Merged: just discovered a nasty bug if your a R/Rt [Draw Spirit]
Bellucci
i post here seldomly, so if its old then ignore, if it isnt, then maybe a mod or someone can sticky there is a bug related forum (which i couldnt find here).
First, my explanation of why i need R/Rt:
Here is the deal, a guildmate gave me his B/P build (which is pretty decent). His build, like most B/P's (i assume) uses Favorable winds. Favorable winds sometimes isnt convenient to cast, especially during a fight, and with a 60 second recharge, its not always avilable to cast during a time most convenient to you. With 16 marksmanship, Favorable Winds lasts for almost 3 minutes. Thats where my tweak on an existing B/P build comes in (my build is more for general PvE than B/P group farm). The ritualist has a non attribute skill called "Draw Spirit," in a quarter of a second, you can move favorable winds or any other nature ritual anywhere you like. This is far better than recasting it, or waiting for the dreaded recharge to expire. And with almost 3 minutes life, you can forget about recasting it, just teleport it as often as you want; whenever or wherever. And it only costs 5 energy
In a sense, its like a favorable winds that never expires. You'd also have to replace rebirth with flesh of my flesh for anyone that wants to go R/Rt from a R/Mo
And now, the glitch:
WHen using the Ritualist skill called Draw Spirit on favorable winds, it doesnt teleport the effects of the spirit, just the spirit in its physical form. In other words, if you cast favorable winds at location A and then decide to "draw" the spirit to location B, the spirit gets moved however the effects of the spirit itself stay at location A. In reality, you could have a Favorable Winds ritual 10 miles from where you original casted it, moved by means of Draw Spirit, and you want benefit from its reduced arrow speed and +6 damage unless your in the area in which you originally casted it. Which is funny because the Favorable winds spirit thats giving you the bonus is like 10 miles away.
This really sucks for me because i changed my second profession to Rit for this reason alone. Waste of unlocked skills for my secondary monk profession.
Thanks for any "official" feedback
First, my explanation of why i need R/Rt:
Here is the deal, a guildmate gave me his B/P build (which is pretty decent). His build, like most B/P's (i assume) uses Favorable winds. Favorable winds sometimes isnt convenient to cast, especially during a fight, and with a 60 second recharge, its not always avilable to cast during a time most convenient to you. With 16 marksmanship, Favorable Winds lasts for almost 3 minutes. Thats where my tweak on an existing B/P build comes in (my build is more for general PvE than B/P group farm). The ritualist has a non attribute skill called "Draw Spirit," in a quarter of a second, you can move favorable winds or any other nature ritual anywhere you like. This is far better than recasting it, or waiting for the dreaded recharge to expire. And with almost 3 minutes life, you can forget about recasting it, just teleport it as often as you want; whenever or wherever. And it only costs 5 energy
In a sense, its like a favorable winds that never expires. You'd also have to replace rebirth with flesh of my flesh for anyone that wants to go R/Rt from a R/Mo
And now, the glitch:
WHen using the Ritualist skill called Draw Spirit on favorable winds, it doesnt teleport the effects of the spirit, just the spirit in its physical form. In other words, if you cast favorable winds at location A and then decide to "draw" the spirit to location B, the spirit gets moved however the effects of the spirit itself stay at location A. In reality, you could have a Favorable Winds ritual 10 miles from where you original casted it, moved by means of Draw Spirit, and you want benefit from its reduced arrow speed and +6 damage unless your in the area in which you originally casted it. Which is funny because the Favorable winds spirit thats giving you the bonus is like 10 miles away.
This really sucks for me because i changed my second profession to Rit for this reason alone. Waste of unlocked skills for my secondary monk profession.
Thanks for any "official" feedback
tomcruisejr
exploit!!!
Curse You
First off, where are you doing B/P? It is common in many places, but only worth it in a few.
About the glitch, it seems like some sort of coding issue that they never noticed.
The game is programed to put up the effect in that area, make the physical object, and remove the effect when the physical object dies. They forgot, however, to link the location of the object to the effect itself.
About the glitch, it seems like some sort of coding issue that they never noticed.
The game is programed to put up the effect in that area, make the physical object, and remove the effect when the physical object dies. They forgot, however, to link the location of the object to the effect itself.
Bellucci
i dont get it, how is it an exploit
tomcruisejr
Quote:
Originally Posted by Bellucci
i dont get it, how is it an exploit
|
j/k :P
Markaedw
Interesting, you cast the spirit where you want to fight, then move the spirit to a safe location and still reap the benifits of the casting.
Bellucci
Quote:
Originally Posted by Markaedw
Interesting, you cast the spirit where you want to fight, then move the spirit to a safe location and still reap the benifits of the casting.
|
Feminist Terrorist
I can see how Markaedw describes it, and it's good, but on the other hand, the OP's description of the drawback really sucks. I mean, your description is good, but the bug sucks.
Bellucci, did you submit a support ticket on this? If not, you should.
Bellucci, did you submit a support ticket on this? If not, you should.
Curse You
I went and tested with almost all of the current Nature Rituals, they ALL have this same glitch. I thought it might be a bug with old Tyrian rituals, but it still happens even with the new Canthan (including elite) rituals.
KamikazeChicken
That small fact about Draw Spirits has been known for quite awhile, and Anet has done nothing besides ignore it. :\
Mercury Angel
http://www.guildwarsguru.com/forum/s...&postcount=337
Known in the official bug reports thread for a few months now, and nothing's been done about it since
Though, I've reported a few other bugs regarding ranger spirits myself back in February, and they haven't been touched either, so, meh. They don't seem to be a high priority because they don't really see much use.
Known in the official bug reports thread for a few months now, and nothing's been done about it since
Though, I've reported a few other bugs regarding ranger spirits myself back in February, and they haven't been touched either, so, meh. They don't seem to be a high priority because they don't really see much use.
Carl Butanananowski
Anet prefers to give us prettyness in hopes that we forget the bugs...
plasmasword
The only real exploit I can think of is an IWAY group casting their spirits (NR, Pred, ect)up front where the battle will happen then the Rt in the group draws them away from the battle making them more difficult to kill, but still having effects in the battle. Start exploiting it so anet fixes it! =D
xiao1985
what about spirits which attacks?! like pain or blood song or disenchant?!
do they suffer from the same fate or are they safe?!
do they suffer from the same fate or are they safe?!
Carl Butanananowski
i think they are safe....
because.. seeing a spirit attack yet the attack coming from 20 feet behind wouldnt make any sense..
because.. seeing a spirit attack yet the attack coming from 20 feet behind wouldnt make any sense..
samifly
So this bug only affects nature rituals instead of binding ones? Wanna bet the fix will be changing the text to read "bound spirits" or something similar.
Mercury Angel
Offensive spirits work fine. However, Ritualist spirits of the passive effect variety suffer from the same problem.
I set the Union spirit in the center of the AoE target range (the one with both ally and enemy stakes) and walked to find its range, which happened to end just at the start of that stairway. So, I teleported it right next to the stairway, took a step outside of the original range, and it still ended at the same point.
All passive effects are tied to their location of summoning at this point in time, be they Ritualist or Ranger. The spirit apparently only serves as an off-switch.
I did the same with the Spirit of Pain, and tele'd it all the way over to the Master of Healing, which it attacked successfully.
I set the Union spirit in the center of the AoE target range (the one with both ally and enemy stakes) and walked to find its range, which happened to end just at the start of that stairway. So, I teleported it right next to the stairway, took a step outside of the original range, and it still ended at the same point.
All passive effects are tied to their location of summoning at this point in time, be they Ritualist or Ranger. The spirit apparently only serves as an off-switch.
I did the same with the Spirit of Pain, and tele'd it all the way over to the Master of Healing, which it attacked successfully.
Former Ruling
Quote:
This really sucks for me because i changed my second profession to Rit for this reason alone. Waste of unlocked skills for my secondary monk profession. |
Unless you meant that you RECREATED the character as a R/Rt for this. Which wouldn't be too good of an idea seeings how you get to the Profession Changer in Factions about 3 missions (a few hours) into the game...
Sea Edge
GG to kill EoE, Frozen Soil
shardfenix
Quote:
Originally Posted by tomcruisejr
exploit!!!
|
lofblad
Quote:
Originally Posted by shardfenix
An exploit is something wrong with the game that makes its effectiveness go up, like iway.
|
Denny Pace
I, too, wonder if Anet will be bothered to ever fix the skill bugs that exist in Factions, especially considering that we're two months away from Nightfall.
Another Rt bug (which I reported some time ago) is Defiant Was Xinrae, which repeatedly costs me 35 energy (25 instantly, and 10 more during the cast). Not that it's the greatest Elite to use, but it's there to use, and pretty much useless at that cost.
The two biggest 'bugs' that continue to torment me are the rash of Err 7s (I was in a gvg last night and we had three in about 10 seconds, forcing us to resign) and getting stuck in a variety of maps, especially Isle of Meditation. I'm not griefing to the point where I'm not going to buy Nightfall, but it's pretty clear that Anet needs to address these two old problems.
Another Rt bug (which I reported some time ago) is Defiant Was Xinrae, which repeatedly costs me 35 energy (25 instantly, and 10 more during the cast). Not that it's the greatest Elite to use, but it's there to use, and pretty much useless at that cost.
The two biggest 'bugs' that continue to torment me are the rash of Err 7s (I was in a gvg last night and we had three in about 10 seconds, forcing us to resign) and getting stuck in a variety of maps, especially Isle of Meditation. I'm not griefing to the point where I'm not going to buy Nightfall, but it's pretty clear that Anet needs to address these two old problems.
Mercury Angel
Quote:
Originally Posted by Denny Pace
I, too, wonder if Anet will be bothered to ever fix the skill bugs that exist in Factions, especially considering that we're two months away from Nightfall.
Another Rt bug (which I reported some time ago) is Defiant Was Xinrae, which repeatedly costs me 35 energy (25 instantly, and 10 more during the cast). Not that it's the greatest Elite to use, but it's there to use, and pretty much useless at that cost. |
Count to Potato
If draw spirit isn't used in PvP then why should they fix it?
dbgtboy
Quote:
Originally Posted by Count to Potato
If draw spirit isn't used in PvP then why should they fix it?
|
Vincaro
Quote:
Originally Posted by Bellucci
i post here seldomly, so if its old then ignore, if it isnt, then maybe a mod or someone can sticky there is a bug related forum (which i couldnt find here).
First, my explanation of why i need R/Rt: Here is the deal, a guildmate gave me his B/P build (which is pretty decent). His build, like most B/P's (i assume) uses Favorable winds. Favorable winds sometimes isnt convenient to cast, especially during a fight, and with a 60 second recharge, its not always avilable to cast during a time most convenient to you. With 16 marksmanship, Favorable Winds lasts for almost 3 minutes. Thats where my tweak on an existing B/P build comes in (my build is more for general PvE than B/P group farm). The ritualist has a non attribute skill called "Draw Spirit," in a quarter of a second, you can move favorable winds or any other nature ritual anywhere you like. This is far better than recasting it, or waiting for the dreaded recharge to expire. And with almost 3 minutes life, you can forget about recasting it, just teleport it as often as you want; whenever or wherever. And it only costs 5 energy In a sense, its like a favorable winds that never expires. You'd also have to replace rebirth with flesh of my flesh for anyone that wants to go R/Rt from a R/Mo And now, the glitch: WHen using the Ritualist skill called Draw Spirit on favorable winds, it doesnt teleport the effects of the spirit, just the spirit in its physical form. In other words, if you cast favorable winds at location A and then decide to "draw" the spirit to location B, the spirit gets moved however the effects of the spirit itself stay at location A. In reality, you could have a Favorable Winds ritual 10 miles from where you original casted it, moved by means of Draw Spirit, and you want benefit from its reduced arrow speed and +6 damage unless your in the area in which you originally casted it. Which is funny because the Favorable winds spirit thats giving you the bonus is like 10 miles away. This really sucks for me because i changed my second profession to Rit for this reason alone. Waste of unlocked skills for my secondary monk profession. Thanks for any "official" feedback |
Ira Blinks
do i hear aspenwood?
XvArchonvX
While I wish they would fix this, it can come in handy to lay down a spirit near a big group of enemies then draw it away so that the effect is near them, but the spirit is less likely to get killed by enemies.
Jetdoc
Wow, this is a very nice feature, which should be corrected in the near future.
Although many haven't picked up on this, I can see a Draw Spirit ritualist becoming invaluable to a team focused on Ranger spirits. It almost eliminates the rangers' need to trap around the spirits in order to preserve them, as a kiting ritualist can just simply keep moving them out of battle range.
Although many haven't picked up on this, I can see a Draw Spirit ritualist becoming invaluable to a team focused on Ranger spirits. It almost eliminates the rangers' need to trap around the spirits in order to preserve them, as a kiting ritualist can just simply keep moving them out of battle range.
GrendelScout1
I wonder if Urgoz knows about this...
TheLordOfBlah
Quote:
Originally Posted by KamikazeChicken
That small fact about Draw Spirits has been known for quite awhile, and Anet has done nothing besides ignore it. :\
|
Carl Butanananowski
How could they NOT know whats wrong? THEY MADE IT.
But yes, I can understand that Anet has MANY problems/events/expectations that they must complete. This bug might be lower on the list.
But yes, I can understand that Anet has MANY problems/events/expectations that they must complete. This bug might be lower on the list.
Kaguya
Quote:
Originally Posted by Carl Butanananowski
How could they NOT know whats wrong? THEY MADE IT.
|
The cruel cold fact is that the developers are people, they don't remember everything, they might not remember to test skill X with skill Y when you have hundreds and hundreds of skills. They don't have time nor possibly creativity to find some of the bugs, they might slip past the initial testers and QA people, and be found by players later on. Initial tester group of 50 doesn't have all the ideas and creativity of a mob of 500,000 players.
floppinghog
very interesting bug indeed.
i dont remember if i tested it right awhile ago but its too late atm to try,
"retreat!" is still bugged is it not? no effects and it doesnt even work... am i wrong?
they really need to fix these little pressing bugs before nightfall or forget the team going back to an old chapter... i assume. which is foolish.
i dont remember if i tested it right awhile ago but its too late atm to try,
"retreat!" is still bugged is it not? no effects and it doesnt even work... am i wrong?
they really need to fix these little pressing bugs before nightfall or forget the team going back to an old chapter... i assume. which is foolish.
tomcruisejr
Quote:
Originally Posted by shardfenix
An exploit is something wrong with the game that makes its effectiveness go up, like iway.
|
"that is a RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing exploit." - reference to what he posted
i hope it is clear.
Thallandor
I dont see FW spirit expioit stated by the OP as something that will change how B/P teams work, since a experience team will always have both FW and Winno up most of the time and the only reason as much as always to go R/Mo is for one of the most useful spells in the game: Rebirth.
JR
This bug has been around since the beta weekend, and as far as I am aware was widely known and reported by multiple people then. If it wasn't reported then you have to worry about the quality of the Alpha testers.
It does have a big impact on PvP, especially GvG where positioning is key. Lay a Natures Renewal down by the flag stand where it can potentially cripple the other team, and then draw it way into your backline where they can't take it down. This forces them to pull back out of range, and thus lose ground and flagstand controll.
WTB Fix.
It does have a big impact on PvP, especially GvG where positioning is key. Lay a Natures Renewal down by the flag stand where it can potentially cripple the other team, and then draw it way into your backline where they can't take it down. This forces them to pull back out of range, and thus lose ground and flagstand controll.
WTB Fix.
Yichi
theres a few different ways that this could extremely bug pvp, both in gvg and heros ascent. it should be fixed.
Curse You
Draw Spirit is a cool looking skill, it should enable you to make your spirit set-up mobile so you can follow your group.
However, the skill is broken. It teleports the physical spirit, but not the effects that go with it. This bug was first brought to my attention by someone stating that Favourable Winds didn't work with Draw Spirit, but I have since tested and confirmed that is does not work for any spirits (excluding attacking ones).
(the blue dot is where I made the spirit)
That image shows the bug quite well. The spirit is there, but my character does not have its effects on her.
This bug may not be very important, but it makes the skill basically uselesss.
However, the skill is broken. It teleports the physical spirit, but not the effects that go with it. This bug was first brought to my attention by someone stating that Favourable Winds didn't work with Draw Spirit, but I have since tested and confirmed that is does not work for any spirits (excluding attacking ones).
(the blue dot is where I made the spirit)
That image shows the bug quite well. The spirit is there, but my character does not have its effects on her.
This bug may not be very important, but it makes the skill basically uselesss.
Former Ruling
OLDDDDDDDD News.
Already posted in several topics :\
Everyone thought they'd fix it with the skill balance, no go.
Already posted in several topics :\
Everyone thought they'd fix it with the skill balance, no go.