This is a bug I noticed at release, and I'm kind of amazed it hasn't been fixed, and nobody appears to have reported it from looking at the last 12ish pages. I apologize for not reporting it earlier, I tend to assume obvious bugs will be reported, but I've recently become aware of how uncommon that is.
If you activate any instant cast ability (an ability that isn't cancelled by an attack command, they'll do it on the way, i.e. swift strikes, fighter defensive cooldowns, etc.) and tell them to do another ability before that instant resolves, they will lock up and stop all action completely. This is particularly noticeable when you do a mixture of ai control and personal control, because if you queue up i.e. swift strikes, and the ai then decides to use an active skill, your monk stands around looking like an idiot instead of punching things. Queueing up another action doesn't cancel the "instant" action, so the only fixes to get the character moving again are to cancel the "non-instant" action in some way. Autoattack will cancel the non-instant action, but not the instant, so you can click an enemy, unpause/pause to activate the instant, then queue up the other action as normal.
This seems to be universally applicable to any ability that qualifies as instant cast when paired with other abilities. If you click the instant ability, then click a different ability while paused, your character has an existential crisis.
Step 1: Pause game
Step 2: activate any instant cast ability i.e. swift strikes, disciplined barrage, etc.
Step 3: activate another ability, i.e. knockdown, stunning blow, etc.
Step 4: unpause
Observation: Character stands around doing nothing
Step 5: Activate another ability, or reactivate the abilities already in the queue
Observation: Character continues standing around
Step 6: click an enemy to initiate autoattack
Observation: Character instantly activates the queued passive ability and behaves normally again.
Question
Ark_Tolei
This is a bug I noticed at release, and I'm kind of amazed it hasn't been fixed, and nobody appears to have reported it from looking at the last 12ish pages. I apologize for not reporting it earlier, I tend to assume obvious bugs will be reported, but I've recently become aware of how uncommon that is.
If you activate any instant cast ability (an ability that isn't cancelled by an attack command, they'll do it on the way, i.e. swift strikes, fighter defensive cooldowns, etc.) and tell them to do another ability before that instant resolves, they will lock up and stop all action completely. This is particularly noticeable when you do a mixture of ai control and personal control, because if you queue up i.e. swift strikes, and the ai then decides to use an active skill, your monk stands around looking like an idiot instead of punching things. Queueing up another action doesn't cancel the "instant" action, so the only fixes to get the character moving again are to cancel the "non-instant" action in some way. Autoattack will cancel the non-instant action, but not the instant, so you can click an enemy, unpause/pause to activate the instant, then queue up the other action as normal.
This seems to be universally applicable to any ability that qualifies as instant cast when paired with other abilities. If you click the instant ability, then click a different ability while paused, your character has an existential crisis.
Step 1: Pause game
Step 2: activate any instant cast ability i.e. swift strikes, disciplined barrage, etc.
Step 3: activate another ability, i.e. knockdown, stunning blow, etc.
Step 4: unpause
Observation: Character stands around doing nothing
Step 5: Activate another ability, or reactivate the abilities already in the queue
Observation: Character continues standing around
Step 6: click an enemy to initiate autoattack
Observation: Character instantly activates the queued passive ability and behaves normally again.
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