User talk:Bolton/Engineer bugs

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I'm the first to contribute to this discussion page. I have no idea how to format it properly or if there are certain practices that are encouraged/frowned upon. Please feel free to clean up after me or tell me what I could do better. If anyone else starts to edit the discussion and the actual bugs list, feel free to remove this line, too. Bolton 20:24, 24 October 2012 (UTC)

General[edit]

I removed things that have been fixed. While it was nice to look at everything that used to exist, I really think it would be best to keep the list as small as possible. Bolton 04:40, 28 November 2012 (UTC)

REMOVED: "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)."

I removed this because it's not Engineer specific. Bolton 20:45, 5 December 2012 (UTC)

Combo Fields[edit]

"Does anybody know how long the Fire Shield (Combo Finisher: Leap) should last? The original elementalist skill is supposed to last 3 seconds according to gw2wiki, but when I lay down Napalm using Flamethrower, switch to Rifle and Jump Shot on top (or across) , the Fire Shield seems to barely last a second. Actually sometimes it doesn’t trigger at all, most of the time it lasts maybe a second and I had it once last for like 3 seconds (Tested in Heart of the Mists) ."[1]

I tested this in sPvP and PvE/WvW and didn't find an issue with Napalm and Jump Shot; the Fire Shield lasts 4-5 seconds every time. I did revise the bug about Smoke Bomb's combo field, by the way. Bolton 05:15, 15 December 2012 (UTC)

Sigils and Runes[edit]

"1. The Superior Sigil of Accuracy (5% Critical Chance) does not work with Kits. Only when directly wielding the weapon with the Sigil is the bonus taken into account. TLDR: Wield weapon with Superior Sigil of Accuracy, have +5 % Crit Chance. Equip a Kit, bonus goes away."[2]

Superior Sigil of Accuracy never displays any additional critical hit chance on your character sheet. This occurs in PvE/WvW and in sPvP. It's possible that it may not work with kits, but the method to reach your conclusion is incorrect. Bolton 23:25, 12 January 2013 (UTC)

"2. Giver’s Pearl Hand Cannon +10% Condition Duration Bonus not taken into account. Test: 0/0/0/0/0 traits, Wield Giver’s pistol and take one Rare Veggie Pizza (40% Condition Duration). Explosive Shot Bleed duration should be 3seconds, but is marked as 2(.3/4) seconds (missing 10%). Maybe a general Giver’s problem, and not Engineer specific."[3]

You are correct, this is with Giver's equipment and not an Engineer specific problem. Bolton 23:27, 12 January 2013 (UTC)

Weapon Skills[edit]

Pistol[edit]

I removed this bit from the list:

  • Additionally, when targeting a "moving foe" the shots only go where the target WAS, the weapon does NOT "track the target" correctly (or at all).

Poison Dart Volley has never "tracked" targets 100% accurately and functions the way it was designed to. The projectiles go in the general direction of who you are targeting even if they're moving. Blowtorch also follows moving enemies just fine. A very good suggestion would be for Poison Dart Volley to just hit targets you're aiming at instead of shooting in their area. Bolton 04:44, 11 December 2012 (UTC)

Utility Skills[edit]

Heals[edit]

Med Kit[edit]

Someone removed: "Med Kit cannot be stowed- pressing the heal key simply reloads the kit." I undid the change because this is still bugged. In the edit, I clarified that the issue only exists outside of the Mists. Bolton 03:08, 27 November 2012 (UTC)

I think this bug has been removed from the list 3 times now. It still exists. I play with it every day. I will definitely remove it when it's fixed. Bolton 06:52, 6 February 2013 (UTC)

Underwater[edit]

I see a mention of a specific ability going on cooldown for land once its used underwater. However, its ANY ability used in any slot underwater with a cooldown that puts that slot on a cooldown on land. I use elixirs underwater with grenade kit so I always have CD’s when I come out on land abilitys, constantly putting land kits on 20-45 second CD’s. (CD is determined by the elixir used underwater)[4]

I knew about this but for some reason I didn't think about it when regarding healing abilities. While I have a slight issue with the design, they are not bugs so I removed the bugs below from the list.
  • Using Elixir H underwater gives a cooldown to Med Kit when going back on land. If this is to prevent using 2 heals back-to-back, you can still use Bandage Self when you are on land.
  • Using Healing Turret's overcharge ability gives a cooldown to Med Kit if you switch healing skills or if you use the overcharge ability on land and have Med Kit equipped in water. You can still use 2 heals back-to-back because Med Kit's main heal is on the tool belt.

Elixirs[edit]

Elixir U[edit]

I added to the description of this bug. Bolton 20:21, 24 October 2012 (UTC)

Toss Elixir C[edit]

Someone removed: "Elixir C’s tool belt Toss Elixir C gives a random boon even when no condition is cured." This still occurs in PvE and the Mists. It should not be removed. Bolton 03:10, 27 November 2012 (UTC)

Someone removed this again. It's still bugged so I undid the edit. 24.21.247.228 23:12, 12 January 2013 (UTC)

Turrets[edit]

All Turrets[edit]

There were two entries that basically said the same thing. I tested the bug and removed the part about it working in PvE and sPvP (because it doesn't). Bolton 20:21, 24 October 2012 (UTC)

Weapon Kits[edit]

Bomb Kit[edit]

"Here is another one. It makes smoke bomb’s smoke field when a physical projectile is used apply vulnerability instead of blind." [5]

Tested this and it always applies Blind. Keep in mind that you only have a 20% chance to apply Blind from the combo field. It's possible you may be applying Vulnerability from another source and Blind is simply not occurring because it only has a 20% chance. Bolton 21:22, 1 December 2012 (UTC)

Gadgets[edit]

Throw Mine[edit]

  • Throw Mine will not detonate after a period of time, although the outline will remain on the ground. Manually detonating it will remove the outline but not cause damage.
Whoever added this bug to the wiki needs to clarify this a bit further. Yes, Throw Mine will not detonate after a period of time because it's not supposed to. Do you mean that it will detonate after a period of time and leave its outline on the ground? Bolton 19:49, 12 January 2013 (UTC)
I did some more testing with this and I think I finally understand what the bug is. I added it back to the list but made it much more clear what the problem is. 24.21.247.228 23:08, 12 January 2013 (UTC)

Elites[edit]

Supply Crate[edit]

Someone added: "Supply Crate sometimes drops at random times with no keypress, or corresponds with weapon swap." I've never, ever seen this happen in over 400 hours of playing an Engineer. Unless this is an reproducible bug, I think it should be removed from the bug list. Bolton 03:05, 27 November 2012 (UTC)

Removed this from the list today. Bolton 04:35, 28 November 2012 (UTC)

Elixir X[edit]

"Elixir X can go on full cooldown if you trigger the Tornado form but are interrupted in any way during the 1 second or so cast time. (moving, CC, jumping) This doesn’t seem like intended functionality." [6]

I tested this and it is not true. Bolton 21:16, 1 December 2012 (UTC)

Racials[edit]

Charr: Hidden Pistol[edit]

"The engineer only effect of hidden pistol for Charr is not affected by the pistols pierce trait. Their shots are single target only despite this ability being a toolbelt engineer only power." [7]

I'm not sure if we should consider this a bug. It's not a pistol Weapon Skill and I'm pretty sure that it's by design that traits don't affect it. Bolton 23:02, 1 December 2012 (UTC)

Traits[edit]

Explosives[edit]

Acidic Elixirs[edit]

"Acidic Elixirs causes Viel to not spawn, on Elixir U." [8]

I could not reproduce this. Tested in sPvP and PvE/WvW. Bolton 21:20, 1 December 2012 (UTC)

Incendiary Powder[edit]

I changed this little bit. It's supposed to have a hidden cooldown and all abilities like it have a hidden cooldown. The bug is that the hidden cooldown is not mentioned in the description. Bolton 20:05, 24 October 2012 (UTC)

Short Fuse[edit]

I crossed this out. This is not intended to reduce the recharge of Big Ol' Bomb or Grenade Barrage. Bolton 19:59, 24 October 2012 (UTC) >> Citation needed?

I don't have a source to cite for this. I learned, informally, that Tool Belt skills were not supposed to be affected by traits unless the trait specified it affected the Tool Belt. Hence why Elixir traits don't affect tossed Elixirs and why Grenadier wasn't affecting the range of Grenade Barrage. But after the last patch, Grenadier now affects Grenade Barrage. So this either slipped under the radar and got fixed or we should expect traits to affect Tool Belt skills. I'm hoping for the latter and I think we should start to consider these things bugs until I can get an official response. I'll add this back to the bugs list. Bolton 18:42, 27 November 2012 (UTC)

Turns out that some Elixir traits do affect some Tool Belt Elixirs. Fast-Acting Elixirs affects Tool Belt Elixirs in PvE/WvW only. Bolton 23:11, 1 December 2012 (UTC)

Firearms[edit]

Rifled Barrels[edit]

"Firearms trait IV – increased pistol/rifle/harpoon gun/elixir gun range It’s not working with elixir gun, only updated the tooltip, while elixir gun has still way lower range than ranger with 1200 on auto-attacks. Tested this with such ranger, I’ve been standing in the same spot and later 1-2 steps before him, couldn’t shoot his target" [9]

I tested this in sPvP and PvE/WvW and it is not true. Bolton 21:18, 1 December 2012 (UTC)

Alchemy[edit]

Fast-Acting Elixirs[edit]

I crossed out a part of this. This is not intended to reduce the recharge of any toolbelt Elixirs even though they are listed as elixirs. Bolton 19:59, 24 October 2012 (UTC) Going to add this bug again. I have no official confirmation that this is intended. Bolton 18:52, 27 November 2012 (UTC) I tested the heck out of this trait with all Elixirs in sPvP and in PvE/WvW. I updated the bug list to more accurately describe the bug. Bolton 04:36, 28 November 2012 (UTC)

Potent Elixirs[edit]

Tested the heck out of this trait with all Elixirs in sPvP and Pve/WvW. Description of the bug is updated to more accurately describe it. Bolton 04:38, 28 November 2012 (UTC)

Automated Response[edit]

This is confirmed to be working as intended. It makes you immune to any conditions that would be applied when health reaches 25%. It does not remove conditions that have already been applied. The real bug is that the description of the trait is vague. Bolton 19:44, 24 October 2012 (UTC)

Automated Response could use some check. I tried standing in the torch at the beginning of HotW and this trait doesn’t activate condition immunity until my health reaches 2500. (I have 24.8k HP) Not sure about Self-Regulating defense but a check would be greatly appreciated, because I had this trait with Automated Response and it still doesn’t activate when my health reaches 2500 >_> I’m sure it wasn’t on cooldown. (FYI the torch in HotW will constantly burn you without doing direct dmg, 45-48 sec max) [10]

I tested this in the same spot. I have 19167 HP so it should kick in at 4791.75 HP. I ran the test 4 times and each time as soon as my health dropped below 4791, a new stack of burning would not apply. I made sure to keep my burning duration below 45 seconds before my health got that low (I believe burning has a max duration of 45 seconds and I wanted to play it safe). This appears to be working correctly. Bolton 19:17, 5 December 2012 (UTC)

Self-Regulating Defenses[edit]

Tested agian, Self-Regulating Defense activates at 1300 HP at 10.9k HP cap. How is this 25%..[11]

Added this bug after testing several times. I had 22522 HP so it should trigger at 5630.5 HP. The lowest I saw my health before it actually triggered was 5244. You have to look at your health before it triggers because you still take the damage from the hit that triggers the trait. Bolton 19:35, 5 December 2012 (UTC)

Tools[edit]

Static Discharge[edit]

This actually does trigger when using Regenerating Mist, but the discharge shoots into the ground in front of you. I edited the description of this bug to illustrate the problem more clearly. Bolton 20:12, 24 October 2012 (UTC)

"Electricity attacks from the toolbelt do not always activate with the activation of Elixir U toolbelt walls as well as some of the turret abilities like the extra net." [12]

I confirmed this to be the case with Toss Elixir U. However, I did not find this failing to trigger with any other Tool Belt skills. Bolton 23:05, 1 December 2012 (UTC)

Power Wrench[edit]

I'm pretty sure this doesn't reduce toolbelt cooldowns by 20%, at all. 147.253.104.23 08:59, 14 January 2013 (UTC)

It reduces the recharge of Tool Kit skills, not Tool Belt. I tested it in PvE/WvW and PvP today and it works perfectly. Every skill recharge is reduced by 20% without any issues. Bolton 05:27, 17 January 2013 (UTC)

Kit Refinement[edit]

"If you take Kit refinement you can’t attack util the Kit refinement spell effect happens:

Just try this: Without Kit refinement, switch weapon to bomb and instantly drop a bomb (don’t even wait for the weapon shift animation), everything will work fine

With Kit refinement, it will take a while until you are able to drop that bomb. It actually makes bombs worse with Kit refinement than without it because without Kit refinement, you could shift and instantly drop whatever bomb you wanted (including bomb 1), now you have to wait until drop bomb 1 happens before you press the button to drop whatever bomb you wanted.

This bug sort of makes you uncertain you used the skill you wanted when you switched kits… it’s really annoing…"[13]

I don’t see this happening in PvE or PvP. There is no delay. Bolton 05:11, 15 December 2012 (UTC)

Personal project[edit]

This looks like a personal project and as such I motion that it be relocated to the user's space Venom20 User Venom20-icon-0602-sm-black.png 22:55, 31 October 2012 (UTC)

That sounds reasonable to me. I've been trying to get more people to contribute but have not been having any luck. If it gets moved, I would like it to be moved to me because I've been the most active contributor and the original author hasn't updated it in over a month. Bolton 18:17, 1 November 2012 (UTC)

I disagree. Contributions aren't made from others simply because many are unaware of this page. I have just made a contribution and increased visibility of this page is essential to getting these bugs fixed. --109.144.254.83 20:23, 8 November 2012 (UTC)

Also, it being a "personal project" is not really an issue here as it is not about an individual or an individual's opinion, but rather a detailed article about an aspect of the game which is shared by everyone. Although the information provided may or may not be intentional aspects of the game, they are manifest regardless. That there is not a comparable list for all the other professions or that this list is not more easily navigated to from within other wiki articles is evidence of a shortcoming in this wiki communities efforts, not in it's need to be reclassified as a user page. IplayBANJO 07:20, 12 November 2012 (UTC)
Bugs are noted on individual skill pages, this list is redundant.--Relyk 07:28, 12 November 2012 (UTC)
I agree. This would be visible to the developers if it's maintained on the official forums instead of the wiki. I know I myself periodically check that very well-maintained list of necromancer bugs. -- ab.er.rant User Ab.er.rant Sig.png 05:08, 18 November 2012 (UTC)
Bugs are noted on individual skill pages but it is far easier to see all of the bugs listed in one spot. The developers want all the bugs to be in one spot. Bolton 02:04, 20 November 2012 (UTC)
Nobody is saying developers don't want all the bugs in one spot. But we have been saying we don't think they want it on the wiki. Here's the thread of necromaner bugs I mentioned. And oh look, there's already a thread of engineer bugs... Developers have stated that they value those lists. And there's also a game bugs section, indicating that they do want bugs to be brought to the forum. By having a page like this here on the wiki, isn't this creating a situation where the bugs list is not in one spot? -- ab.er.rant User Ab.er.rant Sig.png 08:11, 20 November 2012 (UTC)
While all engineer bugs are in one spot (the wiki), I do understand wanting to keep all game bugs in one spot (the forums). But that engineer bugs thread is just a direct link to this page and the author of the thread hasn't updated this wiki or his thread in over a month. Even the Necromancer thread hasn't been updated in 2 weeks. The wiki makes it really easy for a community to document and monitor the bugs. In a perfect world, all the bugs would probably live on the wiki instead of the forums. Bolton 09:43, 20 November 2012 (UTC)
By keeping the list on the wiki, you are shooting yourselves in the foot. Aside from our community manager Stephane and a couple web people, Anet avoids the wiki because of the GFDL license, which says they can't use anything they read here to make changes to their game, because it's a commercial product. Start a new bugs thread on the forum and find someone (like yourself) to maintain it properly this time. —Dr Ishmael User Dr ishmael Diablo the chicken.png 13:31, 20 November 2012 (UTC)
Now that is a very compelling reason to stop using the wiki! Unless someone else is willing, I suppose I can create a new thread today. I don't think I'm the ideal candidate to maintain the thread but it can't be worse than what we have now. Bolton 18:12, 20 November 2012 (UTC)
I did a little bit of investigating on this issue. Anet can use the wiki to read bugs. However, the devs prefer to just read them on the forums because they already visit and read the forums; it's easier for them to just remain there. I'm going to keep the list of bugs here (or my talk page), as well. I think a wiki is easier to use to discuss bugs and manage them than the forums are because the forums contain a lot of duplicates, speculation, and just incorrect information. The wiki allows all of these to be reviewed a bit more easily. I'm going to work on formatting the bug list for the forums and hopefully I can get a new thread stickied soon. Thank you for your help, everyone! Bolton 19:12, 30 November 2012 (UTC)
If you used bug tags, then we could generate the page automatically like on User:Relyk/SMW/bug for skill and trait-specific bugs.--Relyk ~ talk > 07:08, 13 February 2013 (UTC)
I don't quite understand how that works, but I am content with the current layout of the list unless there was an easy way to significantly improve the organization and readability. Bolton 04:47, 15 February 2013 (UTC)
The list is dynamically generated from pages using the {{bug}} template. If you add a bug template to an engineer skill page, it will be automatically added to the list of engineer skill bugs. See my first comment in this section. And ignore the layout of that page if it's distracting you.--Relyk ~ talk > 09:19, 18 February 2013 (UTC)