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Compilation of Thief bugs


darkfire.6072

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This is a compilation of Thief bugs by the SC discord.

 

Shadow Arts Trait Line: The trait line’s description still states “Increasing stealth duration” despite no longer having a stealth duration increasing trait.

 

Swindler’s Equilibrium: This trait’s description states that it increases the damage of Sword and Spear skills, but it actually increases power while a Sword or Spear is equipped.

 

Leeching Venoms: The lifesteal from this trait scales with allied Power and Healing Power rather than the Thief’s attributes.

 

Leeching Venoms: This trait affects both the raid stolen skill Soul Stone Venom and Specter’s Rot Wallow Venom despite the trait stating that it only affects utility venoms. Leeching Venoms will only trigger on the final stack of Rot Wallow Venom.

 

Shadowstrike: Camera angle and directional input affect the teleport distance. Aiming the camera downward and holding forward will significantly shorten the teleport. Example video 1 Example video 2 

 

Preparations: Players can still precast preparations because they are not removed from the ground at the start of encounters.

 

Caltrops: The skill says it applies bleeding ten times, but it actually applies eleven times. One bleed on impact and then an additional ten pulses of bleed afterwards.

 

Venoms: Thieves can still precast venoms by placing their venom charges on summoned companions (this also applies to Rot Wallow Venom on Specter). Summoned companions are not reset at the beginning of encounters, so any effects on them carry over into the fight. e.g. Use Thieves Guild then activate Spider Venom then start the fight, the summoned thieves will still have Spider Venom stacks on them even though the Spider Venom stacks have been removed from the player.

 

Malice:  In certain areas of the game, the UI for Malice becomes invisible/difficult to see. A list of places where this occurs:

  1. Thunderhead Peaks, near the Thunderhead Keep area
  2. Auric Basin, during the night
  3. Sunqua Peak, during the day
  4. Vale Guardian, encounter
     

Malice: Completely missing the marked target with an Initiative costing skill and then hitting the target with the next skill, will reward Malice generation for both skills. This only works if both of the skills used strike multiple times. This method also works when canceling the first skill by dodging, weapon stowing, or when the enemy evades. Example gif

 

Collateral Damage/Renewing Gaze/Payback: With auto-loot disabled, Deadeye’s Mark can be repeatedly cast on corpses to trigger all on-steal and on-death traits.

 

One in the Chamber: Does not provide a stolen skill if the cantrip’s animation aftercast is interrupted by dodging/weapon swapping/etc. Example gif 1 Example gif 2

 

Maleficent Seven: If the attack that would put you to seven malice kills the marked target, you will not gain the boons or Initiative refund of this trait.

 

Siphon: The Trickery traits which give cooldown reduction to steal—Preparedness and Sleight of Hand—stack additively when applied to Siphon, but stack multiplicatively when applied to Steal/Swipe/Deadeye’s Mark.

 

Eternal Night: This skill is unaffected by quickness.

 

Traversing Dusk: The shadow force generated per ally has no cap on maximum friendly targets. Example gif

 

Well of Sorrow: This skill is unaffected by quickness.

Edited by darkfire.6072
compiled compilation + malice miss bug + M7 clarification
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Maleficent Seven: If your attack kills the marked target it does not generate Malice, which prevents the boon gain and Initiative refund of this trait.

This is not a bug though?  Malice resets when any target dies no matter how much malice you otherwise have.  M7 just raises the cap and gives you a big bonus for when said cap is reached.

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Here's one for the list:

Deadeye’s Mark does not work on various targets like the exposed Octovine or the "Fallen Boulders" miniboss in the Sunqua Peak Fractal. You can attempt to activate it but it will fail and go on a cooldown for a couple of seconds.

Edited by Tails.9372
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30 minutes ago, DeceiverX.8361 said:

This is not a bug though?  Malice resets when any target dies no matter how much malice you otherwise have.  M7 just raises the cap and gives you a big bonus for when said cap is reached.

The problem is the ordering:

how it currently works: attack enemy -> enemy dies -> malice is removed

how it should work: attack enemy -> generate malice -> refund initiative/gain boons if at max malice -> enemy dies -> malice is removed

I've edited the main post to clarify this.

Edited by darkfire.6072
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