). I’ll add a general lack of consistency and readability of tooltips even though it’s not a bug.

I’ll change Acid Bomb and Super Elixir since they’re simply not working with any Elixir related traits.. For acidic elixirs it’s more feedback than bug since it doesn’t teel you the damage you’re supposed to do (I guess it was supposed to be bad)

Already aswnered, the problem is the visibility and isn’t really a bug.

Same as with fumigate.

Engineer bugs compilation

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Posted by: Minilys.4765

Minilys.4765

Here’s another one…

The healing turrets secondary ability doesn’t actually remove conditions.

As far as I know it does, but is applied the next time the regen effect from the turret is applied (approximately every 4 seconds).

FrOzZy.6391

1. Poison dart and blow torch (and as u mentioned incendiary ammo) don’t stucks duration, only 1 stack on target. Even if u use blowtorch close range.
2. Elixir Gun – Elixir F not’ working at all :S
3. Tools IV trait “Kit refiniment” not working with tool kit.

Checked in Heart of the Mists and everthing seems to be working normally, Kit Refinement with Toolkit works but isn’t very visible since it creates a Box of Nails zone without any animation (the nails just appear on the ground); the bounce pattern on Elixir F can sometimes be strange but seems to be working as well.

The forums bugs aren’t making this easy.

(edited by Minilys.4765)

Engineer bugs compilation

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Posted by: Minilys.4765

Minilys.4765

I’m impressed that this post is still alive (I actually received a mail in-game a few minutes ago about it, thanks Zam). Well, time to update it.

Well of Blood, Combo Field: Light = Intended?

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Posted by: Minilys.4765

Minilys.4765

It really doesn’t seem right that Well of Blood, a Necromancer ability, which sounds dark, cast by a dark character, and which has a dark particle effect (the same particle as the other Well abilities, and they’re all Combo Field: Dark) has Combo Field: Light. Holy, within the Necromancer’s arsenal? Doesn’t seem right to me. The Lifesteal effect that Combo Field: Dark would also be much more useful than the Remove Condition from Combo Field: Light, atleast for questing.

If the tooltip says it creates a combofield: light and it indeed creates a combofield: light, then it’s not a bug no matter how much you feel “it’s not right”. This isn’t the feedback forum and you’re increasing the moderators workload by posting off-topic.

Engineer bugs compilation

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Posted by: Minilys.4765

Minilys.4765

Seems like the forum is bugging a bit as well. The first post can’t be edited anymore, I’ll add additionnal bugs here instead.

General

  • All movement skills with a specific distance (Overcharged Shot, Rocket Boots, Acid Bomb) have a reduced effect when chilled.
  • Kits can be used in town clothes.
  • Lack of consistency and readability in tooltips.
  • We can sometimes lose our target when the camera is rotated.

Weapon Skills

  • Rifle’s Overcharged Shot doesn’t always remove Immobilized. And Overcharged Shot cooldown is sometimes used without any effects when the target moves out of range/reach of the attack.

Utility Skills

  • All toolbelts with a different functionality on ground and underwater don’t share a cooldown.
  • Bomb Kit’s Big Ol’ Bomb doesn’t trigger its Combo Finisher : Blast.
  • Elixir Gun’s Fumigate cannot be cancelled by using others skills from the Elixir Gun.
  • Elixir Gun’s Super Elixir and Acid Bomb don’t work with any Elixir related traits even though they’re listed as Elixirs.
  • Elixir Gun’s Super Elixir remove all conditions from the engineer but isn’t mentioned on the tooltip.
  • Using Elixir H underwater gives a cooldown to Med Kit when going back over ground.
  • Elixir X is delayed at the end of its cast and favours the Rampaging Brute form a lot more than the Tornado Form.
  • Flamethrower’s Flame Blast will often be obstructed after using Air Blast and will not explode when hitting the environment.
  • Flamethrower’s Flame Jets will often miss targets and destructible objects (when the player and its target are at even slightly different elevations)
  • Grenade Kit’s cast times are shorter and the grenades go down instead of straight without a target when underwater.
  • Mines from Throw Mine and Mine Field stay even after changing skills.
  • Slick Shoes’s tool belt Super Speed doesn’t work as the tooltip says (Run at double speed) but allow the engineer to run at Swiftness speed without being hindered by movement slowing conditions (chilled, crippled and also works with Juggernaut’s self slow)

Traits
Alchemy:

  • Automated Response (XII) doesn’t make you immune to already applied conditions.

Zone Specific

  • Thrown Elixirs don’t work in the clocktower in Battle of Khylo.

(edited by Minilys.4765)

Engineer bugs compilation

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Posted by: Minilys.4765

Minilys.4765

Very nicely done on compiling this list. Hopefully, A-Net will notice how extensive this list is and make the class playable again.

About the “Deployable Turrets” Trait bug (Tools line, Trait #5), It only applies to my healing turret, though I have all turrets except mortar and rocket turrets. I poked around a bit, and the trait only seems to apply to healing turret and turrets you buy after you purchase the trait.

Changed it to be more accurate, thanks.

Engineer bugs compilation

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Posted by: Minilys.4765

Minilys.4765

Added the sigil swap bug from this post, thanks.

Weapon-swapping sigils don't work for Engineers

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Posted by: Minilys.4765

Minilys.4765

Weapon-swapping sigils need a 9 or 10 second CD on proc, and then allowed to proc when swapping kits for Engineers. As it stands Engineers are missing many great sigils because of this bug.

I’ll add it to my bug list if you don’t mind.

WvW - Server Population

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Posted by: Minilys.4765

Minilys.4765

B.T.W.-it will be nicer if you let the person who open the post to answer it before locking it

This isn’t the feedback forum and if you’re wondering there’s no feedback forum right now. And in WvWvW, servers are matched in a simple “winner goes up, loser goes down and middle guy stay where he is”. Right now, servers are changed regularly to balance the servers as much as possible, if your server keep losing, you’ll go down and be matched against weaker servers.

100% world completion bug?

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Posted by: Minilys.4765

Minilys.4765

PvP and dungeons maps (including their exploration mode) count toward the achievement which is probably what a lot of people are missing.

Engineer bugs compilation

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Posted by: Minilys.4765

Minilys.4765

Flamethrower has serious issues with missing targets at slightly different elevations. It appears to work on stairs (Ascalonian ruins in Ashford Plain), but it fails reliably (heh) many other places. For repeatability, in Queensdale, pass by the water treatment area to a grassy ramp with bandits. There is also an area near the Centaur Skill Challenge point, at the ettin Renown Heart (Queensdale), where the terrain is lots of small bumps, not even knee high. It is almost impossible to hit the spiders and ettins there with the flamethrower.

The problem might be that the flamethrower’s “hitbox” is close to the ground which is probably why even slight bumps make it miss. Well, the flamethrower has a lot of targetting issues overall, if you guys find others cases where the flamethrower reliably fails just tell and I’ll add it. (Already added the Air blast+Flame blast obstruction problem)

(edited by Minilys.4765)

Engineer bugs compilation

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Posted by: Minilys.4765

Minilys.4765

Short fuse works with bomb kit when grenadier is equipped. Only grenade kit with short fuse and grenadier don’t work.

Changed, thanks.

Engineer bugs compilation

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Posted by: Minilys.4765

Minilys.4765

One thing that bugs me, it is not a bug, but it just looks sloppy.

Using the rifle results in you getting a hip shot, all of the abilities are hipshots it just looks unprofessional. While all of the other classes (at least most of them) get a nice aimed shot. I would love for the engineer to have an aimed shot. Even tried the ghostbore rifle, which gave me a nice aimed shot, and a rifle bash.

Well yeah, that’s not a bug and since the moderators seem eager to lock feedback posts, I’ll stick to bugs. Anyway, engineers aren’t all that great with their base weapons, often needing to be close to their target to get full effect, which is probably why we get Kits.

(edited by Minilys.4765)

Engineer bugs compilation

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Posted by: Minilys.4765

Minilys.4765

Thank you very much for list, as these bugs have been getting increasingly frustrating haha. I dont remember if i saw on your list, but the trait that turns turrets to ground targetting spells only works for certain turrets. But that trait works fine in Heart of the Mists, theres some kind of bug outside of HoM that makes this happen.

Yes, the bug with deployable turrets is already on the list.

Engineer bugs compilation

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Posted by: Minilys.4765

Minilys.4765

Toss Elixir B only gives one boon, and is listed to give all four (and as mentioned, Might’s duration is incorrect).

Changed, thanks.

Engineer bugs compilation

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Posted by: Minilys.4765

Minilys.4765

Are we listing typo errors too? If so, then there’s a typo in the tooltip of Shrapnel Mine (Charr); it says: “bleedD”

Sure but Shrapnel Mine is a Charr racial skill and doesn’t only affect engineers so I won’t add this one, sorry.

Hebee.8460

The utility skill “Hidden Pistol” seems to have a graphic issue. When I use it, the pistols are pointing directly upward even though the bullets are firing toward their target.

Hidden Pistol is also a Charr racial but I generally won’t list graphic bugs unless it’s somehow gamebreaking and specific to engineers.

(edited by Minilys.4765)

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Posted by: Minilys.4765

Minilys.4765

Noticed a tooltip glitch when underwater, the thrown elixirs say that they have much higher durations than they actually do (Toss Elixir H has like, 30 second durations according to tooltip)

I’ll check for every Toss Elixir underwater, looks like a lot of them have a wrong tooltip.

Engineer bugs compilation

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Posted by: Minilys.4765

Minilys.4765

You might want to rename the one you put under Inventions as Rifled Turret Barrels since theres also Rifled Barrels under firearms which might be what you meant to put the pistol and explosive shot under.

Having two names so close is so very stupid. After a few test Rifled Barrels works exactly has the tooltip says with pistols while Rifled Turret Barrels doesn’t affect it at all as intended.

Engineer bugs compilation

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Posted by: Minilys.4765

Minilys.4765

The Grenade Kit is throwing out 2 grenades for me – both on land and underwater – even though I’m only level 11 and in PvE.
It’s not a case of Grenadier still being ‘on’, as I’ve never taken this character to The Mists or WvW – a completely fresh new character.

Also; should the Grenade Kit have a tool belt skill underwater?
None is showing up.

I think you meant you throw 3 grenades without Grenadier, 2 is the normal number.
I also noticed Grenade Barrage can’t be used underwater in PvE but works in PvP, I’ll add it.

Engineer bugs compilation

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Posted by: Minilys.4765

Minilys.4765

Thrown Elixirs don’t work on the point in the clocktower (with the exception of Elixir R).

If you throw Elixir S, U, C, H, or B on the point in clocktower, nothing will happen. Super Elixir and Elixir Gun Kit Refinement (creating super elixir) also does not work on point in the clocktower. This has been a huge issue for me since I run a defensive elixirs build, but I can’t defend a critical point in the final tournament map. Very frustrating.

This might affect others classes too but could you give me the name of the map? I’m afraid I don’t pvp much. Added Kit Refinement not working underwater with Elixir Gun.

Engineer bugs compilation

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Posted by: Minilys.4765

Minilys.4765

Minilys – Then I suppose that could be not considered a bug then, although that begs the question as to why have the regen effect of 5 in the first place if the actual regen is gonna override it a second later? Just have the turret only apply its regenerative effect as soon as it’s placed would be better, but that’s for another topic.

The value of the self regen is bugged, no questions here; but it looks like it was removed with one of today’s patch so maybe it was never meant to have a self regen on turret drop.

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Posted by: Minilys.4765

Minilys.4765

Nice finds everyone, added everything to the list.

Engineer bugs compilation

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Posted by: Minilys.4765

Minilys.4765

Healing Turret when picked up will bug out the regenerative effect, making it heal for 5. Not sure if this also happens with detonating it. Will test when i get the chance.

Tested it a bit and I think I found the problem, the regeneration boon applied on the engi when the turret is dropped is the one ticking for 5, you just don’t notice normally since the turret aoe regen is applied before the first tick from the self regeneration. I also noticed that the self regeneration ticking for 5 is applied after the aoe regen from the turret.

Engineer bugs compilation

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Posted by: Minilys.4765

Minilys.4765

Added everything from this post to the list, feel free to tell if I missed something.

Engineer Bugs

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Posted by: Minilys.4765

Minilys.4765

If you guys don’t mind, I’ll add everything here to my bug list just to give it a better formatting.

Engineer bugs compilation

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Posted by: Minilys.4765

Minilys.4765

Not sure if this has already been reported somewhere, or if this is even WAD.

But when the Engineer uses Elixir S, they can switch to any weapon kits (bomb kit, flamethrower, etc…) and use the weapons whilst in the invulnerable state.

Added, thanks.

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Posted by: Minilys.4765

Minilys.4765

1. I already noticed it and I’m not sure this is a bug but I’ll add it.
2. Added.
3. I’m not sure this is a bug either, from the Guild Wars 2 wiki Stability: Ignore control effects and doesn’t list crippled in the effects ignored but I’ll add it as well.

Stability description from the spell tool tip ingame says it prevents chilled and cripple both slows.

Well the wiki hasn’t been updated regularly, added everything to the list as I said, thanks.

Engineer bugs compilation

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Posted by: Minilys.4765

Minilys.4765

The juggernaut perk seems broken to me (XI weapons). In the trait it says “when wielding a flamethrower…” yet it is classified as a “boon” and the buff can be removed making the 30point talent a waste against any class that can remove boons…which is any class.

The perk is strictly defensive and you pay a hefty price yet any1 can remove that buff. Also, when they remove the buff I think you still continue to run at 50%. The only solution is to cycle out/in to immediately have the boon removed again.

Added, thanks.

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Posted by: Minilys.4765

Minilys.4765

You might want to add these three, the Jugggernaut perk bug really annoy me since we already pay a 50% selfcripple to have stability, yet I’m still getting crippled debuff is added and cripple animation triggers.

1. normal weapons and its sigils are not giving any stat when a kit is equiped.
2. Flame Blast will get “obstructed” almost every time if used in a target you just blew away with Air Blast, the idea of our combo is to blow them away then hit flame blast while they are at range for the explosion. I have tested it in different places it fails no matter my position. I know that there is absolutely nothing in the way since its an empty field. (note that it will get “obstructed” only if used right away after using Air blast, seems to bug when the npc is performing the animation of standing up after been knocked away)

3. Stability from the juggernaut perk seems to be broken, even though it says I cannot be cripple, chilled, knocked bacl, pushed, or launched. I’m still getting crippled, I see my character moving slower than usual and the animation for your crippled character.

1. I already noticed it and I’m not sure this is a bug but I’ll add it.
2. Added.
3. I’m not sure this is a bug either, from the Guild Wars 2 wiki Stability: Ignore control effects (stun, knockback, launch, knockdown, sink, float, fear, daze) and doesn’t list crippled in the effects ignored but I’ll add it as well.

(edited by Minilys.4765)

Engineer bugs compilation

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Posted by: Minilys.4765

Minilys.4765

Elite Supplies also seems to do absolutely nothing when it comes to increasing the range of the Mortar.

Tested and added, thanks.

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Posted by: Minilys.4765

Minilys.4765

Another bug you can add is

When using Kit Refinement in the Tools traits, the ability stops working randomly with the Elixir gun. It begins working again after you die and respawn.

You’re sure it’s not just the cooldown?

Yea. I’ve waited over a minute and thrown it down and it wouldn’t deploy. The CD is like 20 or so seconds.

Well, I already added it to the list anyway, it’s just that I haven’t been able to reproduce this bug. And yes, the cooldown is 20 seconds.

Engineer bugs compilation

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Posted by: Minilys.4765

Minilys.4765

Another bug you can add is

When using Kit Refinement in the Tools traits, the ability stops working randomly with the Elixir gun. It begins working again after you die and respawn.

You’re sure it’s not just the cooldown?

(edited by Minilys.4765)

Engineer bugs compilation

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Posted by: Minilys.4765

Minilys.4765

Feel free to add anything.

General Bugs

  • Attributes and Sigils from equipped weapons aren’t applied when a Kit is used.
  • Sigils proccing on weapons swaps don’t work when swapping from a Kit.
  • Kits can’t be switched in mid-air.
  • Turrets will target already destroyed objects (carts, weapons racks, cannons, doors, walls, etc)
  • Equipped Kits sometimes unequip randomly.

Weapon Skills

  • Blowtorch can only hit 3 targets at most.
  • Explosive Shot explodes at the end of its range instead of when hitting a target and will use all three procs of Incendiary Ammo in a single attack without applying all 3 Burning condition.
  • Pistol’s Blowtorch, Fumigate, Poison Dart Volley will often miss destructible objects.

Utility Skills

  • Auto-attack settings are not kept when switching kits.
  • Activating auto-attack on any Stow Kit skill prevent the use of associated Kit.
  • Elixir B’s bool belt Toss Elixir B only gives one random boon instead of all four and Might gained that way only last 10 seconds.
  • Elixir C’s tool belt Toss Elixir C gives a random boon even when no condition is cured.
  • Elixir S switch out of any Kit, its tooltip doesn’t indicate it prevent the use of weapon skills and toolbelt but doesn’t prevent the use of Kits and their skills during its duration.
  • Elixir U only last 4 seconds instead of 5.
  • Grenade Kit’s tool belt Grenade Barrage doesn’t work underwater in PvE.
  • Healing Turret’s Regeneration on the engineer from dropping the turret (not the subsequent aoe regenerations from the turret) is a lot lower than intended.
  • Med Kit’s action button will sometimes not change to Stow Med Kit.
  • Mortar shots are sometimes delayed and cause shots to not fire even though the cooldown is used.
  • Rocket turret can’t be detonated underwater.
  • Skills sometime get locked in their “in use” animation on the skill bar (the pulsing over the button) which prevent changing the locked skill even after it’s off cooldown. (using a skill, either the locked one or another, seems to fix it)
  • Toss Elixir B, H, C, U, S and R have erroneous tooltips underwater.

Traits
General:
A lot of range and radius changes don’t update tooltips of affected skills properly. (I list a few of them below but almost every trait changing the range or radius of a utility skill doesn’t update the tooltip)

Explosive tree:

  • Forceful Explosives (III) doesn’t show the radius change on skill tooltips.
  • Accelerant-Packed Turrets (IX) explosions don’t trigger any explosion related traits. (I think it’s meant to work that way though)
  • Short Fuse (VIII) doesn’t work with grenade kit when Grenadier (XI) is also equipped.

Firearms tree:

  • Hair Trigger (VI) doesn’t work with Harpoon Gun’s Scatters Mines and Net Wall.
  • Coated Bullets (XII) allow to hit the same target multiple times under certain circumstances. (max range or when the shot is stopped by the environment)

Inventions tree:

  • Reinforced Shield (VII) doesn’t work with Static Shield when Throw Shield is used.
  • Elite Supplies (IX) doesn’t increase Mortar range.
  • Rifled Turret Barrels (XII) doesn’t increase Mortar Range even though it’s listed as a turret.

Alchemy tree:

  • Passive increased boon duration doesn’t work with Elixir U, Elixir S and traits Invigorating Speed and Infused Precision.
  • Fast-Acting Elixirs (II) doesn’t work with Elixir S or any tool belt elixir toss and Elixir Gun’s Acid Bomb and Super Elixir even though they are listed as elixirs.
  • Potent Elixirs (VIII) doesn’t work with Elixir U and Elixir X, Toss Elixir B, Toss Elxir S Stability boon and Elixir Gun’s Acid Bomb and Super Elixir even though they are listed as elixirs; and increase boons duration on Elixir B too much.
  • Cleaning Formula 409 (X) effect occurs before Elixir C giving less boons than intended.

Tools tree:

  • Passive increased Tool Belt Recharge Rate doesn’t work with Mine Field (Throw Mine tool belt), doesn’t seem to give the full reduction on certain toolbelt skills and doesn’t show the modified cooldown on any tool belt skill tooltip.
  • Adrenaline Pump (Adept Passive) doesn’t work with any turrets toolbelt skills.
  • Speedy Gadgets (III) doesn’t work with Throw Mine.
  • Kit Refinement (IV) sometimes randomly stops working and doesn’t work underwater with the Elixir Gun.
  • Deployable Turrets (V) change the usual tool belt of Healing Turret (Regenerating Mist) by the normal non-throwable version of Healing Turret and doesn’t work with turrets unlocked after getting the trait outside of Hearth of the Mists.
  • Power Wrench (VIII) increased recharge doesn’t work with Gear Shield and Magnet from Tool Kit.

Continued here: https://forum-en.gw2archive.eu/forum/support/bugs/Bug-list-Engineer/page/2

(edited by Minilys.4765)