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Renegade Summon Bug


Tom.8976

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Ok, I just had a look at this again, and it doesn't seem to be a bug, but more to do with the pathing behaviour of the summons. If being cast from a position, or trying to be placed on an object or terrain that can't be directly reached by foot (without jumping), then it can't map a proper path to the target (much like how the AI behaves with us).

Just to double check I wasn't trying to push some needless change, I tried this with a couple of other classes, and sure enough I had no problems there.https://imgur.com/faU5HEFhttps://imgur.com/FwowAwVhttps://imgur.com/mXEgCZ4https://imgur.com/mGnjTaS

As it currently is, it effectively cuts our abilities in half depending on the environment.

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The problem is even worse in wvw where if you do get one summoned before being vaproized it'll just go down a millisecond before you do and never do anything. It was a great idea on paper for them but the renegade itself in its current form if ever used will just be for a few of the traits it has and nothing more than that.

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