[1.4.3] Temporal Fugue instant talents take a turn

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jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

[1.4.3] Temporal Fugue instant talents take a turn

#1 Post by jenx »

So, I've maxxed Temporal Fugue on my lvl 50 Insane RL paradox mage. and I extend the duration, so I get to see them in action for 12 turns.

And studied the critters for hours. Here is what I have learned:

1. BUG: they typically cast one instant talent per turn. this is incorrect. If you cast temporal fugue FIRST, then they spend several turns just turning on Haste, Spin Web, Time Shield etc. So a total waste of time. You can circumvent this bug by casting all these first, but it is still a bug. And even if you cast all these first, they typically cast infusion wild and or relentless pursuit once they appear !!!! (Duh).
2. BUG: they regularly do nothing at all. In 12 turns that I have them, they fire an attack spell about 5-6 times. If you look at the log, they are not doing anything on many turns (if I understand it correctly). I have no idea what causes this, but one idea is perhaps their calculation of time/energy is not the same as mine.
3. BUG: if you don't have 100% stun resist, they regularly stun your own character (duh!). This is really unfortunate.
4. BUG (imo) the thread spell is the only spell in the PM arsenal that requires LOS - the others can all hit through other characters. it is really easy to accidentally hit your clones, and then braid yourself! At high levels this is very dangerous and should be fixed.

So, it would seem their main value is as a meat shield, effectively giving you 33% more defence, as dmg is spread around. (Though I wonder if with AOE spells against all three of us, if this in fact makes no difference.

But because they don't attack much, and my attack is reduced by 2/3s, it is actually often harder to kill others.

I've also noted elsewhere that they don't remember your talent choices. If they did this, I could simply disable stun, infusions, etc on my clones and get them to be attacking. I don't want them casting Induce Anomolies etc.

Hope this feedback can lead to them being fixed and improved, as they have great potential.
MADNESS rocks

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: [1.4.3] Temporal Fugue instant talents take a turn

#2 Post by jenx »

Any action on improving/fixing temporal fugue ?

I'd love to use them more but they are too wonky atm
MADNESS rocks

Mankeli
Spiderkin
Posts: 535
Joined: Sun Dec 22, 2013 2:22 pm

Re: [1.4.3] Temporal Fugue instant talents take a turn

#3 Post by Mankeli »

Fugue is definitely still wonky. It seems that they never cast some spells eventhough you like disable everything else. Also, they use some skills even when I have "0" as value.

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