As for the walls, you saw the toolbelt skill for Elixir U:
https://wiki.guildwars2.com/wiki/Toss_Elixir_U
As Penguin suggested, the “perma” stability is likely the Juggernaut Grandmaster trait in Firearms.
FWIW, I have added these as bugs to the Engi bug mega thread:
https://forum-en.gw2archive.eu/forum/support/bugs/Engineer-Bugs-Updated-Consolidated/
We’ll see how they are treated.
I’m actually being even more OCD about. I’ve pulled all the posts into a word doc and am doing character counts to tetris them in for the most efficiency. I’ll make the changes soon.
I was already thinking about how to trim the fat off the fixed ones, but I don’t want to loose some of that descriptive detail. We’ll see how it goes! XD
Yeah, it seems to be a global bug introduced on Tuesday as other Professions are reporting it. It is really noticeable when toolbelt skills are mixed into your queue.
It seems like any toolbelt skill with a cast time can’t que another skill after it. Incredibly annoying for SD builds unless you always run utility goggles+rifle turret.
It is on the epic list of Engi bugs in that forum. Fear not.
Forum bugs. Weee.
Shouldnt “automated medical response” also “Cleansing Burst” rechargen? In my experience it only recharge the turret itself and not the overcharge and is useless so..
I think Healing Turret is the actual healing skill in this case, so I hesitate to call it a bug on the face of it.
What you could do is detonate it as your HP gets to the recharge threshold so the actual skill recharges and you can drop and spam it again for quick heal/overcharge/blast.
This is also happening with Engineers. It gets worst when you add toolbelt skills into the mix.
They have made comments in the past that their dev environment does not accurately reflect the live environment. So, bugs often crop up after patches are deployed as a result.
Admittedly, that seems odd compared to what I am used to at work.
This is an excellent idea!
Yeah, it seems to be a global bug introduced on Tuesday as other Professions are reporting it. It is really noticeable when toolbelt skills are mixed into your queue.
I get the feeling you don’t play engi.
lol.
Yeah… you might play engineer… but you’re no Vee Wee.
<3
Okay. Updates made. I guess I should have reserved more posts. I am running out of characters. I only get 5000.
Holy moley! I’ll get started on the edits. Thanks for the responses and the attention to detail.
Alchemical Tinctures do not works with Elixir Gun #4 #5 and with tool belt abilty Healing Mist. And do not interact with the Inversion Enzyme trait as well. (maybe intended)
I think the Inversion Enzyme converts the condition into a boon with the remaining time instead of it becoming a new boon application. I’ll try to test it.
Also, Alchemical Tinctures says Elixirs that “are thrown or consumed”, so I believe this is working as intended. (P.S. – Both Dulfy and Intothemists have not updated their trait text so I don’t recommend using their tooltips until they do)
Grenade 1-4 exploding on collision with enemies wasn’t in the patch notes, but is fixed.
Still a bug. Only happens with Grenadier equipped though.
(edited by digitalruse.9085)
Did they bring them back and I just can’t find them? If not, can we find a not to heinous place to put them? They were very handy back in the day.
Seems like Explosive Powder is working now as intended. But still huge damage nerf.
Tooltip updates. Damage stays the same as far as I can tell.
EDIT: Okay… weird… the golems in PvP show it, but the training dummies in SW don’t…
(edited by digitalruse.9085)
All this states is that the conditions for the combo pop-up is that the mokitten has to travel through or land in the field.
It does not state that a projectile finisher will apply it’s effect in the AoE the projectile causes.
I agree that the context of that statement would appear to imply that the combo effect is supposed to occur in the AoE, but it is not explicitly stated in his post. For all we know, it is actually working as intended.
If that popup appears, I think it is reasonable for the the effect to actually fire. It’s a bug either way. My hope is the bug errs in the favor of being a unique behavior for the skill.
A note on this: the projectile finisher is very poor.
For something like stoning that the ele has, it’s relatively simply to use because the projectile is targeted towards the enemy.
For the mortar, the actual projectile has to touch the enemy once it combos with the field. Simply being in the AoE explosion radius does not apply the finisher effects.
So it’s like having to manually target your ele staff auto attack, and line up the projectile just right so that it hits the enemy directly.
As such, it’s actually much better at just dealing raw AoE damage since the combo potential is too inconvenient. Maybe if they let the combo finisher apply in the AoE it would serve the purpose you describe, but it’s just not there at the moment.
It’s also bugged. See Josh’s post on how it is supposed to be working:
https://forum-en.gw2archive.eu/forum/professions/engineer/What-s-the-deal-with-Mortar/5165482
When it is an AoE projectile finisher like it is supposed to be, it will be much more interesting.
If this happens, then it’ll be a more reasonable 18% nerf, though I feel 10-12% should be the max.
I meant to take a before shot of the damage before patching, but forgot. So I can’t crunch the numbers on what exactly the real loss is or will be. =/
FWIW, it is still not receiving the +10% correctly from Explosive Powder. The tooltip updates, but actual damage dealt is not correct (I was doing 600-670 with and without Explosives line). You can test this on dummies in Silverwastes. So, actual nerf might be more along the lines of 10-15% not 27%.
Maybe they are adjusting it before the fix is applied. They did fix Shrapnel after all. They also still have to fix the projectile finisher and MK#1 will be pretty neat to use.
(edited by digitalruse.9085)
From /u/ScaretacticFhang on Reddit:
the “bug” where you drop the gun bundle to shoot the karka happens because you have NOT THE SAME SKILLS underwater as you have on ground. Swap your skills to be the same on both ground and under water and you wont drop the bundle anymore
Tested and confirmed to work. Even with Kits equipped.
you might specify for grenade barrage that if grenade quantity was made baseline, then barrage should have 7 grenades not the current 6.
Mortar kit 1 targeting circle is too small. Tested on golem herd in HOTM and compared to other mortar skills. Functional radius appears to be correct while target looks like its either 120 or 180 radius
Fire blast, FT #2 no longer listed as a blast, but functions as one.
So noted! Thanks.
EDIT: also, flame blast requires a target, I dont think this was always the case
That is the behavior I have always known. No target? It hits the dirt.
(edited by digitalruse.9085)
The rifled barrels trait which increased the range of pistol, rifle and elixir gun by 200 was supposed to have been made baseline but hasn’t been made baseline.
Im not sure if rifled mod (10% rifle dmg) and deadly mixture (15% flamethrower and elixir gun dmg) have been made baseline and if these were supposed to have been made baseline.
You are right that it was mentioned in the first stream. I’ll add it, but they may have made the decision to not make some of those traits baseline.
Elixir U have its fury listed as haste and its might listed as something else. It does not apply its might when out of combat. HGH works on it tho and that might will be applied outside of combat.
With HGH, Elixir U applies Quickness and Might and either Frenzy or Haste. Since Frenzy gives 5 might stacks and HGH gives two they are combining to make a total of 7. I tested drinking it a few times. All appears to be working as intended.
Also, I will cross bugs off the list if a Dev confirms their status as working as intended or not.
(edited by digitalruse.9085)
Added these to other thread.
Reserved
/15chars
(edited by digitalruse.9085)
No worries. Good to have one here too cause not everyone visits that forum.
I did add yours to the new thread too.
I also started a much more detailed consolidated thread so I could keep the OPs updated.
https://forum-en.gw2archive.eu/forum/support/bugs/Engineer-Bugs-Updated-Consolidated
Reserved
/15chars
(edited by digitalruse.9085)
- Update 12:
Closed Mortar Kit not receiving benefits of explosive powder and shrapnel
Closed HGH does not increase the duration or reduce recharge of Mortar Kit skill 5 (Elixir Shell)
Closed Mortar Kit skill #4 (Flash Shell) behaving incorrectly
Closed Mortar Kit skill 1 missing radius on tooltip
Moved Mortar Kit request to restore old recital
Closed Minipets interfering with normal skill behaviors
Closed Skills Still Affected by Movement Speed
Closed Unable to complete Lion’s Arch Exterminator
Closed Grenade kit underwater usage
Closed Smoke Bomb always detonates at your feet regardless of where it is placed
Closed Elixir Gun skill 2 (Elixir F) not an ‘elixir’
Closed Elixir Gun skill 4 (Acid Bomb) not applying Might to allies in range
Closed Med Kit skill #1 has no sound
Closed Elixir Gun toolbelt skill does not gain HGH duration
Closed Cooldowns of Toss Elixir skills are inconsistent when used on land or water and moving to the other environment
Closed Grenadier shortens Grenade arcs to increase speed
Closed Aim Assisted Rocket not triggering Shrapnel
Closed Over Shield not reducing Shield skill 5 cooldown
Closed Over Shield not apply the proper amount of Protection
Closed Over Shield not benefiting from Boon Duration
Closed Cleansing Synergy only removing one stack of a condition
Closed Experimental Turrets not applying to Supply Crate
Closed Throw Elixir X not removing conditions with Alchemical Tinctures
Closed HGH not applying cooldown to Hidden Flask
Closed Underwater versions of Toss Elixir skills are not benefiting correctly from HGH and Alchemical Tinctures
Closed Rifled Barrels does not appear to be baseline
Closed Bomb Kit not applying Forceful Explosives
(edited by digitalruse.9085)
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
- Update 10:
Modified Minipets interfering with normal skill behaviors to include patch changes and continued bugs
Modified Mortar Kit skill 1 missing radius on tooltip, retical shows wrong radius to add request to add bad old targeting reticle to allow for more precise aiming
Closed Grenade Kit skills 1-5 pierce targets – 7/7 Patch
Added Smoke Bomb always detonates at your feet regardless of where it is placed
Added Med Kit skill #1 animation makes it difficult to see who is affected while moving
Added Cooldowns of Toss Elixir skills are inconsistent when used on land or water and moving to the other environment
Closed Grenade Barrage grenades fly random directions underwater – 7/7 Patch
Closed Incendiary Ammo not apply correct amount of burning stacks – 7/7 Patch
Closed Detonate Minefield Tooltip is inaccurate – 7/7 Patch
Closed Mortar Kit toolbelt skill Orbital Strike is Unblockable – 7/7 Patch
Added Grenadier shortens Grenade arcs to increase speed
Added Aim Assisted Rocket damage different when kit is equipped
Closed Evasive Powder Keg has a 10 second cooldown – 7/7 Patch
Closed Grenadier Adept Trait bugs Grenade Barrage – 7/7 Patch
Added Cleansing Synergy only removing one stack of a condition
Added Automated Medical Response not resetting the cooldown on Cleansing Burst
Added Underwater versions of Toss Elixir skills are not benefiting correctly from HGH
Added Static Discharge not working with healing or ground targeting skills
Closed Gadgeteer allows you to use a Gadget twice – 7/7 Patch
Closed Adrenal Implant not stacking with Vigor – 7/7 Patch
Closed Kinetic Charge trait behaving incorrectly with Mine Field toolbelt – 7/7 Patch
- Update 11:
Modified Traits that cause damage appear to be using incorrect weapon damage formulas to include other damaging traits
Reopened Grenade kit underwater usage
(edited by digitalruse.9085)
Welcome to the Official Non-Official Engineer Bug thread!
We are doing our best to catalog and test the bugs that have either been affecting Engineers or have been around for a really long time. While this thread originally have all the bugs listed out on multiple posts, there were so many bugs that I ran out of room. Additionally, trying to use the formatting offered by the forums was frustrating at times. So, all that said, the lists were transferred to a Google Doc that you can find here:
GW2 Engineer Bugs Google Doc – Last Update 7/8/2015
I am doing my best to keep this document updated on my own, but if you would like edit access, can follow the established format, and clearly articulate the details of a bug and how to recreate it, I would be happy to have your aboard.
Additionally, if you are a Dev and having access to this document for your own purposes would be helpful, please PM me and we’ll work out the access stuff.
Thank you to everyone for all their efforts thus far in providing info and testing things. Feel free to hit me up in game to discuss or test anything as well.
Best.
(edited by digitalruse.9085)
So it doesn’t get lost:
https://forum-en.gw2archive.eu/forum/support/bugs/Experimental-Turrets-glitch
-Incendiary ammo (flamethrower toolbelt) only gives 1 stack of burning per application instead of the 2 stacks listed on the tooltip
I’m not able to reproduce this one. I consistently proc 2 burns on a target.
I just tested it too and was also proc’ing two burns. What were you trying?
Currently it is not.
In previous streams they did mention that they were considering making it baseline. There is another thread in the forums where we are tracking and testing. Also, some traits and skills are bugged which is making things harder to test.
https://forum-en.gw2archive.eu/forum/professions/engineer/Baseline-changes-and-clarification
It was done on purpose. Chronologically, those events took place in the LA from 2-3 years ago. Same goes with the missions at Fort Concordia (which was destroyed by Mordy).
I had to go into a PvE map to open it
In the meantime keep the feedback and bug reports coming, and I guess farm up some world bosses.
For those of us actively posting in our class or bug forums, would Reds mind posting or confirming bugs so we can move to providing feedback on meaningful things and not burn cycles on confirmed issues?
Mine field doesn’t seem to have forceful explosives baseline. The explosions are much smaller than they were pre-patch.
The Detonate Tooltip says 240 on that one. Trying to test range on dummies, but it is hard cause they fly out a random. It is looking more and more like they mean for forceful explosions to be baseline, but things got goofed.
We’re tracking some of the baseline changes and trait omissions here:
It does indeed look like it is gone. (Other than the grenade bug! XD)
New Bug: Bomb Kit bombs are only 180 effective range even though all the detonation and skill effects show a 240 range. Josh talked about making this baseline in the streams, so this just seems like an oversight. Tooltip and range need to be corrected.
Great. Will adjust post and add to bug thread.
Ground targeting for Turrets is no longer available. I heard someone say it’s supposed to be baseline but it only seems to apply to Supply Crate.
Looking over my notes from the first and second streams I don’t see a mention of it for baseline.
My guess is that people dropping them in impossible to reach (and thus kill) places was a big part in removing that trait.
- Grenadier turns Grenade Barrage into the old Grenadier Barrage, including the old cooldown and 1500 range.
It looks like the tool tip is wrong and they are actually going 1200… which is still wrong. XD
Regardless, that would point to the base for the old skill as you’ve already.
It is definitely shooting the same distance as my mortar skills. 1500 seems to be correct in the mists at least.
kitten . I went all lysdexic and read the 5 as a 2 on MK. gg.
Carry on, citizens!
- Grenadier turns Grenade Barrage into the old Grenadier Barrage, including the old cooldown and 1500 range.
It looks like the tool tip is wrong and they are actually going 1200… which is still wrong. XD
Regardless, that would point to the base for the old skill as you’ve already.
Considering their place as “fluff”, I’d be really surprised if this gets looked at.
Come join the party! XD
https://forum-en.gw2archive.eu/forum/support/bugs/Engy-bugs-23-6-15/
Orbital Strike(Mortar F5) is unblockable but the tooltip doesn’t state this.
Oh my. Lol thats unintended for sure. No way that should be unblockable on such a short cd and potential double cast.
Played with it in a private arena. It hella telegraphs and doesn’t hurt that much. For being supplemental to the elite skill I could actually see it being intentional.
Because kits are bundles, you’ve always dropped them when downed.
This will indeed work
Thanks for the reports. The team is aware of this and will roll out a fix when they can do so. One workaround mentioned in this thread and confirmed as functional: Unequip all kits (do not have them in your skill bar) when you attempt to complete this achievement and you should be able to do so.
Thanks for the update and thanks for the tip. I’ll pass it along to people frustrated in map chat.