ArenaNet talk:Miscellaneous bugs/R2

YesEssence Bond and Live Vicariously
a while ago i discovered that heroes can cast Essence Bond and/or Live Vicariously but as soon as the hero is done casting the enchantment it is removed, and i find that rather annoying. is that supposed to happen, if not i'd like to have it fixed please. 18/4/08
 * Standrard AI behaviour. Backsword 05:22, 10 June 2008 (UTC)

Yes Healer's Boon Bug
Healer's Boon does not correctly affect the following GW:EN Skills: Healing Ribbon, Cure Hex and Patient Spirit. Their cast times are decreased, however, their healing is not. Each skill has now been noted with a bug marker. Greyf0x
 * I'd like to point out that the amount of healing done by Vigorous Spirit and Healing Seed isn't affected either. The description makes the skill sound awesome, but in practice I don't get much mileage out of it.--Ronduwil 07:07, 5 January 2008 (UTC)
 * Healing Ribbon and Cure Hex were fixed in the 11/8/2007 Update. We're looking into whether Patient Spirit is intended to combo with Healer's Boon. Thanks! -Kim Chase 00:51, 11 January 2008 (UTC)
 * Healing Ribbon and Healer's Boon work together like old friends since the 11/8/2007 update. -Kim Chase 22:36, 7 July 2008 (UTC)

Yes Crash during movies
I'd been playing for some time my comp has the recommended requirements even updated directx and my ATI drivers. For some reason The Visions at the scrying pool and yes its all 3 of them and during the Destruction's Depths quest it crashes as well when I enter the asuran gate. Dont know if you are aware of the issue.
 * Please contact technical support on the Support link of the main website. There is an issue, obviously, and they can assist you in analyzing and resolving it. --Gaile [[Image:User gaile_2.png| ]] 00:55, 15 September 2007 (UTC)
 * I'm going to clarify my response above. You see, I do not feel that this is a game bug or we would have thousands of reports. I believe this is something unique to your system configuration, and therefore I would like to suggest that you speak with TS so that they can get the data to help resolve the issue. It could be a problem for others and we don't know about it, although that's really doubtful. But on that off chance, that makes your sharing with TS even more valuable, so I encourage you to do so. Thanks. --Gaile [[Image:User gaile_2.png| ]] 17:03, 15 September 2007 (UTC)
 * I'm resolving this issue since it doesn't seem like we can provide any more help via the wiki. As Gaile said, this is not a common problem that has been reported to us and it seems to be specific to your files or computer setup. You are best off contacting support, if you haven't already. Thank you for posting this here, as having a public post gives a point of reference for other users with the same problem. -Kim Chase 22:45, 7 July 2008 (UTC)

Yes Rendering bug
The hairs and the cape are rendered in the worng order. We can see its pixels been rejected by the zbuffer because water rendering filled the zbuffer. This produce some cliping artfact when character enter the water.

Hairs and cape need to be rendrer after the main character model but BEFORE water (or any other trasparent object). Also same effect can be noticed when grass and other semi trasparent poly are rendred in front of the character. transparent object must be rendred last, idealy sorted so color blend proprely. --Bob 02:38, 12 September 2007 (UTC)
 * This sounds like a suggestion for reprogramming the game. :) For whatever reason, the order of rendering was selected by the art team. I can ask them about this, but I don't know that it would necessarily be classified as a "bug." --Gaile [[Image:User gaile_2.png| ]] 16:47, 15 September 2007 (UTC)
 * I understand it might be done by design to avoid a other problem. Sorting transparent objects out and then sorting them by distance can tax the cpu even more. Maybe that get fixed for GW2? I am way too picky on details :X --Bob 16:46, 16 September 2007 (UTC)
 * Both the cape and the water use alpha blending to achieve partial transparency; the only way to render both properly without glitches is to either rework the renderer to waste video processing power on drawing the cape (and any other alpha blended things) twice - once the part below water, then above water, with some sort of a clipping plane or z-buffer trick, or waste CPU power on cutting the 3D meshes into two parts before they get rendered, and first draw everything that's under the water, then draw the water and THEN draw the stuff above the water. Neither is very practical or very fast. Maybe in GW2 they won't need to use alpha blending so much on stuff that SHOULD have sharp edges (grass, hair, the capes etc.) now that every decent video card can do antialiasing on alpha-test stuff. 130.234.176.241 23:32, 29 September 2007 (UTC)
 * To put this into bug speak instead of behind-the-scenes ubergeek speak. Dear Anet my hair disappears when i go under water.  please fix :D  Sadie2k 02:02, 15 October 2007 (UTC)
 * As stated above its more of a design choice then a bug, been around since Prophecies, changing the game every time there is sufficient processing power in hands of majority players to cope with the changes and tweaks to improve some limited area of visuals will leave you doing just that for rest of your natural life. =D - Biz 08:24, 15 October 2007 (UTC)

(reset indent) It pains me a little to say this, but personally I don't think that the rendering is going to change. As Gaile was mentioning, this is not a trivial change. As for Guild Wars 2, of course I can't say anything, but rest assured that the guys here are working hard on it, and they are very interested in player feedback for Guild Wars. So keep giving it! -Kim Chase 23:26, 7 July 2008 (UTC)

Yes Lord Glacius the Eternal, Spafrod Iceblood and Lord Glacius' Staff
I haven't observed this myself, however apparently Spafrod Iceblood is dropping Lord Glacius' Staff rather than his own unique item. -- Gordon Ecker 00:29, 19 September 2007 (UTC)
 * I can confirm this as one dropped for me from him the other day--[[Image:User Gummy Joe Sig Icon.PNG]]Gummy Joe 18:23, 20 September 2007 (UTC)
 * Very true. This has been reported. Thank you both for pointing it out! -Kim Chase 20:11, 21 January 2008 (UTC)
 * Fixed in last update. Backsword 05:21, 10 June 2008 (UTC)

Yes Fort Aspenwood Warriors
They are glitched AGAIN. Now the warriors can be pulled up to near the spawning point of the Kurzick side and they stand still against a wall and do nothing - just like every other warrior glitch. This arena is getting pathetic it's glitch after glitch and 99% of them are screwing over the Luxon side. Dancing Gnome 02:14, 22 September 2007 (UTC)
 * The warriors are still glitched, if the turtle dies before they do they sometimes stall and stand in the middle of no-where doing nothing. 58.110.137.152 08:38, 21 November 2007 (UTC)
 * We've done a few different fixes for Fort Aspenwood in the last couple of months, and I'm not seeing this problem while testing. Is anyone still having issues with the warriors? If so, can you describe what kind of situation and location you are seeing this in? Thanks. -Kim Chase 00:33, 26 March 2008 (UTC)
 * Since there have been no new posts I'm going to go ahead and check this one off. -Kim Chase 23:44, 7 July 2008 (UTC)

Yes Fort Aspenwood - Gates No Longer Auto-Close?
Gaile I was wondering if this new addition to the arena was intended. Previously when a Kurzick player opened a gate it would automatically close 3-5 seconds later (not sure on the time). Since the last change to Aspenwood "fixing" the warrior spawns and increasing the turtle siege range, the Gates no longer close automatically. This is a semi significant change to the arena and it was not documented in the updates notes. I wanted to ask if this change to the gates is intended and just a "hidden" or forgotten addition or if this is a small bug? Dancing Gnome 02:19, 22 September 2007 (UTC)
 * It's getting frustrating telling my team-mates to close the gate behind them. They end up shouting abuse at me and others for telling them what to do. Even though the gate clearly stays open allowing an open invitation for the Luxons to come charging in. -_- Sirocco 06:12, 22 September 2007 (UTC)
 * I think it's a general issue with all such gates. I know that on Ancestral Lands/Kanaai Canyon, the defending team can "repair" gates by closing them again, and that they're remain open and destroyed if a defender opens them. Which really throws off the balance of the gates when the defender doesn't need to get a repair kit to stop incoming attackers.Would be nice to see this get fixed. Yukiko [[Image:User_Yukiko_Sig.png]] 10:51, 22 September 2007 (UTC)
 * The Aspenwood one may not even need fixing. The gates CAN be closed - you have more control over the arena as a Kurzick player with the gates now - people choose whether or not to close them. The only reason I brought it up is because it's a significant change which was undocumented. 58.106.236.159 05:28, 23 September 2007 (UTC)
 * As it turns out, the gate issues is indeed a bug, and it has been added to our list of future fixes. Thanks for the report. I will be moving this to the "Bugs" section in a short time, so that it's properly archived. -- Gaile [[Image:User gaile_2.png| ]] 18:59, 9 October 2007 (UTC)
 * I'm not seeing any issues anymore with the gates closing. Is anyone still having a problem with this? -Kim Chase 00:55, 26 March 2008 (UTC)

Yes Glyph of Swiftness Bug
It seems since this update Glyph of Swiftness doesn't end like it should. It remains for the fifteen seconds lowering the recharge times of any spells used in that time frame rather then ending after you cast a spell(s). --Broodling67 22:21, 14 October 2007 (UTC)
 * This issue was fixed in the 11/15/2007 update. -Kim Chase 22:24, 7 July 2008 (UTC)

Yes Enchantment Collapse
The description says "The next time target foe loses an Enchantment, that foe loses all Enchantments.", however the hex lasts indefinitely, causing the target to lose all enchantments every time they lose one. I'm not sure if this is an error in the description or a bug in the skill's functionality. -- Gordon Ecker 05:59, 31 December 2007 (UTC)
 * This has been reported. Thank you! -Kim Chase 02:46, 23 January 2008 (UTC)
 * Fixed months ago. Backsword 05:32, 10 June 2008 (UTC)

Yes
In yesterday's update Shadow Refuge was altered from a 6 second duration and healing to a 4 second duration and  healing, however this change was omitted from the update notes. I don't know whether this was an accidental change or an intentional but undocumented change. -- Gordon Ecker 03:17, 8 February 2008 (UTC)
 * This was an intentional change. -Kim Chase 21:16, 28 February 2008 (UTC)
 * Fixed on the wiki. Backsword 05:38, 10 June 2008 (UTC)

Yes Rebel Yell
Rebel Yell doesn't work on the Charr in Ascalon. &mdash;  ク  Eloc  貢  04:56, 15 March 2008 (UTC)
 * It does work in HM though - but I can confirm it doesn't in NM. Clan Yumemiru 17:30, 15 March 2008 (UTC)
 * As for most EotN skills like this, it requires you to gain xp for the kill to count. Too easy otherwise. Backsword 05:04, 10 June 2008 (UTC)
 * Marking this as it's WaD. Backsword 21:28, 10 July 2008 (UTC)

Yes
It doesn't appear that they take 4 seconds to cast it, but more around 2. &mdash;  ク  Eloc  貢  01:51, 30 March 2008 (UTC)
 * This is not because you were in HM? Works fine for me. BlazeRick 14:30, 4 April 2008 (UTC)
 * I was in Normal Mode and it's a lot faster than 4 seconds as I would start casting and then I would be halfway done casting it and then one of the enemys would start casting Giant Stomp and somehow manage to beat my Meteor Shower and interupt it. That make any sense? &mdash;  ク   Eloc  貢  20:37, 4 April 2008 (UTC)
 * Most of the foes that have this have some form of IAS. Tundra giants have beserker.  They were probably using that.  Also, Tundra Giants have a 2 sec activation version of this skill.  Don't know what you were fighting but they may have had that as well. Kelvin Greyheart 23:49, 12 May 2008 (UTC)
 * IAS shouldn't affect skills like Giant Stomp, should it? &mdash;  ク  Eloc  貢  01:28, 13 May 2008 (UTC)
 * After doing some testing, it is bugged. I was fighting those beastmasters in the Borlis Pass Mission on normal mode and they still cast it in less than 4 seconds. It was also the first skill they used when I went to approach them. &mdash;  ク  Eloc  貢  03:31, 13 May 2008 (UTC)


 * OMG NO you fail, it clearly states: Attack. It's just like cyclone axe before they changed it. Halogod35 [[Image:User Halogod35 Sig.jpg|15px]] 06:23, 10 June 2008 (UTC)
 * Dwarven Battle Stance is an IAS, Eloc. Backsword 21:31, 10 July 2008 (UTC)

YesSignet of Judgment vs Spiritcast
I've noticed in the southern silverpeaks when I was there with my ritualist. Sometimes when i've casted a spirit, i was knocked down, and the skill was canceled. Sometimes this doesn't happen, when i cast a spirit. I didn't use tanasen or something. --The preceding unsigned comment was added by User:Kali Shin Shivara (talk).
 * It's not a bug, skills need to recharge if they are disrupted by knockdown, and Signet of Judgment only knocks down the primary target. -- Gordon Ecker 00:07, 15 May 2008 (UTC)
 * As Gordon says. Backsword 21:38, 10 July 2008 (UTC)

Yes Can't add modules to my PvP edition
Hi, I have a serious problem. I own the PvP Edition of Guild Wars, yet I can't add the $10 EotN Skill Unlock pack to be able to use the Ch.4 skills on my PvP characters. Why not? Because ArenaNet/NCSoft changed the way they sell the PvP Edition, and they no longer honor the old purchases for some reason.

Let me explain better. I'm a PvP-only player who bought Prophecies and Factions, and when Nightfall was announced, they sold a $40 "Nightfall PvP Edition" which gave access to the Battle Isles and Nightfall professions and skills for PvP characters but had none of the PvE content. Sometime between then and now, they did away with the old PvP Editions and now sell the much cheaper and more flexible $20 "PvP Access Kit." I'd like to play with the EotN skills, but the problem is that they can only be added to the PvP Access Kit itself, not any of the (older) PvP Editions.

If you want a recap of the problem, you can quickly scan the first 4 posts on the (linked) 2nd page of this thread: http://www.guild-hall.net/forum/showthread.php?t=46066&page=2

What I would like is for players who bought any of the old $40 PvP Editions to be credited as already owning the $20 PvP Access Kit. I would then be quite happy to purchase the EotN skill pack. I see it as completely unfair to force me to buy the PvP Access Kit now in order to get the EotN skill pack, simply because ArenaNet basically changed the name of the PvP Edition. The PvP Access Kit would do literally nothing for my account. I already have access to every skill, profession, and Battle Isles area up through the first 3 chapters. --Small Purple Raisin 16:59, 25 May 2008 (UTC)


 * Let me explain. The reason you can't purchase the EotN skill pack with the account you're describing is that you don't have access the Eye of the North expansion. Even if you could add the skill pack to your account those skills would be locked and you would be unable to use them. The In-Game store is preventing you from purchasing an item that you can't use. The same thing would happen if you owned a full version of Nightfall and wanted to unlock Factions skills. You can't, because you don't have access to that campaign and therefore you don't have access to that campaign's skills.


 * With the old PvP packs you were purchasing the rights to use skills from that campaign and, at the same time, unlocking all of the skills for that campaign. So your purchase of the Nightfall PvP Kit gave you access to Nightfall PvP content only. The new PvP Access Kit gives you PvP access to all three campaigns and the Eye of the North expansion. You can then purchase separate unlock packs if you want to, or you can unlock them on your own since you already have access.


 * Does that make sense? -Kim Chase 21:05, 1 July 2008 (UTC)

Yes assassin sup runes are missing

 * yes I checked different rune traders, in every campaign, and I asked my guildies to look too.  Antiarchangel [[Image:User Antiarchangel No U Sig.png|19px]] TROLL  01:11, 8 June 2008 (UTC)


 * They aren't missing. They are sold out. &mdash;  ク  Eloc  貢  06:45, 8 June 2008 (UTC)


 * sold out would still show up, and the trader would say try again later, remember back when everyone was making 55s, and there were no sup monk runes? They would still be there but the trader wouldn't sell you any.  Antiarchangel [[Image:User Antiarchangel No U Sig.png|19px]] TROLL  04:05, 10 June 2008 (UTC)


 * No, they must be sold out. I remember going to a rune trader to look for one specific rune and it was also not there, sold out. A week later, it showed back up. Be patient. -- Shinigami  King [[Image:User Master Fast sig-icon.png]] 04:08, 10 June 2008 (UTC)


 * When you talk to a trader, it gives you a list which is up to date, however this list is not updated unless you request a quote, buy or sell an item or talk to the trader again. If an item becomes sold out between talking to the trader and clicking the request quote button, you will get the sold out message and the item will be removed from the list, the same thing will happen if it becomes sold out between when you click the request quote button and when you click the buy button. If a sold out item becomes available after you talk to the trader, it won't show up on the list until you talk to the trader again. I'm marking this as resolved. -- Gordon Ecker 04:45, 10 June 2008 (UTC)

Yes
Siege Turtle Attack doesn't appear to be affected by 's secondary affect. &mdash;  ク  Eloc  貢  06:47, 8 June 2008 (UTC)
 * Its a monster skill. None of them do. [[Image:User Frvwfr2 signature.jpg|User:Frvwfr2]] frvwfr2  (talk · contributions) 20:25, 17 June 2008 (UTC)
 * Ah, brutal. &mdash;  ク  Eloc  貢  01:54, 18 June 2008 (UTC)

Yes DirectSong In-game Music does not work
Even after following the directions given at http://www.directsong.com/support/helpdesk/issue_view.asp?ID=17, I still receive the same error logo and the music does not show up (specifically, the Sorrow's Furnace mini-pack in Sorrow's Furnace areas). Mango 01:53, 15 June 2008 (UTC)
 * You'll have to keep communicating with DirectSong support. Hopefully they can help you figure out how to get it to work. -Kim Chase 20:43, 1 July 2008 (UTC)

Yes Patient Spirit + 20% enchantment mod
Using Patient Sprit with a +20% longer enchantment mod will increase the enchantment's length to three seconds, rather than using the game's normal rounding rules and rounding down to 2 seconds. Frustrating, as with Patient Spirit it's beneficial to have the enchantment ending faster.. or I should say, ending normally. (shawn - talk) 00:48, 17 June 2008 (UTC)
 * This is not the only rounding bug in Guild Wars. Having a cripple shield and a rune of restoration (whichever one is for cripple+bleeding) stack on each other to 40% less cripple duration, but when walking through lava on Burning Isle, acts as a 66% reduction.  Just don't use an enchanting weapon on a patient spirit spammer. ~Shard (talk) 08:23, 1 July 2008 (UTC)
 * Rounding up to 3 seconds is normal. Try it on another 2 second duration enchant and you should see the same behavior. -Kim Chase 19:18, 1 July 2008 (UTC)

Yes Wail of Doom and minion masters
I haven't personnally tested this feature but a friend of mine told me he tried to use Wail of Doom against a minion master Necro in order him to lose all but 2 of his minions. The skill states that every attribute is set to 0 and so with 0 in death magic the maximum number of minions owned by the necro should be 2. Apparently the necro kept all of his minions. Cornflakeboy 11:48, 18 June 2008 (UTC)
 * I wouldn't really call that a bug myself. WoD is overpowered enough as it is.  Being able to instantly destroy a minion master without any drawbacks (health sacrifice is a big woopty-do in AB since even if you die the extra point is 99.9% of the time not going to matter) is just plain stupid.  The only reason skills like banishing strike, and holy damage in general (the real MM killers) haven't been reworked is because smite flat out sucks for direct damage everywhere outside of a few niches, and banishing strike is conditional enough that most people don't bother bringing it.  MMs are very strong in AB unless you can remove dark bond or interrupt them, but without a few initial bodies to start with they are very weak, and they do follow very set patterns making them interruption fodder galore.  Again, even if this is a "bug" (and I can see both sides of the argument, for and against it being as such) WoD REALLY doesn't need a buff right now.  For as powerful as that skill is now it should actually have some real drawbacks. Kelvin Greyheart 00:46, 19 June 2008 (UTC)
 * Except it's a bug. The functionality is too make the attributes of the foe 0, which means Death Magic becomes 0, which means the minion cap should be 2, for the duration. It's not even overpowered, MMs are just underpowered. Mango 02:15, 19 June 2008 (UTC)
 * I didn't mean to discuss about balance of that skill specifically. The debate about minion masters' power has been engaged for long and won't find any conclusion very soon I suppose ;). The thing is it seems to be a bug in the functiunality of that skill though this latter may already seem overpowered or not :]. Cornflakeboy 12:01, 19 June 2008 (UTC)
 * It's more likely a bug in Death Magic. If I'm not mistaken, the minion count is only checked when a new minion is acquired.  Might wanna see what happens if someone creates a new minion while hexed.  --24.179.151.252 12:22, 19 June 2008 (UTC)
 * The servers would probably stop working if they checked death magic on every frame. Minion caps are checked on creation of a minion. ~Shard (talk) 08:20, 1 July 2008 (UTC)
 * Minions will not be killed to bring you down to your new minion limit if your Death Magic attribute is reduced. -Kim Chase 19:11, 1 July 2008 (UTC)

Yes Im not getting Bhaltazhar faction
I was trapping in the zaishen elite challange when i got 10k faction. I then went and got two zaishen keys amd sold them. When i then went back to trap more i didnt get any faction and this problem has remained. Please fix this because i could have got loads of zaishen keys if this was fixed (Simpaklimp 20:08, 19 June 2008 (UTC))
 * There's a daily cap to the Balthazar faction you can earn the the Zaishen and Zaishen Elite challenges because they aren't real PvP. You'll have to wait a day to earn more there.  --Valshia 20:31, 19 June 2008 (UTC)
 * Valshia is correct. There is a cap on how much Balthazar Faction per day you can get from simulated PvP. -Kim Chase 18:57, 1 July 2008 (UTC)
 * For reference/completeness, the cap is 2000 for Zaishen Challenge and 6000 for Zaishen Elite, if memory serves me correct. Clan Yumemiru 12:21, 9 July 2008 (UTC)

Yes 1k for completeing Divinity Coast bonus in NM?
I did the divinity Coast bonus in NM, and look what happened:

I checked and i did get the 200g or w/e so its not just a text bug., any clues a-net? ╙─ ╠Dogzrdogz ╣ talk
 * It's been like that since the beginning, and is a small bonus reward, not a bug.--Pyron Sy 23:00, 20 June 2008 (UTC)
 * You get this little extra reward the first time you complete a bonus objective in one of the Prophecies missions. Nice job! Keeping the chosen alive in that mission can be tricky. -Kim Chase 18:54, 1 July 2008 (UTC)

Yes Frostmaw's Burrows
On level 3, by the Area Map, is located a cache of Dwarfen Explosives. I have yet to find a use use for this cache so what am I missing--- or rather, what's missing in the Dungeon?? The WIKI notes "seem" to indicate that these explosives are needed to breach the entry to Level 4-- but every time I've run this, once the "critters" have been removed from the entrance area, the gateway opens itself. I've added a "bug" note to the WIKI page about this.Undouble 00:27, 29 June 2008 (UTC)
 * Using the Dwarven Explosives is not mandatory for this level, it just gives you a way to open many of the gates without fighting all of the Frostmaw Spawn. -Kim Chase 01:01, 1 July 2008 (UTC)

YesAgony triggers on charmable animals
The Ritualist spirit Agony triggers, deals damage (and takes damage from dealing damage) charmable animals (ie, potential pets) without them turning hostile (even while taking damage, charmable animals's health bar remains green) Clan Yumemiru 12:19, 9 July 2008 (UTC)
 * The cows in Sunqua Vale are treated similarly to charmable pets - quite hilarious to watch, but I doubt it's intentional. Clan Yumemiru 20:44, 9 July 2008 (UTC)
 * Hostile creatures are stated to take damage. I went ingame and tested on friendly, they do not take damage. Nowhere does it says it treats charmable animals differently so this is WaD. I understand this would make charming an animal harder, but just don't bring Agony then. Backsword 21:50, 10 July 2008 (UTC)