Grenades always pierced, they just didn’t do damage when they did until they hit a surface.
Is there anything else in the minor line worth taking for that matter? =/
The words “scheduled release” again. Can we please be a bit more specific? The bug forums overrunneth with skill and trait issues (Engis alone have 40+) and now you have disabled two traits.
Engi Bugs:
Mega thread: https://forum-en.gw2archive.eu/forum/support/bugs/Engineer-Bugs-Updated-Consolidated
Grenadier: nades pierce when this trait equipped. Also equipping this trait outside of pvp causes your grenade barrage to go on longer CD.
The MANY bugs with grenadier are noted.
Toss Elixir B: tool tip says 3 stacks of stab but the ability gives you 5 stacks
I’ll confirm and add it later.
Automated Medical Response: trait says recharges all healing skills, yet with healing turret equipped and on full cd it only recharges the “Healing Turret” part and not the “Cleansing Burst”
Already on the list
Alchemical Tinctures: Tool tip on Elixir X doesn’t say anything about condis but when used with this trait, it clears a condi.
Tooltip bug. One of many. Good news is that the trait is functioning correctly.
Elixir F: (not so much as a bug as just kittened af) elixir f densest count as an elixir, change the name or change it to an elixir cuz this bothers me way too much
In the thread.
Aimed Assisted Rocket: This trait is supposed to have 33% chance to proc whenever you hit but it procs on things like “Magnet” which shouldn’t count because it doesn’t even put you in combat when used.
That is an odd one. I’ll play with it some and see what happens. I’ll add it if I can reproduce it reliably.
Transmute: I thought that it was announced that condis—>boons was unified among all classes/abilities. This trait densest follow the uniformed conversions. For example burn is supposed to become aegis, but with transmute burn becomes regen.
I’ll test and add.
Thanks!
Due to its current unintended behavior, the Symbolic Avenger trait has been temporarily disabled until the next scheduled release. If you were using this trait, we suggest you select a different one until the trait is re-enabled.
I don’t suppose any sort of ETA would be asking too much? :/
Aren’t Elixir gun throwned elixir ? :p
That’s bad so, and what about the Elixir F ?
Good question and one we have asked in the might bug thread in the bug forums.
Looks like underwater grenades were fixed at some point. Noticed all the tooltips were correctly reporting the quantity and after testing I can confirm that three explosions were indeed reported.
That said, underwater Grenade Barrage is still a mess, but that skill is a mess in general so we’ll just have to see what the bug patch brings to the table.
Aside from dailies, I’ve gotten them as drops, rewards from PvP, and from champ bags. It took me a while to pay attention to the loot stream to notice since they get dumped right into the wallet.
Alchemical Tincture only applies to elixirs that are thrown or consumed, which would exclude Elixir Gun skills.
I wish the contrast and texture in these new enameled dyes was a good as it was in the old enameled dyes. Much more saturation in comparison.
As an Asura, I was hoping for an oversized weapon that we basically were hugging to try an fire.
There was talk at one point about rifled barrels being made baseline. Either they decided against it, forgot, or it’s bugged. Given that there are 40+ documented bugs with engineers since the patch, we’ll have to wait and see how it all shakes out.
But yes, we are pretty handily out ranged by some other classes whose attacks were made baseline.
I try to follow the racial rules whenever possible:
Asuran Engineer – Qwerkk
Asuran Elementalist – Knikk Knakk
Asuran Ranger – Kwatt (Also, pets are named Specimen Alpha, Beta, etc…)
Human Thief – Castiel Zu Heltzer (cause I miss Cantha)
Slyvari Mesmer – Omnomnomaly (okay, I don’t like Slyvari and this was to be mean XD)
Those are the ones I can remember off the top of my head.
As far as expected behavior, while it’s not what’s expected of the skill itself, it IS the truth of how projectile finishers behave.
Grouch describes how Mortar Shot should be working.
None of the pulsing skills actually inflict damage beyond the initial shot, which is likely a balancing aspect just like the change to mortar shot’s finisher. Pulsing fields with nearly the same damage as mortar shot would inflict ~6k damage (based around my engi’s current build damage) per second on pulses. Over 6 seconds (since she’s traited), that’s 36k damage. Add in 6 seconds of quickness, which accounts for, we’ll say 3 for the sake of latency, mortar shots a second, that’s 12k damage a second.
Use Bomb Kit 2. It does do damage on pulse and that damage trigger explosion and firearms traits. Bomb Kit 4 doesn’t do damage (though I swore it did the other day when I tested it), but each pulse does trigger explosion and firearms traits. Use any of the mortar fields, and they neither pulse damage or trigger traits.
The mortar kit’s Mortar Shot (#1) doesn’t cleanse conditions when shot through a light field. I’m not sure if it functions with other field projectile finishers.
Proj finishers must travel through or impact something. Since mortar’s a ground explosion, you’d need it to travel THROUGH the target/ally, then hit the ground.
That is not the expected behavior of this skill as described by a dev in another thread.
Explosive powder might be affecting it, someone would just have to take the time to repeatedly attack a target to find your lowest damage infliction, and highest damage infliction for both with and without the trait. That’s really the only way to figure out for certain until Anet comes out and either says “it’s working” or “it’s not working, we’ll get to it.” I’m also concerned whether Shaped Charge, or any other damage modifier, is affecting mokittenamage.
Multiple people have been testing it on golems and dummies. What we have found is that it is either not applying or if it is, it is lower than expected or inconsistent. But yes, many of the Mortar Kit skills appear to be inconsistent and/or bugged.
As for mortar 2, 3, and 4, not pulsing damage, that’s probably not a bug, as they do pulse the conditions. It’d be a little excessive to be able to stack 3 damaging fields as well as spam mortar shot, as you’d be able to get in as many as 7 hits a second (with elixir U’s quickness). That’s a lot of hits in a short time. In the entire field duration, you’d be looking at roughly 30-36 hits over 8 seconds, if not less. I doubt anyone could survive that sort of spike.
Maybe… but compared with the behaviors of other AoE pulse skills, it seems bugged. The damage of the pulses is pretty negligible, but for us the procs for explosives and firearms traits matters more.
(edited by digitalruse.9085)
Sweeping a mistake under the carpet?
People remembers though….
Yes. The missing eyepatch will live forever in our minds as a day of infamy! Viva la revolution!
P.S. – Why is “E T C H E D” in the profanity filter? o_O
(edited by digitalruse.9085)
- Ignoring the bug on grenadier making it godly, how have grenades felt with the 900 range? Does mortar kit make up for it?
It’s really hard to judge right now with so many bugs on the books with Grenades and Mortar kit, so I have to reserve judgement until that is all cleared up. I think if both were working as it intended, they’d fill their respective roles well. All that said, the 28% damage reduction was somewhat ill timed, if likely necessary to bring things in line.
- What elite have you been taking? If you had to rate them from best to worst, how would you do it and why?
Taking Mortar Kit for now mostly cause it’s new and synergizes with explosions and alchemy.
Elixir X, while cute, is still the worst due to the RNG between brute and tornado. The F5 skill at least made it have something you could count on though.
- Are you using Flamethrower, EGun or Bomb kit more at all?
With HGH, E.Gun is now really great and brings some solid support to the table. I’ve always liked bomb kit, but again, the bugs and animation wonkiness are making it frustrating at times.
- Engineers currently have a LOT of builds to work with. Which is your favorite so far? Please don’t include any builds that utilize bugs.
Well… they all pretty much do, so I guess you’ll have to wait.
- Have you tried the new med kit? My experience has been it being a bit clunky.
VERY clunky. Ground targeting is just frustrating in the heat of battle. In PvE, my mini keeps eat the drops.
- Are you using any heals besides Healing Turret now?
I tried Elixir H for a while. It’s not bad… but losing the water field that Healing Turret provides is hard and it still can’t be beat for team burst healing. Also, the overcharged is bugged.
- I’ve heard from some people that the gadgeteer trait is a bit lackluster. Do you agree and if so, what do you think would make it better?
Haven’t given this a fair enough shake to say one way or the other, but again, the bugs with it make it hard to really put it though it’s paces.
(edited by digitalruse.9085)
It’s not just SD that breaks it. I am running explosives, firearms, and alchemy and I too am having issues with queuing up skills. Especially if I put tool belt skills in the mix.
According to the wiki history, only Grenade Kit #1 and #4 ever hit 5 targets. The others were always 3 before the patch.
And I think the reaction would be much more positive if bomb kit wasn’t so borked and mortar kit didn’t look so cheap.
I think this is key. There are lots of excellent back pieces out there and moreover time and again rewards for LS1 and LS2 were back pieces that we rarely saw or interacted with between the kit back piece and shield.
I’m hopeful that these replacement skins will become more unique and interesting as they tweak them. Someone earlier posed an idea that kits evolve in look/style based on the rarity of the weapon you have equipped. This sounds like an excellent idea. I’d also be down for kit racial skins. Cause while the Charr may have invented Engineering, Asuras undoubtedly made it better.
I can’t even begin to make a fair assessment until the 50+ bugs are reined in .
I have a feeling (winks hard) that his eyepatch will return in a couple of weeks, and we will never speak of this again.
Attachments:
wipes sweat from brow
5000 characters really seems like more in your head. ANYWHO! Update complete!
CHANGE LOG
Update 1:
Added Bomb Kit animations are inaccurate or inconsistent
Added Medkit skills 2-5 can be picked up by Minis
Added Mine dropped by Streamlined Kits while equipping Grenade Kit behaves erratically
Update 2:
Updated HGH does not increase the duration or reduce recharge of Mortar Kit skill 5 (Elixir Shell) with corrections
Update 3:
Added Detonate Minefield Tooltip is inaccurate
Added Smoke Bomb applying blind once every two seconds
Update 4:
Tested and noted bug fixes from 6/24 patch
Updated Mortar Kit not receiving benefits of explosive powder and shrapnel – While shrapnel now works, explosive powder still does not.
Update 5:
Added Gadgeteer allows you to use a Gadget twice
Added Skill keys are shown incorrectly on the skill bar
Added Static Discharge damage and targeting is inconsistent
Added Rifled Barrels does not appear to be baseline
Added Deadly Mixture does not appear to be baseline
Added Rifle Mod not appear to be baseline
Updated Mortar Kit skill 1 missing radius on tooltip and retical shows wrong radius
Added Flamethrower skill 2 tooltip missing “Blast Finisher” description
Added Kinetic Charge trait behaving incorrectly when detonating a turret
Update 6:
Added Kinetic Charge trait behaving incorrectly with Mine Field toolbelt
Added Reactive Lenses not functioning as expected
Update 7:
Added Toolbelt Skills Interfering with Skill Queuing
Added Adrenal Implant not stacking with Vigor
Added Supply Crate Detonate only providing 1 Blast Finisher
Added Over Shield not reducing Shield skill 5 cooldown
Added Med Kit skills only removing one stack of a condition
Added Throw Elixir X not removing conditions with Alchemical Tinctures
Update 8:
Reorganized list to categorize bugs and recover characters in each post
Added HGH not applying cooldown to Hidden Flask
Added Mortar Kit skills 2, 3, and 4 not pulsing damage
Update 9:
Moved several items to Toolbelt category where they belonged
Added Med Kit skill #1 has no sound
Added Aim Assisted Rocket not triggering Shrapnel
Added Over Shield not apply the proper amount of Protection
Added Over Shield not benefiting from Boon Duration
Added Advanced Turrets reflective shield not visible in large battles
Removed *Flamethrower skill 2 tooltip missing “Blast Finisher” description – Provided clarity
I really don’t know about the baseline “bugs” because they weren’t even mentioned in the latest stream prior to the patch. But not having ANYTHING out of those seems a bit suspicious too. I just wish a dev showed up and clarified that. -sigh-
I’m with you. Things were said that made sense and then not mentioned again. Without a firm thumbs up or down it is hard to know, but given all the other bugs Engis and other Profs have, it would not surprise me if some of these things were overlooked, forgotten, or put in place and not responding correctly.
Thanks for all the updates and details. I am going to start the deck chair rearranging process to get these updated. I’ll be moving the “Change Log” to whatever my most current update post is in an attempt to recoup the space. I think we are up to 50 bugs at this point. XD
Not even ONE critical hit on Shatterer with longbow or shortbow.
Another disguised ranger nerf I guess?
TY Anet, we needed that…..
Next time try targeting his head or cleaving the spot on the ground under his head between his feet. That worked for the map I was in.
Update: It looks like you can crit is head, but not his feet.
I can confirm this as well
If you defend the current grenade, you’re insane.
I think I just saw you testing this in the mists.
Elixir gun bugs: Elixir F, Acid Bomb, Super Elixir, and Healing Mists are not benefiting from minor alchemy trait Alchemical Tinctures and all should remove +1 condition and when paired with Inversion Enzyme should convert those condition to boons.
If you read the text for Alchemical Tinctures, it makes the distinction that the elixirs must be tossed or consumed.
Over Shield is not applying the proper amount of protection, it should apply 4 seconds and when it only applying 3 seconds(mouse over boon shows 2 seconds and should be 3 seconds on mouse over if it is applying 4 seconds) and when combined with the boon duration increase from Alchemical Tinctures it should apply 4.75 seconds and it appears to be applying 3.6 seconds of protection.
I’ll confirm and then update.
I also feel Gear Shield should benefit from Over Shield as it is a “Shield” skill.
Hmm… maybe… that is more of a feature request and not a bug. I want to keep things focused on bugs if possible. It’s not a bad idea though.
Grenadier for clarity does not cause Grenade Barrage to pierce, it is actually throwing 13 individual grenades. @Aidan Eighthrain.8612 and @digitalruse.9085.
Okidoki. I double check it and update.
Flamethrower skill Detonate Flame Blast does have its blast finisher tooltip you just can’t see the tool tip unless out of combat or if you mouse over the skill after initially casting Flame Blast and making the skill turn over to Detonate.
I’ll update to include that nuance.
Also thank you digitalruse.9085 for compiling all these bugs for us, much appreciated.
I figure this is the best shot at getting things looked it. I work in IT as a career, so when I am troubleshooting I want as much info and repeatable step as possible.
Point taken. Especially with how the Mortar was clearly rushed – No bad spirit towards the devs meant, deadlines are brutal stuff. Especially with changes this big.
Agreed. I wish there was more we could do to help, but I figure this catalog is about the end of it until they ask.
Here is the text from the bugs as we have described them in the thread:
- Grenade Kit skills 1-5 pierce targets with Grenadier trait equipped
Description: Applying the Grenadier trait causes Grenade Kit skills 1-5 to pierce their targets. The grenades will detonate as then pass through their target and when they impact their destination dealing double damage (7+7=14 hits).
Reproducible?: Yes. Equip Grenade Kit with Grenadier and attack an enemy to see the effect.
Additional Details: N/A
- Grenadier Adept Trait using Pre-Patch version of Skill
Description: When choosing the Grenadier trait from Explosions, the tool belt skill is using the prepatch version.
Reproducible?: Yes. Adding and removing the trait and checking the tooltip will show the discrepency. You can compare the range by using the mortar kit, which shows they travel the same distance.
Additional Details: Prepatch version provides an additional grenade (grenade quantity of 7 is now baseline), 30 second cooldown (instead of 25), and 1500 range (should be 900), and travel slower than other grenades.
A red hasn’t responded to the over 40 bugs we have found so far (that are both to our benefit and our detriment). Hopefully, there is a patch in the works for this evening (when a bulk of their maintenance patches go out) that will start to clear all this up.
I must say, the lack of damage pulsing on the Mortar might be intentional as far as the fields go. Else it could stack vuln pretty crazily. And the little bit of damage on pulse is not a biggie, I guess! But hey, we’ll see what anet do.
It already functions this way on Bomb Kit, so it’s an inconsistency.
Like all the bugs here, a red coming in and saying “Yup, this is a bug.” or “Nope, this is working as intended” would go a long way to cull this list. In the face of silence, we can only draw our own conclusions; be they true or not.
Just cause it’s red, doesn’t mean it is current or accurate. It is in our comprehensive list here: https://forum-en.gw2archive.eu/forum/support/bugs/Engineer-Bugs-Updated-Consolidated/
The name of the game is a frequent misnomer. It is derived from an event in lore, not a mechanic:
http://wiki.guildwars.com/wiki/The_Guild_Wars
That doesn’t mean I don’t think it is a cool (and likely coming) feature, just wanted to clear the air a bit.
Thanks for the detail. I’ll test it a bit to see if I can recreate it. If so, I’ll add it to the bug thread.
When they bring SAB back, this is almost a certainty. The gem exchange would burn to the ground if they filled it with SAB stuff:
- Pixel Balloon
- Finishers
- Armor
- Mail Carrier
- Fun Boxes
Or, my greatest wish, a costume brawl toy.
How is healing turret bugged?
On “the list” since Wednesday!
https://forum-en.gw2archive.eu/forum/support/bugs/Engineer-Bugs-Updated-Consolidated
I think they mentioned they hoped to make them craftable at some point.
It’s not that it’s throwing 13 grenades, but more that it is throwing 6-7 and they are piercing. So, they hit you as they travel through you and then again when they impact on the ground. This is on the list.
I will re-test and verify what you are saying just to be sure.
Yay updates! Seems the “Orbital Strike gets culled completely as soon as any effectst are happening” thing got list dropped? ‘s probably my favorite personal lil’ issue and pet peeve to grump about atm! Well, that combined with the lack of skill queues on SD builds.
You caught me trying to move it to toolbelt where it belongs, but space is all wacky now. I’ll mess with it again tomorrow.
Alas, in the immortal words of the Lost Skeleton of Cadavra, “I SLEEP NOW!”
(edited by digitalruse.9085)
Hey! Thanks for all the hard work catagorizing the bugs. However there seems to be a tiny mistake in your list. I don’t think that Rifle Mod was ever mentioned to be baseline (as much as I would love that, being a keen rifle engi.)
You are correct. I reviewed my notes from the two streams and do not see it mentioned. Nice catch. My brain is mushy. I’ve removed it.
as for vuln applications @manuhell, it seems odd to me that the fields dont tick vuln from steel packed powder on things because its inconsistent with how bombs work — fire bomb and smoke bomb pulse vuln. i think the mortar fields ought to as well. perhaps its an oversight or a bug.
I am going to test and confirm this. If true, I will add it to the bug thread.
5 has no interaction with steel packed, but thats prolly ok cuz its an elixir with 0 damage. 2, 3, and 4 tick vuln on the first hit when they do damage, but do not tick vuln when poison/blind/chill tick. bomb 2/4 each tick vuln in addition to burn/blind.
I did follow up on this and the Mortar 2, 3, and 4 do indeed tick their condition, but not the damage like Bomb Kit does. I have documented it in my bug thread in those forums.
Thanks!
Okay. I’m officially pooped. Made it look even prettier and added some more details. Let me know if I missed anything.
Just got in front of my computer. I’ll post an update as well as reorganize everything. Thanks more feedback guys!
(edited by digitalruse.9085)
Talk to Miyani at the Mystic Forge.
Are you level 80?
Was it Elona or Cantha that was blocked off due to Zhaitan?
Cantha.
And from a lore perspective, the first blow was the Kaineng government (Ministry of Purity) basically exiled all non-human races from their sphere of influence. The Zhaitan made it worse by physically cutting it off. Now that Zhaitan is gone, the Ministry of Purity’s edict is likely still in effect if they are in power.
FWIW, Elona was cut off by Palwa Joko and then, again, Zhaitan’s minions occupied the border between the two nations.