Mesmer's Bugged Skills: Fixes on The Way!

#1 - Feb. 5, 2014, 3:15 a.m.
Blizzard Post

UPDATE 18 MARCH 2014: Tyler Chapman commented on this list of bugs. The list will be updated to reflect fixes after the March 18, nope, not the maintenance patch but the feature patch which comes on April 15.

Now I think it’s high time someone posted a complete list of warrior mesmer bugs. If I got anything wrong, if you have more info or if I missed something (because I’ve basically played only 2 builds), please comment and I’ll update the list.

1. Illusions exploding after target stealths. Fixed!

2. Illusionary Warden. Fixed Broken since November 26:

Phantasmal Warden: This phantasm will now properly try to enter the attack range of its target before using its skill.

  • Just spawns there and does nothing.
  • Runs after a target and does nothing, not starting attack.
  • Spawns next to the target but runs off to a completely different target and aggroes it.
  • Extremely game-breaking for sPvP/WvW players. Game-breaking for PvE players.
    Solutions:
  • Revert the changes, make it stationary and reliable.
  • Rewrite the AI to properly (hint, hint) work with terrain slopes and to correctly calculate minimum distance to target. Start attack immediately on spawn regardless of target movements. When attack started, continue attack and do not interrupt with target’s movement.

3. Illusionary Leap + Swap. Broken since long ago.

  • The illusion will not reach the target, in most cases it will stop half-way. Usually caused by any slightest tilt or bump in terrain, but can happen anywhere. As a result, the Swap skill used for Blurred Frenzy bursting onto a locked target gets so unreliable that it is almost unusable.
  • Game-breaking for all players. Makes impossible planning the usage of skill combos.
    Solutions:
  • Rewrite the AI to ignore ANY terrain slopes and ONLY use the direct distance to target for calculation.
  • Rework the skill to spawn the illusion onto a target and emulate a ghost animation of its leaping.

4. Temporal Curtain. Broken since release.

  • Will not stack swiftness at all. To get swiftness, you have to stop, wait before swiftness wears off, and ONLY THEN walk over swiftness.
    Solutions:
  • In this thread – limit number of buffs per user, max applicable swiftness duration.
  • Revert to swiftness stacking when passed over multiple times.

5. Illusions targeting anything but the player’s target. Broken since (?).

  • Mostly visible on Illusionary Warden, Illusionary Defender, Illusionary Duelist. Examples: in Twilight Arbor at last boss Defender will run off to a random seed turret instead of standing at the Nightmare Tree defending the players THERE; Warden will be cast on the Champion Snow Wurm at Lornar’s Pass (completely flat terrain), but immediately after spawn will run off to a random Snow Wurm instead and aggro it; Warden will be cast on the Veteran Ettin at Lornar’s Pass (slope terrain), but immediately after spawn will run off to a random Ettin instead.
  • Clones created by Deceptive Evasions may target anything.
  • AI and RNG take control over player’s skills and tactics, disrupting the game flow and discouraging players from mastering their class and instead encourages mindless spamming.
    Solutions:
  • Permanently lock all illusions to the targets they were cast on. Illusions die when the TARGET dies, but WHY illusions attack different targets then?
  • If illusions are intended to be attacking anything, then do not kill illusions until mesmer is out of combat. Be consistent in your decisions, design team!

6. Stuck after Phase Retreat/Blink.

  • General game bugs which cause you to teleport inside a wall/rock mesh gets extremely annoying when running a mesmer. (Using staff in Caudecus Manor was a PAIN.)
  • Sometimes gets you permanently locked in place.

7. Portal Entre/Exeunt.

  • Has no range indicator. Impossible to tell whether it is in range or not.
  • Has no “cast time left” indicator for Exeunt. Impossible to tell when it times out.
    Solutions:
  • Introduce 2 icons for portal in the same way that conjured weapons have. One icon will have a timer, another will toggle between active/crossed out/grayed out icon for displaying the range. And this can even be a single icon.
  • Semi-solution: disable casting of Exeunt if out of range; enable it back when in range.
#127 - March 7, 2014, 6:45 p.m.
Blizzard Post

Thanks guys all these issues that are bugs have been investigated and logged. Some of these will be seen fixed as soon as the feature build, others, awhile longer. Won’t have much time to continually update this thread but thanks for the visibility and persistence!

/thumbs up
-Tyler

#139 - March 11, 2014, 8:15 p.m.
Blizzard Post

1. Fixed
2. Fixed feature build
3. Complicated, technically terrain related bugs. All classes have this issue to some extent.
4. Working as intended. Good topic for debate on changing in the future.
5. Deceptive evasion clones attack closest target, otherwise no repro.
6. Fixed some while after feature build “logged”
7. Fixed feature build
8. Intended, same reason as los…Counter-play.
9. Intended, follows standardized shadowstepping rules. No repro otherwise.
10. Fixed some while after feature build “logged”
11. Fixed some while after feature build “logged”
12. Intended. Those skills bounce to allies and only grant the POSITIVE effects “boons” its not attached to reflect. (Trick: use your reflect to grant extra bounces:D:D)
13. Fixed in feature build
14. Server-side, can’t fix at this time. “Lag related” Blame living world updates
15. Intended. This is how projectile/missile “tracking” works.
16. Fixed
17. Intended. All ranged and melee skills have a 15% buffer range to take account for tracking.
18. Fixed on feature build if not on live.
19/20 Intended. Shouldn’t be able to utilize both at the same time.
21. Globally intended. Buffer range.
22. Intended. Current trait system swaps to different versions of skills from traits, which can trigger weird recharge issues. Such as that one with glamour CD. I wanna say that bug is fixed in the feature build but it’s a weird repro.
23. Fixed some while after feature build “logged”
24. Some issues regarding this fixed in feature build
25. Intended
26. Fixed in feature build
27. Fixed in feature build

Hope that helps

#144 - March 11, 2014, 9:43 p.m.
Blizzard Post

There was some confusion regarding the malicious sorcery + Illusionist’s celerity. I made a mistake. To clear things up, using combinations such as Wardens Feedback and Illusionist’s celerity shouldn’t double reduce phantasm skill cooldowns. I thought that was regarding that issue but I see it was for a mainhand trait.

~posting from home, apologies.

#146 - March 11, 2014, 9:49 p.m.
Blizzard Post

There was some confusion regarding the malicious sorcery + Illusionist’s celerity. I made a mistake. To clear things up, using combinations such as Wardens Feedback and Illusionist’s celerity shouldn’t double reduce phantasm skill cooldowns. I thought that was regarding that issue but I see it was for a mainhand trait.

~posting from home, apologies.

Tyler, doubling up on cooldown traits has been a feature since the beginning of the game.

Respectfully, I believe you’re badly mistaken.

I could be getting confused. This release has my brain on overload. I would think all the tooltips can’t comprehend double cooldown reduction in that case. So that being said, the stated cooldowns might all be incorrect in those circumstances but the recharges will still function at their correct values.

#172 - March 12, 2014, 12:28 p.m.
Blizzard Post

What is the feature build “logged”?

It means it will be fixed in the next release the skills and balance is directed to ship, barring any issues that prop up and push it back.

Added #28:
28. Illusion of Life. Separate thread.
Those affected by Illusion of Life will instantly become downed after killing something, instead of staying alive. Only applies to PvE.

Fixed in feature build

#185 - March 13, 2014, 6:16 p.m.
Blizzard Post

Little treat for you guys we snuck in today

11. Fixed in feature build

Anyways tomorrow is my last day at ANet so you won’t be seeing this face on the forums any longer. Hopefully this forum visibility helped ease you guys over. Sorry for all the issues we never got around to I did my best to get as many bugs cleared in the last few months as possible.

~see you in game!