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Haste broken??


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#1
Jack-Nader

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Haste is not functioning correctly for me.  The upgrade appears to be broken.  Anyone else confirm?

#2
IN1

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What do you mean by 'broken'?

#3
Jack-Nader

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I'm not sure what to make of it. I have Anders caste haste. He has the upgraded version which should last 20 seconds. He goes through 3 attack cycles (5 hits) and then haste ends. I chucked haste on hawke as well which apparently has the same issue.

I respeced hawke and tried the non upgraded version which goes through 3 attack cycles and finnished. I then chucked on the upgraded version which then went through 6 cycles.

No idea.. perhaps just random bs. I will respec anders and see if that resolves it.

#4
IN1

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Its duration is reduced by your magic resistance. If you are a mage, chances are it won't affect you at some point :)

#5
Jack-Nader

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You've got to be kidding me!  OMG.. you're right.  well that is an absolute joke and a half.

Modifié par Jack-Nader, 18 avril 2011 - 09:20 .


#6
nickan1022

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Nope, it's on the issues list, actually. New bug introduced with the last patch.

#7
Ryzaki

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Your spell resist is affecting haste.

It's annoying hopefully it'll be fixed.

(My templars and mages had the same haste only last about 6 seconds crap).
Edit: And ninja'd. 

Modifié par Ryzaki, 18 avril 2011 - 09:24 .


#8
IN1

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Jack-Nader wrote...

you've got to be kidding me!


Not at all. It's a well-known bug. You know what? I won't call it a bug even... Just a poorly implemented mechanic.

#9
Wulfram

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This is a bug, acknowledged by Bioware

edit: I post really slowly, apparently

Modifié par Wulfram, 18 avril 2011 - 09:21 .


#10
Jack-Nader

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Well I guess i'll scrap haste from my talents until it is fixed.

#11
nickan1022

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IN1 wrote...

Its duration is reduced by your magic resistance. If you are a mage, chances are it won't affect you at some point :)


Yeah, my Hawke typically gets the Templar tree +50% magic resist, and now I'm going to have to weigh the protection vs. the buff impairment.

#12
IN1

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nickan1022 wrote...

Nope, it's on the issues list, actually. New bug introduced with the last patch.


Don't spread misleading information, please. It wasn't introduced in a latest patch, that really fixed a lot of issues (more than 4 DAO patches combined, to be honest). It's there since 1.00.

#13
Guest_iOnlySignIn_*

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If it is DA:O, you can create a modded equipment (Ring, perhaps) that reduces your Magic Resistance. But this is DA2, so perhaps there is no way around it- or is there? Perhaps you can give all your staves permanent Arcane Poison- that may help *a bit*, but when you're lik 90 Magic it won't help much.

My solution is to simply bring at least 2 Rogues (Varric & Sebastian mostly) as they don't suffer the same problem and Rogues have the best synergy with Haste (Follow-Through).

Modifié par iOnlySignIn, 18 avril 2011 - 09:25 .


#14
IN1

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Personally, I don't see it as a huge problem. An annoyance, to be sure, but... You know, after all, in D&D, your MR affects friendly spells, too. Don't use it on high Mag characters. That's it.

#15
Jack-Nader

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IN1 wrote...

Personally, I don't see it as a huge problem. An annoyance, to be sure, but... You know, after all, in D&D, your MR affects friendly spells, too. Don't use it on high Mag characters. That's it.


Which just happens to be my ENTIRE PARTY!

#16
IN1

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Jack-Nader wrote...

IN1 wrote...

Personally, I don't see it as a huge problem. An annoyance, to be sure, but... You know, after all, in D&D, your MR affects friendly spells, too. Don't use it on high Mag characters. That's it.


Which just happens to be my ENTIRE PARTY!


Jack, I fully understand that's rather frustrating under certain circumstances (mage/Templar/Fenris parties, for example).

Modifié par IN1, 18 avril 2011 - 09:34 .


#17
nickan1022

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IN1 wrote...

nickan1022 wrote...

Nope, it's on the issues list, actually. New bug introduced with the last patch.


Don't spread misleading information, please. It wasn't introduced in a latest patch, that really fixed a lot of issues (more than 4 DAO patches combined, to be honest). It's there since 1.00.


Hm, I didn't experience the problem before the patch.  Maybe I didn't notice it.  But if I didn't experience it before the patch, and experience it after the patch, then all semantics aside, I feel okay blaming the patch for introducing the change that made me feel the effect of the otherwhise wholly-intentional-poorly-implemented gameplay mechanic.

If the MR was always truncating Haste's duration and I just now noticed, then I stand corrected.

#18
Signo Vir

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solution, mod abi_base.gda and change type_use from 1 to 2. it will now be a sustained ability (might want to change cost tho. 30% of mana vs. 30 mana is a bit different)

#19
Apathy1989

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Signo Vir wrote...

solution, mod abi_base.gda and change type_use from 1 to 2. it will now be a sustained ability (might want to change cost tho. 30% of mana vs. 30 mana is a bit different)


Haste is most definetly worth 30% mana if permanently running. Is there a mod that changes this somewhere?

#20
Jack-Nader

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Sustained haste would be OP. Why can't they just have it ignore MR? or perhaps set MR to 0% for the duration of the spell. :S MR is pretty useless anyway. I can't even recall being hit by a single spell.

#21
-Skorpious-

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Having beneficial spells being negatively affected by a core-class attribute is a terrible gameplay design.

#22
HTTP 404

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allies magic resistances. works great early game though

#23
TheJist

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Gj bioware.

#24
Amioran

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Jack-Nader wrote...

Sustained haste would be OP. Why can't they just have it ignore MR? or perhaps set MR to 0% for the duration of the spell. :S MR is pretty useless anyway. I can't even recall being hit by a single spell.


As a workaround you can edit your save files to give your mages 0% magic resistance. It is very easy to do. It is a bit tiresome since you have to re-edit everytime you level but doable.

#25
Jack-Nader

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Hmmm.. I might just do that Amioran.