Feedback:Bug reports/Skill bugs

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Image:Info-Logo.png Note: This page is not a discussion page; it is for users reporting skill bugs and ArenaNet responding.

This page exists to report skills that behave differently from what their descriptions claim.

How to report skill bugs

Use the following form (Only change the areas indicated with the <>):

{{Skill bugs
| skillname = <Skill name>
| claim = <description claims>
| behavior = <actual behavior>
}}
Example
{{skill bugs
|skillname = Conflagration
|claim = All ''arrows'' deal fire damage
|behavior = All ''projectiles'' deal fire damage
}}
Creates

Conflagration Conflagration
Description claims: All arrows deal fire damage
Actual behaviour: All projectiles deal fire damage


Comments can be made on the talk page. Other skill issues should go on suggestions pages.


  • Comments from the QA team:
    • Yes - The problem has been corrected.
    • Reported - The problem has been reported.
    • No - It was determined not to be a problem.


Please view the current issues and check if your issue is already listed. If not, add it in the appropriate section below.

Contents


[edit] Current skill bugs

[edit] Warrior

ReportedHealing Signet Healing Signet
Description claims: You gain 1337 health.
Actual behaviour: You are healed for 1337 health.


Thanks for the help! This was reported here: [1] Leah Rivera 21:01, 25 September 2009 (UTC)

[edit] Ranger

ReportedSerpent's Quickness Serpent's Quickness
Description claims: Ends when your health drops below 50%
Actual behaviour: Ends when damage drops your health below 50%


Thanks for the report, this was already entered into the database from here: [2] Leah Rivera 21:07, 25 September 2009 (UTC)

ReportedChoking Gas Choking Gas
Description claims: spread choking gas to all adjacent foes on impact
Actual behaviour: Spreads choking gas to target and adjacent foes no matter what. The gas will affect the targets even if the arrows are blocked, dodged, or miss and will in fact still somehow manage to hit even if the arrow is obstructed.


I wasn't able to reproduce the character being hit by Choking Gas when obstructed, but I entered a bug on the interrupt taking effect on blocks, dodges and misses. Thanks for the report! Leah Rivera 17:35, 29 September 2009 (UTC)
To reproduce, you'll need a very, very small area of obstruction. Your best shot would be the Underworld bridge glitch if you haven't tried such an area yet. (Projectiles end immediately before the target, which would likely be "adjacent" to the target.) ··· Danny Pew Pew 19:44, 29 September 2009 (UTC)
I see now, that's a tricky one to set up! I've updated the bug with this information. Thanks for the clarification. Leah Rivera 20:22, 29 September 2009 (UTC)
Just to clarify: Choking Gas arrows DO impact even if they're blocked. They impact on the target's shield or weapon or arm or whatever, and then the arrow explodes and sets free gas. The same if it is dodged really, it explodes on the ground and the gas spreads from there. But missing or obstructed IS obviously a bug. So please when you decide to fix this, keep at least "choking gas on block" or this skill will be completely ruined. --Taki Fujiko 11:41, 13 October 2009 (UTC)
This isn't meant to be a discussion zone, but to be frank, the skill is overpowered. Being able to keep 1 or more casters on lockdown 100% of the time is an amazingly strong ability, and will continue to be even if the gas does not trigger on blocks, misses, obstructions or dodges (not that it matters if the target is moving and able to dodge, mind you, but that's beside the point). Right now it goes beyond "strong with practiced stance" into the realm of abusive, which is caused by the bug. At least in this case it's not a balance versus imbalance issue; right now the skill is just broken and it needs to be fixed. If you think it's too weak afterward, you're welcome to post a suggestion in the ranger skills feedback location. –Jette 13:26, 13 October 2009 (UTC)
Actually, Taji brings up a good point. I would imagine that "blocked" would imply an impact was had, meaning that Choking Gas should still trigger. Probably best to wait to hear back from QA with what they think on the matter. ··· Danny Pew Pew 19:35, 15 October 2009 (UTC)
These are all very good points, thanks for expanding on this! I've added a link to this discussion into my report so your comments will be available for the designers when they make their decision. Leah Rivera 21:00, 15 October 2009 (UTC)

[edit] Necromancer

ReportedVampiric Swarm Vampiric Swarm
Description claims: Slowly flies out and steals X amount health from 3 foes in the area
Actual behaviour: Has to have a target even though description states that it is just foes in the area, like Unholy Feast. If target dies, spell fails too.


Thanks for the report, this is still in the database after being reported here: [3] Leah Rivera 21:34, 25 September 2009 (UTC)

[edit] Monk

ReportedReverse Hex Reverse Hex
Description claims: Removes a hex. The next time that ally takes damage...
Actual behaviour: Removes a hex. If a hex is removed, the next time that ally takes damage...


The concise description is correct, but the regular description makes it sound like a hex doesn't need to be removed. ··· Danny Pew Pew 19:22, 29 October 2009 (UTC)
I've added this to the database, thanks for the report! Leah Rivera 03:27, 3 November 2009 (UTC)

[edit] Mesmer

ReportedIllusionary Weaponry Illusionary Weaponry
Description claims: No damage with attacks
Actual behaviour: Attacks fail


I've entered this into the database, thanks for the report! Leah Rivera 23:26, 25 September 2009 (UTC)
The attacks don't fail specifically, the whole mechanic is removed. Instead of having a full attack from strike to hit, its strike to enchantment-trigger instead. (Xu Davella 01:28, 19 November 2009 (UTC))

ReportedArcane Thievery Arcane Thievery
Description claims:
Actual behaviour: Hangs when is selected for hero to use, but use time expires first.


Thank you for the report, but I wasn't able to reproduce this issue. When micromanaging my heroes, they seem to use Arcane Thievery and the skill that replaces it as well as other skills on their bar. Leah Rivera 23:52, 25 September 2009 (UTC)
Allow me to clarify, I think whoever reported the bug left it a bit ambiguous. When you steal a skill with it, it works fine. The bug occurs when you order the hero to use the stolen skill and it reverts to Arcane Thievery before they can use it. After that, it pretty much causes the hero to stop doing anything. —Jette 14:11, 28 September 2009 (UTC)
Thanks for the clarification Jette! I understand now, I've entered this issue into the database. Leah Rivera 18:40, 29 September 2009 (UTC)
It should also be noted that this occurs with all related skills, including Echo'd skills. ··· Danny Pew Pew 19:45, 29 September 2009 (UTC)
I covered those in the bug too, thanks for checking. Leah Rivera 20:23, 29 September 2009 (UTC)

ReportedHypochondria Hypochondria
Description claims: Target foe suffers from the same Conditions as all foes in the area.
Actual behaviour: Removes all conditions on foes in the area and places them on target.


Thank you for the post, this issue is in our database from the report here: [4]. Leah Rivera 23:56, 25 September 2009 (UTC)

[edit] Elementalist

[edit] Assassin

ReportedShadow Walk Shadow Walk
Description claims: ...
Actual behaviour: When activated while Knocked Down, you become un-Knocked Down instantly. (Animation still displays you as KD'd.)


Um, well it's a stance. But I guess you could call it a bug. -- Halogod35 20:46, 1 October 2009 (UTC)
I think he/she meant that you can cast/move/etc. again after you use it, but I haven't tested it myself, so that could be wrong. I have heard of this issue occurring before, however. —Jette 20:57, 1 October 2009 (UTC)
It's (un)commonly abused in Shovespike. Grapple target A, Shadow Walk to B and Shove. ··· Danny Pew Pew 21:13, 1 October 2009 (UTC)
I know it's confirmed, I used Shadow Walk all the time before the 1 second nerf. But I just didn't call it a bug. -- Halogod35 21:20, 1 October 2009 (UTC)
Well, generally speaking, when you use a stance you don't get out of a KD. I can't imagine that's not a bug. =p ··· Danny Pew Pew 21:24, 1 October 2009 (UTC)
Generally speaking, I dpon't care lol okay, fine, it should let you teleport BUT not recover from kd. -- Halogod35 21:53, 1 October 2009 (UTC)
Try Grapple>Shadow Walk>"I Meant to Do That!" --TeaCat._. 14:49, 23 October 2009 (UTC)
There is an open issue on this subject in the database, thanks for the report! Leah Rivera 21:49, 23 October 2009 (UTC)

ReportedJungle Strike Jungle Strike
Description claims: deals +Y to all adjacent foes if target is crippled
Actual behaviour: deals +Y to all adjacent foes of the target if target is crippled, making this attack worthless in PvP now because it only deals mediocre +X damage to the target.


This is in the database. Thank you for the report! Leah Rivera 18:16, 5 October 2009 (UTC)

[edit] Ritualist

[edit] Paragon

Reported"Can't Touch This!" "Can't Touch This!"
Description claims: Affects allies
Actual behaviour: Affects party members


This was entered in the database after being reported here [5], thanks for the help though! Leah Rivera 21:08, 29 September 2009 (UTC)

[edit] Dervish

ReportedFaithful Intervention Faithful Intervention
Description claims: You gain 30...126...150 Health the next time damage drops your Health below 50%.
Actual behaviour: End effect: heals for 30...126...150. Ends if your health below 50% after you are damaged.


This is a common issue with effects that take place when your health drops below 50%. There is an active bug in the database to address these. Thanks for the report! Leah Rivera 21:12, 29 September 2009 (UTC)
transcribed from discussion page.Sophia@OoZE 06:18, 1 October 2009 (UTC)
  • Health Gain affect regardless reason of expire, therefor this Health Gain is end effect as Patient Spirit.
  • Condition of expire meet if 0 damage received when Health below 50%.
  • Defile Flesh reduce this Health Gain and Scourge Healing triggered when Health Gain, therefore this Health Gain is not "Health Gain" but "Heal".
On the other hand, I've checked Watchful Intervention, Defile Flesh reduce Health Gain but Scourge Healing is not triggered. I can't understand which skill make that.Sophia@OoZE 06:44, 26 September 2009 (UTC)

Eremite's Zeal Eremite's Zeal
Description claims: Remove 1 enchantment. You gain 1...5...6 energy.
Actual behaviour: Remove 1 enchantment. If an enchantment was removed in this way, gain 1...5...6 energy


And on side note, could we do it the way it's claimed? Cause it would see more use. -- Halogod35 13:46, 10 November 2009 (UTC)

[edit] PvE Only

[edit] Other

Carrier Defense Carrier Defense
Description claims: Skill. All nearby foes take 100 damage and are teleported away.
Actual behaviour: Originally reported [Jade removal] and [Carrier Defense talk page] Apparently it's a shadow step, not a teleport. So if a Carrier Turtle and Juggernaut ever meet or get close enough to each other (such as crossing paths at the center or if both are spawned from the same quarry quickly) one of them can shadow step the other one and that one will lose jade in the process. I have only seen juggernauts remove it from turtles, but I guess turtles could do it too in theory. In addition, the turtle or juggernaut doesn't recognize they are missing jade so they don't attempt to get it again, they just return to base with nothing. Also, the turtle/juggernaut are not actually shadow stepped at all sometimes. People are shadow stepped but the carriers have a chance to just pause for a second in place. One time it was removed at the intersection with a shadow step, the other time it was removed from a turtle at a quarry but the turtle didn't move. I checked the talk page for Carrier Defense before posting this too and knockdown is mentioned and I've noticed that as well. So the description should read: "Skill. All nearby foes take 100 damage and are shadow stepped away and knocked down. If anybody is carrying jade, it is removed." Jette suggested making it a real teleport so the jade isn't removed. The knockdown still needs to be acknowledged though.


Since this is a shadow step you drop any bundle, e.g., amber in FA if you get too close to a turtle. Rit pots etc. will drop too. Could this be the source of the bug in JQ where juggs/turtles get "stuck" and refuse to run jade? ~Seef II <|۞> 07:53, 17 November 2009 (UTC)
Nit picky I see lol. Anyways in my experience it has actually not been associated with stuck things. They will return to base with nothing and head out after the appropriate time if that team still has the mine. But you may be onto something. It is rare though that they cross paths, so usually this doesn't happen. Previously Unsigned 13:09, 17 November 2009 (UTC)
Personally, I think this skill should just be removed. It's pointless at Fort Aspenwood, where turtles stop moving to fire their cannons of their own accord; and only causes problems like this at JQ. In theory, it's a good idea -- people could just stand and keep the carrier from moving -- but in reality, it doesn't usually work that way. If it's really a big concern, the easiest fix might be to remove the skill but also remove collisions from carriers so that they can't become stuck at all, like how minions don't cause collisions in PvE. –Jette 16:18, 17 November 2009 (UTC)