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Xruptor.3965

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Posts posted by Xruptor.3965

  1. Thanks for the responses, it gives me something to think about. I've narrowed it down Necro and possibly me returning back to Engi. It's a bit discouraging reading that Mesmer is underperforming according to quite a number of people. Since I've come back it just doesn't play the same. I used to enjoy it quite a bit. Necro though I'm afraid people are going to hit me with the noob stick as it's a very popular class and extremely saturated in the population. Since it's very beginner friendly. So that's something also I have to think about.

  2. I played GW2 since launch on and off. I did play at the start of POF (briefly) but had to stop due to me finishing up schooling and earning my degree. I have some spare time and would like to return to the game. I played Charr Engineer pretty much as my main for YEARS. Yes even during the period of time people ridiculed it and called it useless. I understand that isn't the case now with Scrapper and Holosmith. I put a lot of time and effort on that toon, especially in story and unlocks. It would be nice to try something else for a change. I do have a maxed out Mesmer and Necromancer.

     

    I always did enjoy my Charr Mesmer (yes you heard me Charr, I know there aren't many Charr mesmers lol). It's quite hands on and always did feel very strong. Though when I returned, I noticed it feels very clunky now. Not sure if it's the abilities or what not but it feels like I'm striking with a wet noodle sometimes. Which is odd as I remember it playing a bit differently in the past. I also remember the shatters being a bit more engaging. So I looked it up on the web and apparently the class is absolute trash now? Something to do with patches or what not. Which is a shame because I was going to give it a try and unlock map completion on it and even story stuff. I don't know how viable it is in PVP and WVW and even in PVE stuff. So don't know if I should invest all my time into something that is extremely lackluster and doesn't play as I remember it. I totally don't know if I'd be wasting my time on this class and should just shelf it.

     

    I also have a Charr Necromancer (see a pattern here lol?). I always did enjoy this class. It seemed pretty sturdy and DPS was okay but not great. I recall them being terrible in certain aspects of the game but this was ages ago. I don't know how they fair now and I remember there being a stigma with the class. People calling it a noob class or something and that it's garbage for PVE or was it PVP? Can't recall honestly but I do remember folks hating on the class. I cannot recall why I didn't put much effort into the class, I guess I was just more focused on my Engineer. Is the Necromancer garbage? Not entirely sure if its viable anywhere or that it's even wanted? I don't know if I would be just wasting my time and should just put more of it on the Engineer.

     

    So my dilemma is, stick to the Engineer and just keep unlocking stuff and story related stuff and put more effort into him (He has a lot of completion stuff done). OR Try a different pace by switching it up with either Mesmer or Necromancer. Not knowing if I'm wasting my time in either of them as they viability endgame is wobbly at best. What suggestions or advice, would you give?

  3. @"Dara Potocska.8196"

     

    Like the post I put above. I tried several things and it just won't progress. I've even tried killing myself. I think it has to do with the NPC's (not Dragons Watch team) that keep doing that. There are two priests attacking him and I think it's glitching the wyvern. That or the wyvern gets stuck in one of the nearby pillars and becomes invulnerable and doesn't proceed to the next phase.

     

  4. > @"zoopop.5630" said:

    > > @"Vagrant.7206" said:

    > > > @"ZerotheFang.5890" said:

    > > > i kinda think they should make it like the fractal avenger if you cc it or get out of its range it goes away. but then they would have to give it a hit box so idk how that would work as a coding aspect guess it would need a whole rework.

    > >

    > > ... this thread is about a serious bug with function gyro, not balance.

    > >

    > > Additionally, function gyro already has a hitbox when it gets used. It almost always gets killed in cleave attacks, and it's only useful on allies/enemies who aren't getting focused. It has virtually no health and only has 1 stack of stability if the engineer took a specific trait.

    > >

    > > > @"Irenio CalmonHuang.2048" said:

    > > > I believe I've figured this one out; I wasn't able to get it done in time to release for episode two, but am hoping we can get the fix out sometime this month.

    > > >

    > > > This fix may not get ALL cases of the issue, but it will definitely fix an incredibly common cause of this bug.

    > >

    > > Well, over halfway through the month... still nothing.

    >

    > Im certain Ben or someone else said everything is going to get fix during the same "patch" as the wvw changes that are going to be made...... this was a week ago or two however don't quote me on for sure...

    >

    > i mean march 5 we got some sort of answer and it's been 2 weeks after that announcement i'll give it till the end of this month if we get no fixes then expect noting till mid season of rank or WvW changes.

     

    Alright, well it's been sometime now since this has been reported. It's been well over a month since this was reported (including forum posts). It has been Support ticketed and acknowledged by the Dev team. Why hasn't this been fixed already? There have been several patches since this was documented and filed. It shouldn't take this long to fix a huge issue like the Function F Gyro bug. What is going on? Unless this is going to be put in some enormous patch, it should have been patched already? @"Irenio CalmonHuang.2048"

     

     

  5. > @"InsaneQR.7412" said:

    > Also it has very few weapons and many cant cope with kits.

     

    I want to say this is the primary issue lots of newcomers to the Engineer have. They just can't tolerate the lack of weapons and don't want to use Kits. Weapon selection for Engineer is pretty abyssmal. No doubt about it.

     

     

  6. > @"Lunateric.3708" said:

     

    > **Scrapper:**

    >

    > * Function gyro is still bugged, it's a class specific mechanic that has been bugged for a while and the most we got was a post from @"Irenio CalmonHuang.2048", when will it be fixed for real?

     

    In the bug post for this issue.

    https://en-forum.guildwars2.com/discussion/comment/432123

     

    I had filed a ticket and got a -Second- update to my ticket out of the blue. Apparently the bug will be patch if not the next patch the one after that. That's what the response update said. Which is good news! I was so getting tired of that bug.

     

  7. > @"Refia Montes.3205" said:

    > > @"Xruptor.3965" said:

    > > > > @"Refia Montes.3205" said:

    > > > > > @"Kicast.1459" said:

    > > > > > isn't chronophantasma bugged?

    > > > > > I mean shouldn't a clone spawn each time a phantasm disappear ? if yes you should have one clone for the first phantasm and one for the second... seems so obvious to me...

    > > > >

    > > > > Read the description again.

    > > > >

    > > > > "A Phantasm that is resummoned doesn't spawn a clone."

    > > >

    > > > ok didn't see this...thx...

    > > > so then yes chronophantasma is a pain ...you have to wait more than 6 sec to get clones...

    > > > I would say it is even the complete opposite result they were looking at... you can no more use your shatter frequently.

    > >

    > > > @"Refia Montes.3205" said:

    > > > > @"Xruptor.3965" said:

    > > > > > @"Refia Montes.3205" said:

    > > > > > > @"Kicast.1459" said:

    > > > > > > isn't chronophantasma bugged?

    > > > > > > I mean shouldn't a clone spawn each time a phantasm disappear ? if yes you should have one clone for the first phantasm and one for the second... seems so obvious to me...

    > > > > >

    > > > > > Read the description again.

    > > > > >

    > > > > > "A Phantasm that is resummoned doesn't spawn a clone."

    > > > >

    > > > > Where is that description? Because it's not on the trait on my client. Mine reads a little differently. I'm just curious like @"Kicast.1459" because I've been searching for "A Phantasm that is resummoned doesn't spawn a clone." and yet don't see it anywhere. Here is an image of mine.

    > > > >

    > > > > ![](https://image.ibb.co/mLxu5H/chronophantasma.jpg "")

    > > > >

    > > > >

    > > >

    > > > Unupdated tool-tips by anet rip. It was listed in the balance notes with the phantasm rework.

    > >

    > >

    > > Okay yeah I thought I was going nuts. So I went to PVP Lobby and tested it on a Golem. If I have Imagined Burden set and Chronophantasma. When I use Phantasm Beserker it spawns two Phantasms. When those two time out Chronophantasma kicks in and spawns another two Phantasms. When finally those two give out then they spawn exactly two clones. I did this several times just to make sure. So the second pair of resummoned Phantasm do spawn clones. Unless you meant the first pair. Otherwise you would have 4 clones and that would be silly. Because they original two never got to the "turn to clone" phase since they were resummoned. When the resummoned ones finally time out they do kick in two clones.

    > >

    > > I tested this at least 5 times in a row. In every instance the second pair of resummoned phantasms each give me a clone.

    > >

    > > Is this for future patch notes? Because currently it's working exactly like the traits tooltip saids. So maybe they removed that portion? I could be wrong I just don't understand then why it's working exactly as advertised. Yet it's apparently not supposed to do that according to what you are telling. Believe me I'm not saying you are wrong but this is just extremely weird if that is what is supposed to happen. Because according to my tests that isn't actually happening.

    > >

    > > Please try it and get back to me. Because I'm baffled. :)

    > >

    >

    > The wording is weird. Here's the exact notes:

    >

    > "Chronophantasma: This trait now causes phantasms to resummon themselves after the first time they would normally be replaced with a clone. A phantasm that resummons itself will not create a clone."

    >

    > It works as intended. A Phantasm resummons itself after the attack rather than making a clone once. Afterwards the resummoned Phantasm becomes a clone. It's confusing wording.

     

    Okay so interpreted one way. Then phantasms that resummon themselves don't create clones but instead create another phantasm. Those resummoned phantasms do create clones.

     

    So in reality resummoned phantasms do create clones. Just not the parent ones. Which is why they probably didn't bother to change the tooltip and instead reworded it to the current iteration. Which is correct. The current tooltip fits that description nicely. "The first time a phantasm would become a clone, it instead resummons itself and attacks again." So instead of creating a clone it resummons itself and attacks. Those resummoned ones become clones. This is probably why they got rid of the initial notes in the text.

     

    ![](https://image.ibb.co/mLxu5H/chronophantasma.jpg "")

     

    Thanks for posting the original dev notes. It's interesting to see how they originally worded it.

  8. > > @"Refia Montes.3205" said:

    > > > @"Kicast.1459" said:

    > > > isn't chronophantasma bugged?

    > > > I mean shouldn't a clone spawn each time a phantasm disappear ? if yes you should have one clone for the first phantasm and one for the second... seems so obvious to me...

    > >

    > > Read the description again.

    > >

    > > "A Phantasm that is resummoned doesn't spawn a clone."

    >

    > ok didn't see this...thx...

    > so then yes chronophantasma is a pain ...you have to wait more than 6 sec to get clones...

    > I would say it is even the complete opposite result they were looking at... you can no more use your shatter frequently.

     

    > @"Refia Montes.3205" said:

    > > @"Xruptor.3965" said:

    > > > @"Refia Montes.3205" said:

    > > > > @"Kicast.1459" said:

    > > > > isn't chronophantasma bugged?

    > > > > I mean shouldn't a clone spawn each time a phantasm disappear ? if yes you should have one clone for the first phantasm and one for the second... seems so obvious to me...

    > > >

    > > > Read the description again.

    > > >

    > > > "A Phantasm that is resummoned doesn't spawn a clone."

    > >

    > > Where is that description? Because it's not on the trait on my client. Mine reads a little differently. I'm just curious like @"Kicast.1459" because I've been searching for "A Phantasm that is resummoned doesn't spawn a clone." and yet don't see it anywhere. Here is an image of mine.

    > >

    > > ![](https://image.ibb.co/mLxu5H/chronophantasma.jpg "")

    > >

    > >

    >

    > Unupdated tool-tips by anet rip. It was listed in the balance notes with the phantasm rework.

     

     

    Okay yeah I thought I was going nuts. So I went to PVP Lobby and tested it on a Golem. If I have Imagined Burden set and Chronophantasma. When I use Phantasm Beserker it spawns two Phantasms. When those two time out Chronophantasma kicks in and spawns another two Phantasms. When finally those two give out then they spawn exactly two clones. I did this several times just to make sure. So the second pair of resummoned Phantasm do spawn clones. Unless you meant the first pair. Otherwise you would have 4 clones and that would be silly. Because the original two never got to the "turn to clone" phase, they were instead resummoned. When the resummoned ones finally time out they do kick in two clones.

     

    I tested this at least 5 times in a row. In every instance the second pair of resummoned phantasms each give me a clone.

     

    Is this for future patch notes? Because currently it's working exactly like the traits tooltip saids. So maybe they removed that portion? I could be wrong I just don't understand then why it's working exactly as advertised. Yet it's apparently not supposed to do that according to what you are telling. Believe me I'm not saying you are wrong but this is just extremely weird if that is what is supposed to happen. Because according to my tests that isn't actually happening.

     

    Please try it and get back to me. Because I'm baffled. :)

     

  9. > @"Refia Montes.3205" said:

    > > @"Kicast.1459" said:

    > > isn't chronophantasma bugged?

    > > I mean shouldn't a clone spawn each time a phantasm disappear ? if yes you should have one clone for the first phantasm and one for the second... seems so obvious to me...

    >

    > Read the description again.

    >

    > "A Phantasm that is resummoned doesn't spawn a clone."

     

    Where is that description? Because it's not on the trait on my client. Mine reads a little differently. I'm just curious like @"Kicast.1459" because I've been searching for "A Phantasm that is resummoned doesn't spawn a clone." and yet don't see it anywhere. Here is an image of mine.

     

    ![](https://image.ibb.co/mLxu5H/chronophantasma.jpg "")

     

     

  10. > @"coglin.1496" said:

    > Yeah, you are confused because I swear I read "the do not exist" and thus took the rest of what you said in a different context. Totally my fault, I apologize.

     

    Its alright. When I was reading your post I was like, "Huh? I posted they do exist. I don't get it." I had even gave a sample build, but knew there were better ones out there. No worries though.

     

    > @"Burned.9520" said:

    > thanks for the builds coglin will give them a go!

     

    If you want to go with additional cleansing and condition support. You can try this as well. It cleanses conditions when you grant protection. That cleanse then triggers the trait that converts the condition to a boon. Not to mention you also grant regeneration when you remove the condition. Therefore you grant three buffs.

     

    http://gw2skills.net/editor/?vdAQFASnUUBtbhFpCepCEqil7ji+Wb1aV8A2oOKciCgNB-jxBBQBPU9HA8AA43+DlUJYAuAA4THAGV+tO4AYsxCAv92bv92bNgbv92bv92bv92blCwrhRA-e

  11. > @"coglin.1496" said:

    > > @"Xruptor.3965" said:

    > > > @"Burned.9520" said:

    > > > pretty much title , i wanna run sometimes as a frontliner and since guardian/warrior seem kinda boring i wanna do it with my engi but i can't find any descent builds

    > >

    > > They do exist

    >

    > This is what happens when the ill-informed reply to post. Nothing is worse than when posters claim something doesn't exist that I literally see dozens of players thrive with on a daily basis.

     

    I'm so confused. I posted that they do exist. Unless you meant the original poster.

  12. > @"Burned.9520" said:

    > pretty much title , i wanna run sometimes as a frontliner and since guardian/warrior seem kinda boring i wanna do it with my engi but i can't find any descent builds

     

    They do exist but one of the core issues right now is that the devs decided to go on a Corruption conversion route with the Scrapper. The problem? That's a freaking Necromancers DREAM! So a Necromancer gives you a whole lot of debuffs which you convert. Boom the Necromancer now corrupts all your boons. It's like a back and forth vicious cycle. Hello Well of Corruption. Now if you don't do this in PVP that's fine and dandy. But in PVP or WvW... watch out lol.

     

    Now if you DO go this route. I've seen a few builds out that do really well actually. Support build and such. I ran one with my Scrapper as a backline (yes I know you specifically said frontline) support and had tons of fun.

     

    Now I can't remember exactly what the traits where for that frontline support I saw awhile back. But it was SOMETHING (not exactly so don't hold me to it) like this. It revolved around flamethrower. Hopefully someone else here can share something a tad better than what I provided. That has actually done frontline Scrapper stuff.

     

    http://gw2skills.net/editor/?vdAQFASnUUBdpi1aB2XBEqil7iie1j9cPcCDoNDsBfwAA

  13. > @"Vagrant.7206" said:

    > Of course other classes will say that, but that's because the grass is always greener on the other side. When we say it, we do actually mean it. :tongue: People always miss the forest for the trees.

     

    Yep and Engineer's have been VERY vocal about the state of the class since launch. I just wish that ANET would really sit down and revamp the class and go through their skills and traits. I mean REALLY sit down and look at the class and either redo some stuff or completely revamp some ideas like on Mesmer. The class is overdue for a polish and design overhaul. I know it's a pipe dream, but hey I could still be hopeful for it. Granted I don't want you thinking that I think the Engineer is in critical condition. But it does at least deserve a longtime extensive passover by ANET.

     

    At this point, all we can hope if the next expansion (if there is one) fixes a few things with the class. If there is a new expansion the next elite spec will be interesting. Either support (that isn't a tank) or some sort of condition spec (which I doubt).

  14. > @"Vagrant.7206" said:

    > > @"Ziggityzog.7389" said:

    > > Just dusted off my engi for fun in pvp and swapped him from holo to scrapper. It's quite funny this bug was never tested for and found in pre bug checks before a patch or update lol. bad quality control and this is coming from a aerospace inspector. I was able to gyro down 1 npc in Heart of the mists. After that it was bugged and wouldn't revive or down anyone. Lol a major class braking bug should have been addressed withing hours of it happening. This is quite funny. There must really only be 1 person working on bug issues part time, but yet there is like 20+ working on buy able flashy objects.

    >

    > It's because their team apparently doesn't play engineer enough to test this sort of thing.

     

    I'm going to have to agree here. This testing department for professions/classes must not really work on Engineer much. Too much focus on other classes for polish on Engineer. It's like Engineer has and will always be the black sheep of the class roster. This has been this way since the launch of the game sadly.

     

    LOL, though I'm sure people from the other profession/classes forums will say the same thing about their own class. :)

  15. > @"Orpheal.8263" said:

    > How would I redesign the Engineer.. hmm ,lets begin.

    >

    > 1) Completely erase the first two Elite Specializations and replace them with the following two Specs I. the Technomancer (Staff) and II. the Alchemist (Axes)

    > 2) Erase Alchemy from Core Engineer and replace the Traitline instead with Technology as Alchemy becomes part now of the E-Spec and reworked due to this

    > 3) The Engineer has now as Core Class following Weapons baseline: Hammer, Mace, Shield, Pistols, Rifle, Warhorn, Torch

    > 4) I'd also replace Toolbelt with Kits in this case and replace Kits as Utility Skill with Mechs (Gyros) and in case of Elixiers, which are now Alchemist exclusive, the Core Engineer uses instead of Elixiers a new Utility Skill Type called Holograms in which way basically partially the earlier E-Specs get kind of merged into Core Engineer halfway.

    > 5) I'd turn Turrets into a Kit Mechanic and replace the Turret Utility Skill Type with the new "Prototypes" Utility Skill, which are experimental inventions like the Flamethrower, a Missile Launcher, an Acid Gun and a Photon Sword for example.

    >

    > Following Kits would the Class and the two Specs provide

    >

    > **Engineer:**

    >

    > F1 = Grenade Kit

    > F2 = Bomb Kit

    > F3 = Turret Kit

    > F4 = Sabotage Kit

    >

    > **Technomancer:**

    >

    > F1 = Lightning Kit

    > F2 = Gravity Kit

    > F3 = Steam Kit

    > F4 = Signet Kit

    >

    > **Alchemist:**

    >

    > F1 = Medicine Kit

    > F2 = Homunculus Kit

    > F3 = Acid Kit

    > F4 = Elixir Kit

    >

    > 6) Hammer Skills for baseline Core Engineer would be take over in a rebalanced way from Scrapper

    > 7) Following Skilsl would provide the new added Weapons to the Core Engineer:

    >

    > **Torch:**

    > - Ignition: Throw Dynamite at your ground target, after having ignited it with your Torch, after a short delay it will explode and causes to all nearby targets damage, Vulnerability and Burning. The place where the Dynemite has exploded, will leave for a while after it a Fire Field which can be used for Combo Finishers.

    > - Liquid Flame: You will cause for a while as youe move a path of fire after you, which will burn for a few seconds long, which causes damage over time when standing in that path for enemies. Liquid Flame has a special ability, that Burn you suffer onr, while standing in it, can't be removed and when you are Burning and crossed a path of Liquid Flame, then will Burn spread over to any nearby foes that get in touch with you. Liquif Flame in itself doesn't cause Burning.

    >

    > **Warhorn:**

    > - Sonic Boom: Send out a Shockwave of Sound at your enemies, which will hurt all foes in line of sight on long range with such speed, that this attack is unblockable. it will ignore even Boons and remove up to two of them, if the enemies had some on them. Sonic Boom removes also traps if there where any between you and your target foe when used.

    > - Sound of Silence: create a large AoE field, which will nullify any usage of Shout Skills and causes a new Condition, that is called Deafness. Someone, who suffers from Deafness can't be affected by Shouts and their Boons will expire faster than normal. The Sound is so load, that it causes also damage to your ears, as part of that you won#t suffer only from Deafness, but your ears will begin to Bleed also as result of this skill beign used agaisnt you.

    >

    > **Mace**

    > - Smash > Crush > Powerful Strike: The Auto Attack String of the Mace, in which Smash does just damage, but has a little damage bonus for every Stack of Vulnerability the foe suffers on from, Crush deals damage and causes Vunerability and Powerful Strike finishes the combo and grants you Might, when you hit critically plus an additional Stack of Might that you can receive, if the hit foe had more than 5 Stacks of Vulnerability. With the AA string you can upkeep basically 3 Stacks of Vulnerability.

    > - Macerang: Throw your Mace like a Tomahawk as on hit it will return like a Boomerang back to you. This skill can due to this püotentialy hit multiple foes eventually twice, once on the way to them,, and once on return to you if used with good positioning.

    > - Strike of the Maker: A mighty strike of the Mace that is said to be mastered only by real smiths and enginners that put their heartblood into something they create.

    > Strike of the Maker deals not only damage to foes and causes them to get launched away from you, but when used against one of your Turrets, then this will repair them back to full health.

    >

    > 8) After having made the previous 7 Changes, then I would look into rebalancing and adapting the Core Engineer Skills and Traits based on the previous 7 Changes to see, where thigns must get changed on the Core Elements of the Engineer, so that the result will work in harmony based on the made changes and in balance with the other Classes and their Specs. In this last point would be looked into also the Utility Skilsl of the erased previous two Elite Specs, where and how they can be partially be merged into either one of the two new Specs that replaced them or as part of the rebalanced and adapted Skills and Traits of the Engineer itself.

    >

    > This would be basically my personal 8-step plan to redesign the Engineer as of right now.

     

    This sounds like a great idea. I love the time and thought you put into it. However, I can't help but notice the similarities with the Elementalist mechanic. Instead of Attunements it's Kits. You switch around the Kits as if it you switch around the Elemental Attunements. Now there is nothing wrong with using a similar mechanic but if the devs want to make Engineer unique they wouldn't probably go this route. Though I would definitely play something like this on Engineer. Would be fun! But oh well.... the chances of Engineer being worked on or revamped or ANYTHING is close to ziltch at this point. The toolbet is here to stay and unless they do a drastic overhaul of Engineer like they did on Mesmer I don't see this happening.

  16. > @"Red Haired Savage.5430" said:

    > > @"Xillllix.3485" said:

    > > I agree that the gameplay should be balanced according to risk and difficulty. The abilities themselves are ok, except Weaver which is a headache design.

    > >

    >

    > What you don't like the piano play that Weavers/Eles have?

    >

     

    lol that video cracked me up. PRESS ALL THE BUTTONS!!!!!

  17. > @"Rezzet.3614" said:

    > you ll love to know that Adaptive Armor is also bugged and sometimes only triggers Once per combat

     

    Have a you filed a ticket for this? I feel these things the developers don't know if folks don't put in tickets and make threads on the forums. I'm going to have to test this trait bug for myself as well.

  18. > @"Ghos.1326" said:

    > Now we just need to fix the bug for transmute, the one that gives you the boons that should be converted from conditions, but doesn't actually remove the conditions after conversions. example, if you have bleed and poison on you, you get the boons that correlate to the conditions, but the conditions remain.

     

    Huh I never noticed this. With so many condition applications from opponents, I would have to test this with a guild member in arena. If this is really the case, this needs to be fixed like asap as well. It defeats the whole purpose of the trait.

  19. > @"Dadnir.5038" said:

    > > @"Silmar Alech.4305" said:

    > > You find a player/profession breakdown in this statistics page from gw2efficiency: https://gw2efficiency.com/account/player-statistics

    > > It says nothing of game part, but I guess gw2efficiency attracts more the PvE-related players.

    >

    > The statistics seem legit.

    >

    > Though I didn't expected the blessed child to be the most played profession. Revenant being last is obvious though, since they've been release 3 years laters than the other professions.

     

    Looking at those stats... poor Engineer :( The class needs more love.

  20. > @"Irenio CalmonHuang.2048" said:

    > I believe I've figured this one out; I wasn't able to get it done in time to release for episode two, but am hoping we can get the fix out sometime this month.

    >

    > This fix may not get ALL cases of the issue, but it will definitely fix an incredibly common cause of this bug.

     

    Hopefully you can find more cases that cause the bug and stomp it. It must be quite complex code if you can only find one common cause of it. I suppose for the other bugs with the Function F Gyro we are going to have to track down what it is, so we can report it to you to fix along with your fix at some point. Thanks for your help on this!

  21. > @"Anthony.3207" said:

    > And metabattle hasn't updated their builds since December. 2 patches away from nerfs.

    >

     

    Don't use MetaBattle. It's notorious for having outdated builds. There are several other websites you can use. If you have questions look on the Reddit forums or post here. There are also discord channels for several of the professions where you can ask questions. That being said, I agree with you on** some points** (that means not all of them). Engineer does need some help as seems to be neglected constantly by ANET.

     

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