User:Bolton/List of Engineer bugs old

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General[edit]

  • Attributes and Sigils from equipped weapons aren’t applied when a Kit is equipped.
  • Weapon swapping sigils don't work with kits and are therefore useless for the engineer (even with the weapon in use).
  • Certain skills such as grenade go through destructible object such as the keep wall in WvW.
  • Turrets will target already destroyed objects (carts, weapons racks, cannons, doors, walls, etc)
  • All movement skills with a specific distance (Overcharged Shot, Rocket Boots, Acid Bomb) have a reduced effect when chilled.
  • Kits can be equipped in town clothes. Equipping the kit switches you out of town clothes after a few seconds.
  • 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).

Weapon Skills[edit]

Rifle[edit]

  • Rifle’s Overcharged Shot will occasionally go on recharge without doing anything. This seems to happen when your target moves behind you and you’re immobilized or when your target’s elevation is different than yours (up a steep hill in Forest of Nifhel). This can also happen when the target moves out of range/reach of the attack.

Pistol[edit]

Utility Skills[edit]

Heals[edit]

  • Med Kit cannot be stowed in PvE/WvW. Pressing the heal key simply reloads the kit. It works fine in sPvP.
  • 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.
  • Healing Turret’s Regeneration heals for 5 health per tick if you only gain Regeneration from the first pulse. Subsequent pulses from the turret apply a Regeneration boon that heals for the proper amount.

Elixirs[edit]

  • Elixir U only gives 4 seconds of Quickness when paired with Haste and 3 seconds of Quickness with Quickening Zephyr. Frenzy works as described (5 seconds). They should all give 5 seconds of Quickness.
  • Elixir C’s Tool Belt Toss Elixir C gives a random boon even when no condition is cured.
  • Toss Elixir R has a recharge of 110 seconds instead of 120 seconds in PvE/WvW (description says 120 seconds). It's recharge in sPvP is working as intended at 120 seconds.
  • Underwater Toss Elixir H's description shows very long boon durations. The boons last closer to their land durations.
  • Underwater Toss Elixir S says it only grants Stability but it can grant Stability OR Stealth.
  • Underwater Toss Elixir U says "target location" in the description when it does not use ground targeting.

Turrets[edit]

  • Turret (All Turrets) when picked up immediately after being placed, the reduced cooldown does not trigger.

Weapon Kits[edit]

  • Elixir Gun's Super Elixir can't be manually detonated underwater.
  • 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 removes all conditions from the Engineer but isn’t mentioned on the tooltip.
  • Elixir Gun's Elixir F sometimes doesn't grant swiftness, even when the glob hits and the animation is triggered.
  • Flamethrower’s Flame Blast will often be obstructed after using Air Blast and will not explode when hitting the environment.
  • Flamethrower’s Flame Jet will often miss targets and destructible objects (when the player and its target are at even slightly different elevations). It also appears to be affected by camera angle. [1]
  • The Combo Field: Smoke from Bomb Kit's Smoke Bomb often fails to work with Jump Shot and Magnetic Inversion. When it fails, there is no notification that a combo has been performed.

Gadgets[edit]

  • Mines from Throw Mine and Mine Field stay deployed even after changing skills.
  • Slick Shoes’ Tool Belt Super Speed ignores movement slowing conditions (chilled, crippled).
  • Rocket Boots does not clear Crippled, Chilled, and Immobilized until after it launches the user.

Elites[edit]

  • Mortar shots are sometimes delayed and cause shots to not fire even though the cooldown is used. On other occasions, shots will still be delayed but then fire off in quick succession.
  • Elixir X is not affected by boon duration runes or traits. It is affected by Potent Elixirs.

Traits[edit]

Explosives[edit]

  • Short Fuse does not work with Grenades in sPvP. In PvE/WvW, it does not work with Freeze Grenade or Poison Grenade. This is the same with or without the Grenadier trait.
  • Forceful Explosives doesn’t show the radius change on skill tooltips.
  • Accelerant-Packed Turrets explosions don’t trigger any explosion related traits.
  • Short Fuse is not reducing the cooldowns of Tool Belt abilities such as Big Ol' Bomb and Grenade Barrage. (Possibly intended, see discussion).

Firearms[edit]

Inventions[edit]

Alchemy[edit]

  • Fast-Acting Elixirs does not work with Elixir S, Elixir X, all Tool Belt Elixirs in sPvP, Elixir Gun's Acid Bomb and Super Elixir (both marked as Elixirs). It DOES work with Elixir S underwater and Tool Belt Elixirs in PvE/WvW (It only reduces the recharge of Tool Belt Elixirs by 10% and does not affect Toss Elixir R).
  • Potent Elixirs does not work with Toss Elixir H (Vigor boon), Toss Elixir C (all boons), Elixir U (all utilities), and Elixir Gun's Acid Bomb and Super Elixir (both listed as Elixirs).
  • Potent Elixirs causes Toss Elixir H to occasionally give 2 boons instead of 1. These boons have incorrect durations (shortened).
  • Cleaning Formula 409 effect occurs before Elixir C giving less boons than intended, Also thrown elixers dont remove conditions underwater.
  • Automated Response does not clarify that it does not remove conditions applied before reaching 25% health.

Tools[edit]

  • Passive increased Tool Belt Recharge Rate doesn’t work with Mine Field (Throw Mine Tool Belt) and doesn’t show the modified recharge on any Tool Belt skill descriptions.
  • Adrenaline Pump doesn’t work with any turrets tool belt skills.
  • Speedy Gadgets doesn’t work with Throw Mine.
  • Kit Refinement doesn’t work underwater.
  • Deployable Turrets changes the usual tool belt of Healing Turret (Regenerating Mist) into a normal non-throwable version of Healing Turret. Additionally, it doesn’t work with turrets unlocked after getting the trait outside of Hearth of the Mists. The end result is having turrets which are not able to be ground targetable.
  • Scope trait does not properly apply the 10% crit chance buff when not moving. [3]. Confirmed :(
  • Static Discharge does not target enemies properly unless launched from a toolbelt skill that aims at a target (e.g. Surprise Shot). For Elixir thrown toolbelt skills the discharge will occur at the end of the animation, but during this period all skill activation/queuing will be halted until the discharge comes out.
  • Inertial Converter does not say it has an internal cooldown in its description. It doesn't work every time your health reaches 25% health so either the description is missing important information or the trait isn't working properly.

Zone Specific[edit]

  • Thrown Elixirs occasionally don’t work in the Clock Tower in Battle of Khylo. This seems to occur after firing the trebuchet at the Clock Tower.