Original Post — Direct link

The silent treatment is the worst part of this issue.

Many necros were hoping the shades obstructed bug would be resolved (or even acknowledged) in one of the two recent patches.

This isn't a normal "obstructed" pathing bug, this is a huge problem where necro's main AoE skills do not behave like any other AoE skills in the game. They behave more like they're using a teleport/blink/shadow step pathing.

The developer that made this change seems to have applied a particularly aggressive pathing enforcement strategy to the shades when they should have simply used a pathing strategy exactly the same as necro wells.

Shades are functionally equivalent to wells in terms of being a pulsing AoE field (desert shroud) - so they should use the same pathing enforcement.

This bug has been around since early November and hasn't even been acknowledged despite being bumped daily by necros in the bugs forum.

https://en-forum.guildwars2.com/discussion/14483/bug-obstructed-for-necro-shades/p1

Please at least acknowledge you are evaluating this bug, that it is sitting on a Kanban board somewhere, or planned for a future sprint, etc.

Tagging in Mike/Gaile so that they might tap a dev on the shoulder: /u/Mike-OBrien-ArenaNet /u/GaileGray

External link →
almost 7 years ago - /u/anet_irenio - Direct link

'ey alls,

First off - this issue is one we're investigating and seeking to address.

To better explain some of what is going on I need to explain some of the difference between an obstructed and a pathing error.

A pathing error is when we try to create a pathing line between you and the point you're targeting and can't find a way to do that. Picture you targeting a point up on a cliff; you've got no way to walk there so you'll get a pathing error.

An obstructed error is where there isn't a direct line of sight to the point because there is collision in the way. Picture shooting an arrow at a spot behind a wall, you could potentially walk there around the wall, but you can't shoot the spot because of that pesky wall. Thus obstructed error.

In this case what is happening is that your target is the ENEMY near your shade, not the shade itself, who you may not be able to see.

An example of why the obstruction requirement exists is that a Scourge being able to drop shades up on keep wall edges and attack anyone standing out of sight up there, shutting down nearly all forms of defense, is not fun gameplay.

We'll see what we can do to make it more usable in other situations, but mechanical differences between game modes is not something we are looking for.