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Gamebreaking Rift Mage Bug


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#1
Sidian

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I found a bug, and it's quite gamebreaking for Rift Mages because it can make all their passive abilities useless.

 

If you renew weakness on a target while weakness is still active (which is true in almost every encounter as a rift mage, because your most important spells inflict weakness), the target will become immun to weakness for quite some time (about 20 seconds every time you try to apply weakness).

 

I can keep weakness permantly on any emeny if i reapply it once it wears off and there is no hint to that immunity whatsoever, so i don't think it's on purpose.

 

I did some testing against bears and outlaws:

Stonefist, Veilstrike, Stone Fist x5: Weakness was only applied with the first spell.

Stonefist x6: Weakness was applied every time.

Veilstrike, Stonefist, Veilstrike, Stonefist, Veilstrike, Stonefist: Weakness was applied with every Veilstrike.

Veilstrike, Stonefist x2, Veilstrike, Stonefist x2, Veilstrike, Stonefist x2: Weakness was only applied with the first spell.

Veilstrike, wait 8 seonds, Stonefist, Veilstrike, wait 8 seonds, Stonefist: Weakness was only applied with the first spell.

 

Edit: It seems the passives still work with the bug (thanks to ProlificSky for pointing that out), but the damage done by the target(s) is not reduced.


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#2
Sidian

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I did some futher testing. You can avoid this bug by not taking the passive abilities "Punching Down" and "Shaken" (the "Veilstrike" and "Pull of the Abyss" enhancements). With Shatterstone, Stonefist can be used to keep up weakness on enemies almost permanently (even though the radius is quite small).

 

Be careful with "Flashpoint" and "Winter Stillness", because a second Stonefist hitting a target already weakened by the first one will cause this bug.


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#3
gay_wardens

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but noooo, everybody looooves the new combat system! fools...


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#4
Seruthei

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Crap. I was gonna roll a Rift Mage :/

#5
Bayonet Hipshot

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& here I was extolling the virtues of Rift Mage. It appears Bioware just paid attention to the Knight Enchanter and then half-arsed the rest of the mage specializations. 



#6
GhoXen

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Huh, guess I didn't notice since all my enemies die long before any Weaken would expire.

 

Such are the burdens of stacking attack %.



#7
Sidian

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Huh, guess I didn't notice since all my enemies die long before any Weaken would expire.

 

Such are the burdens of stacking attack %.

So, you are killing dragons and other bosses within 10 seconds?^^



#8
Julia Luna

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If he built a good Tempest Rogue then yeah he surely is.



#9
Morroian

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How can you tell when weakness wears off?



#10
odi0n

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How can you tell when weakness wears off?


This^

Explain please. Thanks.

#11
Sidian

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How can you tell when weakness wears off?

There is a green shimmer around the weakened target. When it's gone, the target is not weakened anymore. In addition, you can see active effects in tactical view.

Without any regeneration time reductions, the weakened effect of Stonefist's passive ability wears off once the spell is ready again.



#12
ProlificSky

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I just tested it and I believe it's a mere UI bug. Try out the passives. The mana gain and attack damage ones still work after the enemies have been hit by a Rift Mage skill, even though the status symbol isn't shown.



#13
Altima Darkspells

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& here I was extolling the virtues of Rift Mage. It appears Bioware just paid attention to the Knight Enchanter and then half-arsed the rest of the mage specializations.


Well, to be fair, Rift Mage did look like they just tossed all the leftover abilities from DA2 onto it all willy-nilly.
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#14
JaegerBane

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Well, to be fair, Rift Mage did look like they just tossed all the leftover abilities from DA2 onto it all willy-nilly.


QFT. Quite what stone fist has to do with pull of the abyss is beyond me. Very poorly thought-out spec.
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#15
Sidian

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I just tested it and I believe it's a mere UI bug. Try out the passives. The mana gain and attack damage ones still work after the enemies have been hit by a Rift Mage skill, even though the status symbol isn't shown.

Oh, you are right - kinda. The passives actually work and it's not as gamebreaking as i thought. But the damage done by the enemy is not reduced.

I tested that with outlaws who deal very consistently 100-110 damage per hit. With weakness active, they deal about 80 damage (btw, with Smothering Veil, weakness reduces the damage done by 20% instead of 15% - just in case someone thought the damage reduction is 45% with the passive). With the bug, i get Mana back on dealing damage, but they deal damage as normal. Very weird.


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#16
VWS Blaze

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You have an interesting definition of game breaking. I mean annoying, and inconvenient sure...but game breaking? Not even close

Sucks if true though. Didn't experience this myself on Xbox One with the Rift Mage

#17
Sidian

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You have an interesting definition of game breaking. I mean annoying, and inconvenient sure...but game breaking? Not even close

Making a whole specialisation almost useless is game breaking in my opinion. ;)

It's like playing a healer in World of Warcraft who can't heal because of bugs. "Hey, the game isn't broken because i'm not affected by that, and you can just switch to an other class or be a damage dealer, that's not game breaking at all."


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#18
Arkahd

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Making a whole specialisation almost useless is game breaking in my opinion. ;)

It's like playing a healer in World of Warcraft who can't heal because of bugs. "Hey, the game isn't broken because i'm not affected by that, and you can just switch to an other class or be a damage dealer, that's not game breaking at all."

 

Outside of the fact that you already realized it's not nearly as broken as you first thought, your previous assumptions still wouldn't be gamebreaking. A rift mage could clearly still play the game perfectly fine, still serving most of the role it's intended to perform. By using any of the spells in its 4 other trees and/or making use of the aspects that still worked properly in its rift mage tree. "Specialization Breaking Bug" would be a lot more accurate.

 

In your example, it'd be more like if a specific heal or two or some talents of said WoW healer didn't work properly or at all. They'd still have other spells or talents available to serve their role, they'd likely just be weaker than they should at it. And outside of that, they could still spec to be dps/tank instead of a healer, so it wouldn't break the entire game for them. Just that healer spec.


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#19
VWS Blaze

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Making a whole specialisation almost useless is game breaking in my opinion. ;)
It's like playing a healer in World of Warcraft who can't heal because of bugs. "Hey, the game isn't broken because i'm not affected by that, and you can just switch to an other class or be a damage dealer, that's not game breaking at all."


Except the specialisation still has useful spells even if the passives are bugged for you, and you can respec anytime you want if you feel like what you're getting isn't good enough.

So ya, you've been inconvenienced, but it doesn't prevent you from progressing the game, and it doesn't prevent you from being an efficient part of your combat team. It hinders your ability to perform to a maximum, but that's it.

I mean I'm not disagreeing with you that it's annoying and should be fixed if this is in fact an issue beyond the text not popping up, I just think calling it game breaking is a bit mellow dramatic.
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#20
wepeel_

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It's nowhere close to gamebreaking (someone who had an actual gamebreaking bug would wish their issue was some lacking efficiency in one of the mage specializations they wouldn't notice unless they did a lot of testing), but still a good find. Without ProlificSky's clarification I agree it would make rift mage seem a fair bit less attractive, a least in theory and from a min/max perspective. In practice a lot of people have already reported that rift mages get the mana return to cast spells almost non stop, bug or not.



#21
duskl1ght

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Even with this bug Rift Mage is still by far the most overpowered mage. Really hope they do some good rebalancing, it really doesn't seem fair that mages both do more damage and are more survivable than 2h warriors, and reaver is such a gimped spec. 



#22
Bayonet Hipshot

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Even with this bug Rift Mage is still by far the most overpowered mage. Really hope they do some good rebalancing, it really doesn't seem fair that mages both do more damage and are more survivable than 2h warriors, and reaver is such a gimped spec. 

 

How is Rift Mage the most overpowered mage ? Doesn't that honor belong to the Knight Enchanter ? 


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#23
Magma_Axis

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How is Rift Mage the most overpowered mage ? Doesn't that honor belong to the Knight Enchanter ? 

Maybe he mean offensively. KE true greatness is unlimited barrier uptime, not great damage


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#24
Arkahd

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Maybe he mean offensively. KE true greatness is unlimited barrier uptime, not great damage

 

Rift Mage is the best damage of the 3 mage specializations, definitely. But it's likely not even the best damage in the game (although definitely up there), and its damage doesn't exactly trivialize content too much more than most classes are capable of.

 

So duskl1ght calling it OP doesn't really make sense to me. People don't generally refer to KE being OP just because it has really good survivability, they call it OP because its survivability is so good that it trivializes the game's content to a degree that basically no other class is capable of (besides maybe SnS warrior, no clue, just what I've been hearing).



#25
duskl1ght

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For the same reason why Rift Mage has the best damage of the 3 mage specs, Rift Mage has unlimited barrier and fade step. It is not any less survivable than the KE, you just have to be slightly smarter, and you can stay out of melee attack range too. Compare and contrast with the 2h warriors, who are less survivable, do less damage and are poorer at cc than the Rift Mage. Not fair right?