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Stuff that doesn't work [COMPILATION]


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#1
lastpawn

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Updated December 5th 9th 14th (sort of) June 1. Much of this, but not all, is now outdated. Unfortunately, I simply no longer have the time to work on this. Suffice to say that most mechanics now seem to work as they are supposed to.

 

If an ability or a combat mechanic doesn't work for you (or does and you see it listed here!), post it in this thread.

 

Important! Many players, including myself, have noticed that in-game tooltips and attributes are (not infrequently) incorrect. This means that the only way to test whether a skill works (or doesn't) is to actually test it in combat.

 

Warrior Abilities

Spoiler

 

Rogue Abilities

Spoiler

 

Mage Abilities

Spoiler

 

General Effects

Spoiler

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#2
zeypher

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good to know thanks for this



#3
Magma_Axis

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- Immolate doesnt act as detonator

- Give them the boot doesnt work as primer

- Blizzard is bugged when you run out of mana while sustain it

- Fortifying Blast upgrade doesnt generate barrier

- When you die, SImulacrum doesnt give you unlimited mana

- Flask of Fire give you unlimited focus


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#4
Firky

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Does the Revival spell work?

I have it on Solas. He seems to be able to target fallen enemies but then nothing happens.

I'm playing nightmare, friendly fire and no behaviours.

#5
konfeta

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Flash Point doesn't have an internal cooldown.

 

Winter Stillness sometimes doesn't proc when your barriers get stripped.

 

Weakness sometimes doesn't apply to enemies after they got hit by the status effect once.

 

The entire situation of ring based skill boosts has an assortment of random bugs where the rings don't work for whatever reason, and actual ring bonuses not matching skill bonuses.

 

Armor related stuff is screwed up: http://forum.bioware...afting-testing/


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#6
Magma_Axis

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Flash Point doesn't have an internal cooldown.

 

Winter Stillness sometimes doesn't proc when your barriers get stripped.

 

Weakness sometimes doesn't apply to enemies after they got hit by the status effect once.

 

The entire situation of ring based skill boosts has an assortment of random bugs where the rings don't work for whatever reason, and actual ring bonuses not matching skill bonuses.

 

Armor related stuff is screwed up: http://forum.bioware...afting-testing/

 

Flashpoint is a big one. Right now, it serves as anchor for crazy spell combos



#7
LexXxich

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Necromancer's Spirit Mark can sometimes glitch at the moment of affected enemy's death and not set it as caster's "pet". Which leads to undead enemy sometimes retaining it's original disposition (like staying hostile to party) or becoming neutral to everything. Both of these cases still show ability as engaged, but clicking it again produces targeting cursor. Only way for undead enemy to despawn is to wait out it's timer.

Additionally, even when Spirit Mark doesn't glitch that way, having a pet out keeps the party in a combat state, which means that scripts do not fire, quests do not update and rift sealing does not progress until pet is disabled or runs out of time.
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#8
Proteus7

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Charging Bull bugs out on occasion, the charge can be too long or too short. Sometimes the warrior will get stuck in the animation and keep charging well beyond his target. Other times the skill doesn't let me charge all the way to the target, and my character just stops mid-way.

Mages in my party seem to want to use Dispel all the time, even when there's nothing to be dispelled? Not sure what's going on there. I went into their tactics and set Dispel as disabled.
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#9
Magma_Axis

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Charging Bull bugs out on occasion, the charge can be too long or too short. Sometimes the warrior will get stuck in the animation and keep charging well beyond his target. Other times the skill doesn't let me charge all the way to the target, and my character just stops mid-way.
Mages in my party seem to want to use Dispel all the time, even when there's nothing to be dispelled? Not sure what's going on there. I went into their tactics and set Dispel as disabled.

Maybe you got a primer going ? In my experience AI will spam any detonator skills they have including dispel if there's a primer

#10
Selea

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Bugs (or some much probably so) I found till now on skills (I will add more later as I remember them):
- Blizzard doesn't work correctly most of the times.
- Flank attack (with upgrade) sometimes bugs and it doesn't activate stealth if you have the stealth upgrade (plus also what the OP said; I even found that sometimes the ability doesn't seem to work at all; i.e. no damage and no stealth at all but I've yet to understand the cause).
- Gathering Storm definitely doesn't work (tested it many times) and also Conductive Current doesn't seem to work as it should (did some tests and the damage added is not correct)
- Stormbringer doesn't work as well (EDIT: after what the OP said I tested it a little more and it seems that it indeed works, in fact, however it is really really difficult to notice it does while you are playing; for the love of God add a lightning bolt from the sky animation since it sucks in this way)

- Flask of Fire doesn't make skills deplete focus instead of only stamina

If you renew weakness on a target that is already weakened (which is true in almost every encounter as a Rift Mage, because the primary skills in the spec inflict weakness), the target will become immune to weakness for quite some time (about 20 seconds every time you try to apply weakness, that's a lot). This turns all the Rift spells (Pull of the Abyss, Stonefist, Veilstrike) bugged and so it gimps the spec immensely.
- Don't know if it's intended or a bug but fire DoTs don't stack while spirit ones do.

- Then, even if this is not a bug, rework Fade Shield of KE as it is completely broken as of now. Too insanely powerful as it has no drawbacks whatsoever differently from other similar skills on other classes (as the warrior's Shield Wall for example). Seriously I cannot understand how FS got passed QA since it is obvious that it is almost as enabling a "god mode" cheat. FS is the only reason the KE is invincible right now, elsewhere it would be a powerful spec but not so uberly broken.

General things:

I would also add the 2 handed warriors normal attacks that hit on a full 360 angle. This is clearly a bug IMO as it makes no sense from a gameplay perspective (and neither from a purely physical one). It can make sense for certain particular attacks (as the old whirlwind) or for certain creatures (as bears since they obviously stomp the ground and as such the hit can be meant as in a radius) but not for normal attacks with a 2 handed weapon. It turns playing with DW rogues much more of an hassle than it normally should in certain circumstances*.

Just a simple change from 360 degree hits to 180 (even too much IMO; probably the best would be something like 120-145 degrees) would immediately do a lot of difference (and make much more sense). I don't either think it takes much effort to do the change since the animations work fine as they are and so the problem is only the hitbox that works as a full circle instead than as a cone.

*I still find DW rogue the most fun class to play in the game, however.

P.S.; Also not a bug but it would be very very handy (especially for newcomers) to have tooltips on skills on the bar. This was always present in previous games and I don't know why it's not there. The texts are already present so you just need a reference to them (as it happened in DA2 for example).


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#11
knownastherat

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Grande Belt bugs for me, not always giving the extra grande after travel to location. The station displays 4/4 equipped but it field is sometimes is 3/4.



#12
SomeoneStoleMyName

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Your mages will not use wall of fire or fire mine even if it is the only skill they have and have it on preferred. 
Your party members will often (bug?) not use abilities or be extremely conservative with them even when set at 0% sta/mana reserve.



#13
Akrabra

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Not sure if this counts, but leaping shot has a tendency to collide with the world and teleport you either away or up mountains etc, often cancelling out combat. 



#14
Haseoh

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Your mages will not use wall of fire or fire mine even if it is the only skill they have and have it on preferred. 
Your party members will often (bug?) not use abilities or be extremely conservative with them even when set at 0% sta/mana reserve.

Sometimes that happens to me, my 2h iron bull stop using any other skills besides preferred ones. I fixed it by restarting the game after playing it for a while. My mages do use wall of fire and fire mine, so you might have to restart to fix it.


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#15
Selea

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Your party members will often (bug?) not use abilities or be extremely conservative with them even when set at 0% sta/mana reserve.

 

This one sincerely I haven't noticed. Maybe it happens with certain skills only (as in your case of Fire Mine, that I noticed too once) but it is not a general thing. For example skills like Poison Weapon, Barrier, Immolate, Winter's Grasp, Stonefist, Barrage and a lot of many others get used constantly by the AI, even when not put in preferred mode. Even more some of the skills (as Shield Wall or Dodge) are used in many cases better than an human would do (but sadly this happens only for a very few selected skills and for the most part many of them are not used at their best by the AI).



#16
Vanth

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Are you meaning this to be a compilation of abilities that don't work or can it be anything, e.g. the tac cam?



#17
Selea

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I think it is a compilation of bugs focused on skills since this is the combat & strategy forum. Moreover skills bugs don't get addressed as much as quest or general bugs, so it is maybe better to stick to them here (the first post of the OP focused on skills so I guess this was his intention specifically).

 

As for the tac cam: the problems it has (along other related combat control schemes problematics) are well known and at this point and I think Bioware knows them fully well (in the general section it is full of threads about these specific things).



#18
Ethalin

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Only going to list some ability related issues.

 

-Combat Clarity (Mage Passive) doesn't activate when near Dragons/Giants. This is also true with most other X enemy within X distance modifiers and passives.

 

-Several Mage passives like Knight-Protector and Mana Surge among others are completely messed up with more than one mage in a group. Granting the passive to the other mage that doesn't even have it or not activating at all if you have the passive and the mage without it does not and casts barrier.

 

-Mana Surge takes 2-3 seconds to activate after barrier drops and there is no animation effect. Unsure if both are by design or a bug.

 

-Numerous tool tips and ability descriptions with incorrect or completely missing information. Spirit Blades upgrade adds 100% weapon damage, some abilities say shock when the actual ability is a paralyze ect.

 

-Gathering Storm (Mage Passive) does not work at all.

 

-Immolate is not a detonator even though it is listed as such.

 

-Blizzard becomes bugged if mana hits 0 while it is active.

 

-Weapon specific passives function on all weapon types/builds.

 

-Flask of Fire reduces focus ability cost to 0 allowing unlimited usage of focus abilities for the duration.

 

-Spirit Mark can break quests/encounters.

 

-Charging Bull and maybe all movement abilities can cause characters to fall through the world if used in certain places.

 

-The inquisition perk True Grit only grants 10% defenses to the Main Character and not the entire party.



#19
SomeoneStoleMyName

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Also seems like the 50 stamina on kill passive for rogue does not work. 

Using deathblow, I first thought I was unlucky. But I paid attention for the next like 10+ kills with deathblow... this to eliminate the chance that some random damage from others werent getting the final blow. 

My findings? Finishing off a mob with the +50 stamina on kill passive does not work.



#20
Chashan

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[...]

 

-Numerous tool tips and ability descriptions with incorrect or completely missing information. Spirit Blades upgrade adds 100% weapon damage, some abilities say shock when the actual ability is a paralyze ect.

[...]

 

I'd add here that the tool-tip for Rampage makes no mention whatever that it is two-handed only. Regarding which I'll have to question why there is such a restriction in the first place...preferably lift that, or else at least adjust the tool-tip.



#21
hugin7

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I've reported quite a few blatant issues here, as well as a number of other quirks and findings:

http://www.reddit.co...nd_bugs_galore/

Many abilities don't work as documented.  Damage numbers, CC durations, and ability cooldown times are often way off, and I've only tested a fraction of them.  Perhaps the main take-away from my testing is that we should not trust any of the in-game descriptions/tool tips.

These are the worst offenders I've come across:

  •     Flashfire: with full upgrades, CC lasts only 11 sec instead of the documented 20 sec.
  •     Full Draw: with upgrade, puts an enemy to sleep for about 30 sec instead of the documented 20 sec... a rare positive.
  •     Immolate: with upgrade and Pyromancer, does 1500% weapon damage, not 2750%, as stated in-game.
  •     Fire mine: fully upgraded, 3000% weapon damage instead of 4000%.
  •     Wall of Fire: fully upgraded, 1700% weapon damage instead of 4000%.
  •     Barrier: CD is 22 sec instead of 24 sec.
     

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#22
lastpawn

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I've reported quite a few blatant issues here, as well as a number of other quirks and findings:

http://www.reddit.co...nd_bugs_galore/

Many abilities don't work as documented.  Damage numbers, CC durations, and ability cooldown times are often way off, and I've only tested a fraction of them.  Perhaps the main take-away from my testing is that we should not trust any of the in-game descriptions/tool tips.

These are the worst offenders I've come across:

  •     Flashfire: with full upgrades, CC lasts only 11 sec instead of the documented 20 sec.
  •     Full Draw: with upgrade, puts an enemy to sleep for about 30 sec instead of the documented 20 sec... a rare positive.
  •     Immolate: with upgrade and Pyromancer, does 1500% weapon damage, not 2750%, as stated in-game.
  •     Fire mine: fully upgraded, 3000% weapon damage instead of 4000%.
  •     Wall of Fire: fully upgraded, 1700% weapon damage instead of 4000%.
  •     Barrier: CD is 22 sec instead of 24 sec.

 

You state that all your testing was done on Nightmare -- is it possible that some of these are due to Nightmare difficulty, for example, reducing CC times? Additionally, were you able to see whether some of these are due to Pyromancer passive being buggy, or is the fault with the skills themselves?



#23
lastpawn

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Are you meaning this to be a compilation of abilities that don't work or can it be anything, e.g. the tac cam?

 

Primarily abilities and ability-related bugs or false descriptions.

 

As regards issues with the tac cam, many threads can be filled with that alone :)



#24
MacroN0va

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On Reddit there is a thread warning people that Mighty Blow and Whirlwind do 1 damage when they are used to detonate. Can anyone confirm? I'm having a hard time telling myself.



#25
lastpawn

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On Reddit there is a thread warning people that Mighty Blow and Whirlwind do 1 damage when they are used to detonate. Can anyone confirm? I'm having a hard time telling myself.

 

My testing: on PS4, using Might Blow and Whirlwind to detonate Freeze (Shatter combo) works fine, resulting in regular damage + significant cold damage.

 

If more people report this, I'll list it, though.

 

Edit: Just started a Warrior playthrough and immediately ran into this bug.