Want to restart the game as DW rogue because too many bugs in mage abilities
#1
Posté 01 décembre 2014 - 11:00
But after testing and reading around its clear that Bioware didnt playtest the mage enough (or any other class apparently, but rogue and warrior had fewer bugs). Maybe i will be back when some patches has been applied
Worth it to start over ?
#2
Posté 01 décembre 2014 - 11:06
#3
Posté 01 décembre 2014 - 11:07
Starting over because mage has bugs? I play mage and have 2 in party. Even if Solas does not apply "weaken" the way he should or whatever other bugs there might be its playable.
I am habitual re-starter, rarely finish a game while restarting dozens of times, so you will not get sensible advice from me ![]()
#4
Posté 01 décembre 2014 - 11:11
Oh i know that, i read that thread quite often and even contribute on some of the bugs.
It just that the spec that i want the most, Rift Mage, affected heavily by those bugs
Had zero interest in KE, and i plan to give Necro to Dorian
#5
Posté 01 décembre 2014 - 11:15
But after testing and reading around its clear that Bioware didnt play test the
magegame.
Fixed it up for you ![]()
I parked my RF until the issue is sorted, assuming they are actually doing something about it, and rolled a Rogue Archer and am really enjoying it.
Go for it, although imo Archers are a bit boring in the early levels.
#6
Posté 01 décembre 2014 - 11:21
Since all mage specializations are accessible through companions, there was moment I was thinking of not getting one for my main at all. You could do Necro with Dorian while having your main synergies from Inferno/Storm/Spirit/Winter. It would not make her/him less powerful.
#7
Posté 01 décembre 2014 - 11:32
Oh i know that, i read that thread quite often and even contribute on some of the bugs.
It just that the spec that i want the most, Rift Mage, affected heavily by those bugs
Had zero interest in KE, and i plan to give Necro to Dorian
If you've kept up with the whole Rift Mage bug thread, you'd notice the bug isn't nearly as bad as it sounds. Even from the OP's own testing, the bug seems to be mostly a UI issue, cause passives are still applying like the targets are weakened, even if it doesn't show it. They apparently (per the OP), just lose the 15-20% damage reduction when you reapply early. Which while nice to have, is far less big of a deal compared to not getting the mana return from the passive, imo.
Sadly can't test myself, due to computer issues keeping me from playing for the next few days.
#8
Posté 01 décembre 2014 - 11:34
If you've kept up with the whole Rift Mage bug thread, you'd notice the bug isn't nearly as bad as it sounds. Even from the OP's own testing, the bug seems to be mostly a UI issue, cause passives are still applying like the targets are weakened, even if it doesn't show it. They apparently (per the OP), just lose the 15-20% damage reduction when you reapply early. Which while nice to have, is far less big of a deal compared to not getting the mana return from the passive, imo.
Sadly can't test myself, due to computer issues keeping me from playing for the next few days.
I followed the thread but it is not yet sure one way or the other and it is also somewhat difficult to test properly (since it's not easy to understand if it's only the UI not working correctly or the weakness not really working). Further testing is needed. I sincerely hope it is just an UI bug mostly because if it is not you have to wait before playing Rift Mage.
Surely, however, there's something more than just the UI bug alone elsewhere the damage reduction would work the same. So it's obvious that apart the bug on the UI (if that's the problem) also something else is bugged on the applying of weakness from the Rift skills.
#9
Posté 01 décembre 2014 - 11:39
I followed the thread but it is not yet sure one way or the other and it is also somewhat difficult to test properly (since it's not easy to understand if it's only the UI not working correctly or the weakness not really working). Further testing is needed. I sincerely hope it is just an UI bug because if it is not you have to wait before playing Rift Mage.
OP specifically stated that the passives are working for him on targets that lose the weakness indicator from using another weakness effect on them too early. The passive damage bonus and mana return are the two bigger parts of rift mage's play imo. So not much has actually been lost.
Sadly, as I said, I can't test it for myself atm. But I recommend to anyone that can test it for themselves to do so, before freaking out and restarting their rift mage.
#10
Posté 01 décembre 2014 - 11:45
OP specifically stated that the passives are working for him on targets that lose the weakness indicator from using another weakness effect on them too early. The passive damage bonus and mana return are the two bigger parts of rift mage's play imo. So not much has actually been lost.
There's something clearly fishy going on because if it was just an UI matter then both would work. So it's obvious that it is something more. Understanding what it is it's very difficult to do.
Testing mana regen and damage reduction is much more tricky than testing damage done. It can also be that it's only just an UI problem and both works fine (since it is difficult to notice damage reduction on a target) as it can be the contrary.
I would not myself restart the character before being sure that at last the mana regen (that's the most important part) doesn't work correctly. Sadly I cannot test it myself neither because for a mistake I deleted my mage char saves, so I would have to restart from scratch (a thing I'm not going to do atm).
#11
Posté 01 décembre 2014 - 11:51
There's something clearly fishy going on because if it was just an UI matter then both would work. So it's obvious that it is something more. Understanding what it is it's very difficult to do.
Also testing mana regen and damage reduction is much more tricky than testing damage done.
Yeah, I said "mostly" a UI issue. I'm not saying it's something Bioware shouldn't fix asap, I'm just saying it doesn't seem to be nearly as bad as the OP originally thought. And definitely not something to freak out about to the point of restarting your character.
And testing damage reduction is about as easy as testing damage done. Get hit without weakness a number of times from a specific mob/set of mobs, do the same with weakness, and then do the same after applying weakness twice.
And mana regen is easy as well, mana regen normally goes up at a constant rate, where it goes up far far faster and jumpier if the mana return on damage passive is working.
#12
Posté 01 décembre 2014 - 12:20
And testing damage reduction is about as easy as testing damage done. Get hit without weakness a number of times from a specific mob/set of mobs, do the same with weakness, and then do the same after applying weakness twice.
And mana regen is easy as well, mana regen normally goes up at a constant rate, where it goes up far far faster and jumpier if the mana return on damage passive is working.
The problem is not testing those two things in themselves but testing them tied to the matter at hand to understand what's the problem. If it's fully an UI issue or the contrary it's easy to understand but if it's a mix or a set of circumnstances then it becomes complicated.
That's not just an UI problem is evident from the fact that damage reduction doesn't seem to work while mana regen does. Given this there's something fishy going on an understanding what it is and to test it properly is very difficult. Also that mana regen work can be for example only in certain targets (if the bug presents only in certain cases) or similar things. There are a lot of factors to take in consideration and since there's not a full log in the game it's not easy to discern how things work in full.
#13
Posté 01 décembre 2014 - 12:33
#14
Posté 01 décembre 2014 - 12:33
The problem is not testing those two things in themselves but testing them tied to the matter at hand to understand what's the problem. If it's fully an UI issue or the contrary it's easy to understand but if it's a mix or a set of circumnstances then it becomes complicated.
That's not just an UI problem is evident from the fact that damage reduction doesn't seem to work while mana regen does. Given this there's something fishy going on an understanding what it is and to test it properly is very difficult. Also that mana regen work can be for example only in certain targets (if the bug presents only in certain cases) or similar things. There are a lot of factors to take in consideration and since there's not a full log in the game it's not easy to discern how things work in full.
You're not really saying anything that disagrees with me. It's difficult to find out exactly what causes the problem, yes. But seeing which aspects work properly from the perspective of someone just playing the class is rather easy.
In other words, the gameplay parts that do and do not work are rather easy to test and see. The reasons for why they aren't working are far more complicated though, yes. That's likely going to just fall on bioware to figure out for now though, sadly. Especially since, as far as I know, there's no modding toolkit out yet to allow players to get down into the guttyworks of the game's mechanics.





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