Does anyone know the cause for the bug that causes party members to just stand there and not do anything? I know the only fix is to either win or manually go to them and auto attack but if I can just avoid the cause it's be best. I've been running into it a lot and I tend to find it effects melee the most. Lately I've noticed effecting the whole party at times.
Anyone know the cause of what may be the most annoying glitch ever, the stand there and die glitch?
#1
Posté 29 août 2015 - 06:17
#2
Posté 29 août 2015 - 06:19
Everyone is wondering if they left the oven on.
- AnUnculturedLittlePotato et Malleficae aiment ceci
#3
Posté 29 août 2015 - 07:22
Bad programming, devil-may-care attitude, and 2014 was a bad year for gaming overall, it was a curse, every AAA title was horrible. On a bright side we got new expression like “graphics in this game was wathdoged” or “ai in this game was horrible dragonaged”
#4
Posté 29 août 2015 - 09:20
Working as intended.
- PapaCharlie9 et actionhero112 aiment ceci
#5
Posté 29 août 2015 - 02:29
It seems to have been introduced in one of the last two patches. It's hitting everyone. You just have to keep an eye on all party members, and if they are in stand-still mode, switch control to them and do a Jump. That seems to clear it.
#6
Posté 29 août 2015 - 04:03
There's really nothing you can do other than react to it (if it happens to a party member, you can switch to them and manually jump or use a self-targeted ability; if it happens to an enemy or NPC, you're pretty much out of luck unless/until they stagger or have some sort of animation transition).
Hopefully they'll fix it, but it's been two patches already with no sign of help on the way.
#7
Posté 29 août 2015 - 05:49
I've just started a new Rift Mage playthrough. I had Cole, Blackwall and Iron Bull with me. The first fight we got into in the Emerald Graves: Blackwall froze, so I unfreeze him......then Cole froze.....in the same fight.
This bug is so easy to reproduce, that I find it hard to believe BW can't fix it.
#8
Posté 29 août 2015 - 08:19
... if they are in stand-still mode, switch control to them and do a Jump. That seems to clear it.
This is what fixes it for me as well- only surefire way.
#9
Posté 29 août 2015 - 08:53
The only "fix" I've found, is to NEVER have more than one melee fighter in your party at a time. Which is ridiculous.
I've just started a new Rift Mage playthrough. I had Cole, Blackwall and Iron Bull with me. The first fight we got into in the Emerald Graves: Blackwall froze, so I unfreeze him......then Cole froze.....in the same fight.
This bug is so easy to reproduce, that I find it hard to believe BW can't fix it.
Not really. Unless KE counts as melee I suppose. archer Cole dorian KE Quizzy and bull still triggers it.
It seems to have been introduced in one of the last two patches. It's hitting everyone. You just have to keep an eye on all party members, and if they are in stand-still mode, switch control to them and do a Jump. That seems to clear it.
but to do that I have to swap control. If I do that Quizzy is almost guaranteed to die. Or, even worse, everyone will pop over there. It used to be hitting disengage worked but it doesn't seem to help anymore.
first KE get's bugged for me now everyone pushes me off cliffs can't path properly AND will watch me die.
#10
Posté 29 août 2015 - 09:23
I have also had this glitch affect characters when there is only one melee character.
#11
Posté 29 août 2015 - 11:07
ha i thought this happened only to me, i just shake ma heed an kiddon there pausing to take a selfie ![]()
#12
Posté 30 août 2015 - 05:06
If it's any consolation, it's happening to enemies, too.
#13
Posté 30 août 2015 - 05:26
It steals all the fun out of killing a dragon when they just freeze in place and let themselves be killed (though eventually you should do enough damage to one limb that they'll stagger, and that animation brings them out of it).If it's any consolation, it's happening to enemies, too.
But I won't lie. I'm kinda happy when it happens to giants (not that I waste any real time fighting those turds).
#14
Posté 30 août 2015 - 08:47
Not really. Unless KE counts as melee I suppose. archer Cole dorian KE Quizzy and bull still triggers it.
but to do that I have to swap control. If I do that Quizzy is almost guaranteed to die. Or, even worse, everyone will pop over there. It used to be hitting disengage worked but it doesn't seem to help anymore.
first KE get's bugged for me now everyone pushes me off cliffs can't path properly AND will watch me die.
Have you tried using Pause or Tactical? Just unpause long enough to get the jump started, then you can switch back to your IQ.
Though I have to say, if your KE IQ is so fragile that s/he can't handle a couple of seconds of AI, there might be something else wrong.
#15
Posté 31 août 2015 - 04:05
Have you tried using Pause or Tactical? Just unpause long enough to get the jump started, then you can switch back to your IQ.
Though I have to say, if your KE IQ is so fragile that s/he can't handle a couple of seconds of AI, there might be something else wrong.
KE qunari quizzy and one or 2 of the hakkon archers takes him down to guardian spirit without barrier.
#16
Posté 31 août 2015 - 06:31
KE qunari quizzy and one or 2 of the hakkon archers takes him down to guardian spirit without barrier.
Yeah pretty much all hakkonites need heavy crowd control to be able to switch to an unresponsive tank in any reasonably safe manner on Nightmare. They deal roughly 500-1000 damage per attack, and add a debuff that further increases their damage; once it reaches four stacks, you're pretty much dead no matter how much guard, barrier or health you have.
There are a ton of countermeasures (pop an Aegis of the rift or any CC before the switch-jump-switch, or simply ignore the unresponsive characters) but the bug is far more aggravating in Jaws of Hakkon than it is elsewhere.
#17
Posté 31 août 2015 - 07:18
Yeah pretty much all hakkonites need heavy crowd control to be able to switch to an unresponsive tank in any reasonably safe manner on Nightmare. They deal roughly 500-1000 damage per attack, and add a debuff that further increases their damage; once it reaches four stacks, you're pretty much dead no matter how much guard, barrier or health you have.
There are a ton of countermeasures (pop an Aegis of the rift or any CC before the switch-jump-switch, or simply ignore the unresponsive characters) but the bug is far more aggravating in Jaws of Hakkon than it is elsewhere.
^ This.
I took Solas with me to the Basin. Every random Hakkonite encounter started with Solas Veilstriking enemy archers and assassins. After that, it was basically mop-up, except for the Brutes. They took some wearing down.
You can also put your IQ on Fade Cloak first, then go jump your stuck character. Nothing like invulnerability.
#18
Posté 31 août 2015 - 08:55
^ This.
I took Solas with me to the Basin. Every random Hakkonite encounter started with Solas Veilstriking enemy archers and assassins. After that, it was basically mop-up, except for the Brutes. They took some wearing down.
You can also put your IQ on Fade Cloak first, then go jump your stuck character. Nothing like invulnerability.
If you remember I have my set up so that I can spam barrier so no fade cloak.
I could probs swap out energy barrage for it I suppose.
#19
Posté 01 septembre 2015 - 03:42
Hakkonites are the worst. They can one shot you on difficult too. My KE was a beast but on nightmare the Hakkonites took her out far too many times for my liking. And the same with my DW Rogue on difficult. Rafe got the one hit death treatment. A lot. Even with full guard. It makes you want to punch the baby Jesus. And I'm not a violent, baby punching kind of woman.
- PapaCharlie9 aime ceci
#20
Posté 01 septembre 2015 - 04:47
Yeah, I haven't figured out how to complete JoH on Nightmare without Rift Mage-levels of CC, which usually means my Inquisitor has to be a Rift Mage since, up 'til now, I've played JoH after I finished the DA:I main quest. No matter how I stack up Ranged Defense on any of my characters (even my elven Inquisitor, who started out with 25% and went up from there), it's never enough until I get and fully upgrade Aegis of the Rift.
#21
Posté 01 septembre 2015 - 11:06
Right! I didn't even think about that. I wonder if JoH was designed to take advantage of not having Solas to kick around anymore ... well, at least until Tresspasser.Yeah, I haven't figured out how to complete JoH on Nightmare without Rift Mage-levels of CC, which usually means my Inquisitor has to be a Rift Mage since, up 'til now, I've played JoH after I finished the DA:I main quest.
BTW, first time through JoH, it was after Solas exeunt, but my IQ was a rift mage. Later was with Solas on NM.
#22
Posté 01 septembre 2015 - 11:23
Right! I didn't even think about that. I wonder if JoH was designed to take advantage of not having Solas to kick around anymore ... well, at least until Tresspasser.
BTW, first time through JoH, it was after Solas exeunt, but my IQ was a rift mage. Later was with Solas on NM.
Curse you Solas! Why must you ruin everything AND be one of the best units D:
#23
Posté 02 septembre 2015 - 01:03
I'm playing through DA:I again, so for the first time, I will be able to take Solas along to JoH--but, ironically, I'm running a Dalish elf mage who will become a Rift Mage herself! I think this is like the fourth or fifth time I'm playing a Rift Mage; it's my favorite class by far!
But it will be nice to be able to hear Solas' dialog during JoH and the Descent.
#24
Posté 02 septembre 2015 - 01:17
There is a solution. Disengage unfreezes them.
It also interrupts your entire party for a moment, but it's generally worth that 2 seconds of inaction to get your character back.
#25
Posté 02 septembre 2015 - 01:58
While aiming the final Trebuchet before meeting Corypheus, my Inquisitor will get stuck on the wheel and let enemies hack him to death. Jumping doesn't disengage him. Disengage doesn't even disengage him. My solution is to let Solas do it, since it doesn't really matter if he goes down.





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