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BUG: Scourge conditions stacking from sand shades


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Scourge triggers the effects twice if it has a sand shade on a target and is standing next to the target. F5 skill desert shroud pulses trigger F1 initial sand shade cast on every pulse and pulses double the conditions along with the other shade skills if the player character is standing next to the target.

Update: F5 desert shroud applies to player only on pulses. Casted shades doesn't pulse the additional torment with the skill.

Tested in pvp lobby with golems. While standing next to a golem or while the sand shade was on golem, pressing F2,F3,F4 skills inflicted 3 stacks of torment and when i stood next to a golem inside a shade i did 6 stacks of torment with F2,F3,F4 skills.

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@Devs - if you "fix" this, be sure to increase the damage in PVE otherwise to compensate. Scourge does not offer enough support to be useful in a dungeon/fractal/raid setting, without it having at least useful DPS, there'd be no point to bring the class, and it'd share the same fate of every other necro spec.

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Extended discussion here:

https://en-forum.guildwars2.com/discussion/7139/bug-scourge-triggers-double-sand-shade-actually-all-of-them

TL;DRManifest Sand Shade has some inconsistencies on inherited traits that only affect 1 target uniquely vs other inherited traits that stack when Shade/Necro radii overlap. F5 text is misleading in that you would think that you and your Shades each get a Shroud effect while in reality it looks like the Necro is the only one with the unique Shroud pulsing effect while your Shades just do their Manifest Sand Shade effect during the duration of the Necro's Shroud. Granted this still falls along the tooltip's text of "you and your shades pulse necrotic energy".

Not really saying the skills are buggy but rather some clarity on the tooltip as to a better description of the skills' behaviors would be helpful.

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Manifest Sand Shade has some inconsistencies on inherited traits that only affect 1 target uniquely vs other inherited traits that stack when Shade/Necro radii overlap.Again not really. All the F1 traits behave as they should. Dhuumfire just need its ICD listed. People have a limited understanding of game mechanics..

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@Sigmoid.7082 said:

Manifest Sand Shade has some inconsistencies on inherited traits that only affect 1 target uniquely vs other inherited traits that stack when Shade/Necro radii overlap.Again not really. All the F1 traits behave as they should. Dhuumfire just need its ICD listed. People have a limited understanding of game mechanics..

And again, note that I ended by saying the the buggy-ness has to do with the tooltip not matching the behavior.

The skills and their inherited traits may very well be working as intended, but the issue is being brought up because you have Death and Reaper Shroud having no ICD yet Sand Shroud 1 has this hidden ICD that was introduced. If it does, great. Though it would be helpful to have it posted somewhere where players can see it. Even more confusing because you have something like Unyielding Blast which does not have an ICD even though it's being applied by the same action. So you have a case of Burning application has to have an ICD but Vulnerability doesn't?

At the end of the day Anet writes the rules on this, but bug posts like these have merit in that players shouldn't have to dig into what is a mechanic vs what's a bug when that should be in the tooltip to begin with. Other skills with ICD have it listed in the Specs page so for something like Dhuumfire to not be considered a bug there would need to be a tooltip somewhere saying "Cooldown 1/2 second". Desert Shroud falls in the same boat to a lesser extent as the tooltip on that skill is a bit more on the flavor side than behavioral. As in it would be better to read "You enter Desert shroud that pulses a necrotic field that applies torment to nearby enemies. Your Shades strike nearby enemies each second while you are in Desert Shroud". That way there's a distinction that only the Necro is shrouding while your shades are doing their own thing.

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