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Stuff that doesn't work [COMPILATION]


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#126
LCDangereux

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Mage abilities

 

Has anyone got the ability static charge to work? I'm struggling to trigger it. I've also heard in a random reddit thread that conductive current may be doing half the damage bonus intended. Not sure if this will be easy to test.

 

Winter stillness breaks on the following abilities - energy barrage, fire mine, ice mine, blizzard. the little step forward seems to break it. On the other hand, there is an unlisted bonus of 30% cooldown reduction while it is active.

 

Rejuvenating barrier has a misconception of it applying to all barriers in the party. It does apply, but only the barrier cast by the character with rejuvenating barrier. If another mage without rejuvenating barrier casts their barrier, it will override and rejuvenating barrier will not apply.

 

Strangely enough mana surge is similar. If you cast it on allies, when it depletes they gain the same bonus individually, so each member gets to use a mana-free ability.



#127
hugin7

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Mage abilities

 

Has anyone got the ability static charge to work? I'm struggling to trigger it. I've also heard in a random reddit thread that conductive current may be doing half the damage bonus intended. Not sure if this will be easy to test.

 

Winter stillness breaks on the following abilities - energy barrage, fire mine, ice mine, blizzard. the little step forward seems to break it. On the other hand, there is an unlisted bonus of 30% cooldown reduction while it is active.

 

Rejuvenating barrier has a misconception of it applying to all barriers in the party. It does apply, but only the barrier cast by the character with rejuvenating barrier. If another mage without rejuvenating barrier casts their barrier, it will override and rejuvenating barrier will not apply.

 

Strangely enough mana surge is similar. If you cast it on allies, when it depletes they gain the same bonus individually, so each member gets to use a mana-free ability.

 

Static charge works for me by paralyzing enemies for about 2 sec, but there is no "shocked" status or damage.  Paralysis successfully triggers detonations.

 

Conductive Current is indeed half as effective as advertised.  However, this seems to be true only for non-Storm spells.  I didn't do a ton of trials for Storm, but it seemed that the talent worked as advertised for Storm spells only.



#128
Slanderbot

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A whole lot of good this new patch did.... >.>



#129
Phenix-De-Troy

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Mage Issue: 

 

Is anyone else having an issue with fire mine? One of four scenarios will usually occur:

 

1. Fire mine will work properly and trigger when enemy is near. 

2. Fire mine will disappear completely after being placed, no mana cost. 

3. Fire mine will disappear completely after being placed, mana is used.

4. A fire mine is already on the ground but has not been triggered, I place another fire mine down in a different spot, the original has not been removed and the newly cast one is gone, mana is used for newly cast fire mine.   

 

Yes I've got the same issues.



#130
LexXxich

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I sometimes see on a loading screen an advice "Use Chain Lighting on pairs of isolated enemies to paralyse them". I don't think it works. It might interrupt them, but certainly not paralyse.

#131
Selea

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Bump. It's important this thread stays in the first page so hopefully Bioware will resolve these issues.



#132
sinosleep

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How can so many skills in a single player game be bugged this far out from launch.

#133
Siven80

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How can so many skills in a single player game be bugged this far out from launch.

 

Feels like they focused too much on graphics and not enough on mechanics :(



#134
efd731

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Honestly, I'm just trying to see what passives do work, I've been trying to make the ultimate bow assassin, but the insane amount of bugged skills make this ridiculous.

#135
lastpawn

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How can so many skills in a single player game be bugged this far out from launch.

 

They were too busy patching more serious stuff so far.

 

I assume they'll get to many of these in the second round. For the most part, DA:I combat is easy, so none of these bugs are game-breaking.



#136
sinosleep

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They were too busy patching more serious stuff so far.

 

I assume they'll get to many of these in the second round. For the most part, DA:I combat is easy, so none of these bugs are game-breaking.

Forget about patching, it's ridiculous that so much of this made it past QA. In a multiplayer game, I can understand because half the time the situations that lead to bugs being discovered are one of kind things that simply can't be expected to be recreated regularly during QA because every player is different which introduces HUGE variables that can make bugs hard to find.

 

With this being a single player game though, any tester could have tracked every last thing that's been tracked here because it's all insanely easy to reproduce. I understand that a lot of these aren't exactly game breaking, but it does make a lot of abilities borderline useless. And considering this game doesn't exactly have all that many abilities it's a little silly that so many don't work as advertised.

 

I mean for crying out loud, 2 handed warriors have all of 2 detonators, NEITHER of which actually work. They had 2 skills to test in that tree, TWO, and they both make it live with neither one working? Seriously? SERIOUSLY?



#137
gay_wardens

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Another glitch that isn't in the OP, which is absolutely game-breaking for the Alchemist in MP.

 

Flask of Fire is supposed to make your abilities cost no stamina, and the upgrade gives all your abilities no cooldown. When I use Elemental Mines that have the upgrade that uses all your stamina, this actually DOES cost you all your stamina. While this presents no problem with spamming elemental mines, it completely renders "Ride the Storm" - which makes your elixirs last 3 seconds longer if you use them right after another - useless, especially since the only reason to even have that ability is to get 3 more seconds on Flask of Frost.

 

I mean I could use Flask of Frost first to get the 3 seconds on Flask of Fire, but that's not helping me much considering the Alchemist will be dead before she can finish throwing the mines.  :mellow:



#138
konfeta

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Welp, Flashpoint is fixed.

 

Glad I played RiftMage first so I had my share of fun with it before it got nuked.



#139
Selea

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Welp, Flashpoint is fixed.

 

Glad I played RiftMage first so I had my share of fun with it before it got nuked.

 

Even with 10 secs cooldown it is still a powerful passive on a nuke build and then you have Clean Burn anyway, that for a Rift Mage is even more reliable than Flashpoint to reduce CDs.

Let's speak frankly: 1) it was a bug as the tooltip clearly states that Flashpoint has a CD of 10 secs, 2) it was OP with an high crit chance build. It is not that suddenly Rift becomes gimped because of this. The only real thing that gimps a little the Rift spec atm is the weakened bug, but luckily it is easily circumvented by choosing your targets.



#140
konfeta

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But now I can no longer do this :(

 

 

 


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#141
Capeo

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Even with 10 secs cooldown it is still a powerful passive on a nuke build and then you have Clean Burn anyway, that for a Rift Mage is even more reliable than Flashpoint to reduce CDs.

Let's speak frankly: 1) it was a bug as the tooltip clearly states that Flashpoint has a CD of 10 secs, 2) it was OP with an high crit chance build. It is not that suddenly Rift becomes gimped because of this. The only real thing that gimps a little the Rift spec atm is the weakened bug, but luckily it is easily circumvented by choosing your targets.

Yeah, I play a crit Rift Mage at the moment and prior to that fix Flashpoint was silly. Now I can only have two Static Cages at once rather than three or four lol. I have no problem with that. A few static cages and a pull going glitched the hell out of the game pretty often anyway. It was pure overkill.

They do need to fix the weakness bug though.

#142
Chaos17

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Updated December 5th 9th 14th.

 

Patch 2 Notes: It looks like none of the combat bugs were fixed in this patch. So most of your Warrior Shatters will still only do 1 damage, and so on (tested). It is possible that a few combat changes for the better were made, still trying to test those.

 

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

Did you reported that in the technical forum ?

A modo said any technical stuff problem shoud be posted there or on twitter.



#143
sinosleep

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I linked to this thread on two different bioware Twitter accounts that have responded in the past hopefully this thread gets looked at soon

#144
sinosleep

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Well I linked to another one. And now I'm sad :(



#145
Kage

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Thanks for this post.

I am in my second playthrough, as a 2h Warrior, and I feel like I should have waited for this character. People are complaining about 2h warriors being bad, but that is not the problem, the problem is they are broken. If you are not careful, you are really making things worse by detonating combos for 1 damage while aggroing a lot of people with a weak WW.

 

Whirlwind right now is a joke, since when it seems most beneficial is actually when you do NOT have to use it. People doesnt now this. Good thing I know thanks to you guys. I have found that DISCHARGE works, so all my mages have Lightning Bolt and Static Cage, which is the only way to reach that combo with my abilities.

 

However, my poor sleeping Varric is being kind of useless.

 

Well, good thing I am going for Templar. I will have a detonator that works then!!!! :D

 

I would unlearn WW, if it wasnt so fkin fun to spin to win. Well, spin to lose. But stil fun spinning. I just.... cant.... stop... trying.... Maybe this time, maybe this time will combo correctly.... Have to try it again....  1 -_-


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#146
Navek

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Shadow Strike

  • Has odd interactions with some stealth passives (from Assassination tree). Has an unusual hitbox, perhaps intentional: will hit enemies on ground (though most normal attacks miss them) but will frequently miss moving targets.

Let me say this is a damn great page thank you truly so much good info here. I think shadow strike is should to be in the rogue tree not warrior rite? Great work and thank you to all who help contribute. :)



#147
konfeta

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Did Bioware fix Shocked + Weaken = Sleep combo? Couldn't get it to work last I played.



#148
sinosleep

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As far as I'm aware nothing on this page has even been acknowledged, let alone fixed.



#149
KingJoshington

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I'm happy I found this list.  It's a shame so many of the skills are bugged.  I really felt like I had been duped when I read the clarification on the barrier cool down upgrade (which I had given to ALL of my mages).  I rarely have the mages cast barrier on themselves, so it really wasn't doing anything.  

 

I hope some of these combat issues get fixed before I finish the game entirely and move on ... 



#150
lastpawn

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Thanks for this post.

I am in my second playthrough, as a 2h Warrior, and I feel like I should have waited for this character. People are complaining about 2h warriors being bad, but that is not the problem, the problem is they are broken. If you are not careful, you are really making things worse by detonating combos for 1 damage while aggroing a lot of people with a weak WW.

 

Whirlwind right now is a joke, since when it seems most beneficial is actually when you do NOT have to use it. People doesnt now this. Good thing I know thanks to you guys. I have found that DISCHARGE works, so all my mages have Lightning Bolt and Static Cage, which is the only way to reach that combo with my abilities.

 

However, my poor sleeping Varric is being kind of useless.

 

Well, good thing I am going for Templar. I will have a detonator that works then!!!! :D

 

I would unlearn WW, if it wasnt so fkin fun to spin to win. Well, spin to lose. But stil fun spinning. I just.... cant.... stop... trying.... Maybe this time, maybe this time will combo correctly.... Have to try it again....  1 -_-

 

My solution to playing a 2H warrior was to avoid cold effects, have mages focus on lightning, and go with Templar for that sweet 2H Wratp => Purge combo. 

 

But I did eventually table my 2H warrior playthrough until these things are patched up since I do love freeze into shatter.