Overedge.2435 Posted February 19 Share Posted February 19 (edited) The recent update to guild halls that allow you to change your character's stats to those from different game modes has really revitalized the excitement of a lot of the members of my guild, as most of them are duelers/roamers at heart. Before the February 2020 competitive split we spent a ton of time dueling in the guild hall, and not being able to access WvW balance there had become a real bummer. So I celebrated the update by going into the guild hall and going a little crazy with the decorating. I crafted a ton of those holographic racing platforms to build more fighting areas with, but while testing things out, we discovered that any skills that pathfind -- such as Shadowstep and Blink -- do not work on the platforms. I'm guessing that the pieces aren't navmeshed properly, because anything that uses AI, like illusions and pets and minis, also don't function properly. Additionally, with the Holographic Track pieces (the glowing green ones), some abilities (like certain wells and necro marks) are invisible when placed on the platforms. Would it be possible for ANet to go in and add navmeshing to decoration pieces? Some classes are far more affected than others. We've started putting together a Fight Club based in our guild hall (open to players from all servers, though we're on NA so EU likely can't access it) so we'd love to be able to do some really interesting things with the terrain. I have no doubt that it would be a huge undertaking, but if enough people and guilds were interested in taking advantage of the guild hall updates, maybe it will be worth it. Here's an extensive but likely not-quite-exhaustive list of affected skills. If anyone else decides to test this and finds more, please contribute to the thread. Guardian Crashing Courage - "No valid path to target" Symbol of Blades - "No valid path to target" Advancing Strike - "No valid path to target," but will still hit if enemy is within range, there's just no teleport Flash Combo - "No valid path to target," but will still hit if enemy is within range, there's just no teleport Judge's Intervention - "No valid path to target" Mighty Blow - "No valid path to target" Merciful Intervention - "No valid path to target" Mesmer Illusions cannot move Blink - "No valid path to target" Jaunt - "No valid path to target" Illusionary Leap - "No valid path to target," but still creates the clone although you can't swap places Phase Retreat - "No valid path to target," you basically teleport in place Blade Leap - "No valid path to target" for the teleport, but the leap works Axes of Symmetry - "No valid path to target," but teleport doesn't work and your movement is only a scoot forward Illusionary Ambush - "No valid path to target," you basically teleport in place Mirage Advance - "No valid path to target" Necromancer Minions cannot move Summon Flesh Worm - "No valid path to target," you can't even place the worm Sand Swell - "No valid path to target" Revenant Phase Traversal - "No valid path to target" Darkrazor's Daring - "No valid path to target" Razorclaw's Rage - "No valid path to target" Icerazor's Ire - "No valid path to target" Breakrazor's Bastion - "No valid path to target" Soulcleave's Summit - "No valid path to target" Elementalist Lightning Flash - "No valid path to target" Polaric Leap - "No valid path to target" Thief Steal - "No valid path to target" All Spectre Wells - "No valid path to target" Shadowstep - "No valid path to target" Infiltrator's Strike - "No valid path to target" Infiltrator's Arrow - "No valid path to target" Infiltrator's Signet - "No valid path to target" Shadow Shot - "No valid path to target" Endless Night - "No valid path to target" but the attack still fires Death's Retreat - "No valid path to target" Shadow Swap - "No valid path to target" Shadow Gust - "No valid path to target" Shadow Flare - "No valid path to target" Engineer Jade Mech cannot move Shift Signet - "No valid path to target" Ranger Pets cannot move Unnatural Traversal - "No valid path to target" Smoke Assault - "No valid path to target" Phase Pounce (merged Soulbeast) - "No valid path to target" and "Obstructed" Phase Pounce (Untamed unleashed) - No error, but pet doesn't move Neurotoxin Burst - "No valid path to target" Warrior Flicker Step - "No valid path to target" Edited February 21 by Overedge.2435 Formatting cleanup 5 3 Link to comment Share on other sites More sharing options...
Overedge.2435 Posted February 21 Author Share Posted February 21 (edited) While doing some more exploring of the Isle of Reflection during our first night of Fight Club, we discovered a few more locations on the Isle of Reflection itself that also seemed to be missing navmeshing, and we experienced the same "no valid path" errors there, and decided to map them out to add to this post. Here is an image of the locations we found on our first major run-through, and we'll continue to search for more. For the buildings indicated, it's the rooftops specifically where the errors occur. https://imgur.com/a/Cpkyosq Edited February 21 by Overedge.2435 Clarifying some information Link to comment Share on other sites More sharing options...
aymnad.9023 Posted February 25 Share Posted February 25 I thought it would be fun to try to build an arena today (with racetrack and other platforms) to try the new weapons. When I was done I tried my necro wurm and discovered it too. Such a shame 😞 1 Link to comment Share on other sites More sharing options...
kapenike.6793 Posted May 2 Share Posted May 2 Yeah 😕 it's an issue in WvW too ... seems to be a development issue that no one wants to tackle. Could be pretty tricky with dynamic terrain but with the new guild hall update I foresee a bunch of complaints ... like from me! I put so much effort into my arena and combat areas and it's not even worth fighting in. So sad 1 Link to comment Share on other sites More sharing options...
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