Buggy interactions with 'bolt' based Crossbow skills and 'added cooldown' Support gems
Tested on version POE2 0.1.0e
This is a list of issues I found while testing the interaction between 'Bolt' Crossbow Skills*(1) and the 'added cooldown' Support Gems*(2). I will try to keep the report as coherent and ordered as possible. (1) (eg. Fragmentation Rounds, Ice Shards, anything that uses the Bolts/Clip dynamic) (2) (Tested with Excise, Execrate, Expanse, and Hourglass which are all currently available supports of said archetype) 1. Cannot directly swap added cooldown Support Gems in the Skills UI panel (note: this is probably a global issue, and not tied to crossbow specifically) When a Support Gem that adds a cooldown is socketed into a skill, the UI does not allow the player to directly replace it with a different Support gem that also adds a cooldown. To reproduce: a. Add a Skill Gem that does not have a cooldown to the Skills UI b. Socket Execrate into the first slot of the skill c. Pick up Excise with the cursor and attempt to replace Execrate with it. It will fail. d. Place Excise back in your inventory, then remove Execrate from the Skill. You are now able to put Excise in it's former slot. 2. When an added cooldown Support Gem is socketed into an Ammunition tagged Skill, the 'Load <X>' action and the 'Fire Bolt' action have separate decoupled cooldown timers. Ideally, only one of these actions should have an associated cooldown. Note: Upon further testing, Expanse will only give a cooldown to the 'Fire Bolt' action, not the 'Load <X>' action. I assume this is because the shot itself carries the 'AoE' tag, but the 'Load <X>' action does not. The other three Support Gems act as described below. To reproduce: a. Add an 'Ammunition' tagged Skill Gem to the Skills UI. I used Ice Shards for this demonstration. b. Add an 'added cooldown' Support gem, such as Excise, to the Skill. c. Bind 'Fire Bolt' to left click, and 'Load Ice Shards' to right click. (this is for visual convenience) d. Load Basic Bolt, then Load Ice Shards. You will swap ammo, and can see the Load skill go on cooldown. e. Fire an Ice Shard. You will see the Fire Ice Shards action go on a separate cooldown. 3. Switching ammo consumes a cooldown on Skills supported by added cooldown Support Gems. This one is fairly self explanatory, merely switching *to* an ammunition-based skill uses a cooldown charge on the Load action. Reloading said skill consumes another charge on the Load action. (Again, this is not an issue with Expanse) To reproduce: a. Follow setup for issue #2. b. Fire an Ice Shard. The Fire ability will be on cooldown, and the ammo count will reduce by one. c. Swap to Basic Bolt, then back to Ice Shards. The Load ability will be on cooldown. d. Reload Ice Shards. You will have to wait out the full cooldown timer before you are able to reload. 4. Numbers overdrawn in the UI when combining an added cooldown Support Gem and Second Wind Support on an Ammunition tagged Skill. Basically the game writes the cooldown count for Second Wind and the ammo count for the Load Skill in the same location. Here's a pic of Incendiary Shot - Excise - Second Wind for reference: ![]() To reproduce: a. Add an 'Ammunition' tagged Skill Gem to the Skills UI. I used Incendiary Shot for this demonstration. b. Add an 'added cooldown' Support Gem, such as Excise, to the Skill. c. Add the Second Wind Support Gem to the Skill. d. Bind 'Fire Bolt' to left click, and 'Load Incendiary Shot' to right click. (this is for visual convenience) e. Wait for the Skill to recharge both uses. You can see the overlapped numbers in the "Load Incendiary Shot" icon. 5. Ammunition tagged Skills can 'whiff' a shot when an added cooldown Support Gem and Second Wind Support Gem are used. Second Wind will give two charges to both the Fire Bolt ability, as well as the Load ability. If the cooldowns and ammo counts are desynced on them, such that Fire Bolt has a charge, the load ability does not, and there is no ammo left in the clip, then attempting to fire will cause your character to go through the firing animation without firing a bolt, wasting the charge. To reproduce: a. Follow setup steps for problem #5 with Incendiary Bolt. b. Add another Ammunition tagged Skill. I used Ice Shards for this example. Bind the Load Ice Shards ability to a free slot. I used 'E'. c. In quick succession: Load Incendiary Bolt. Load Ice Shards. Load Incendiary Bolt. Fire Bolt. Fire Bolt. That's R-click, E, R-click, L-click, L-click all in a chain. You should see the character consume a charge, but fail to fire the round, in the second shot. Note that if "Reusable Ammunition" is allocated on the passive tree, it may interfere with reproducing the bug. Closing Thoughts: I personally think that the added cooldown-style Support Gems should only effect the Fire Bolt ability, or the Load Bolt ability, but not both. My preference would be that the cooldown applies solely to Loading a new Clip, as that would be a mechanically and thematically interesting interaction, but I understand if that approach would be too risky from a balance or implementation perspective. Edit: Of course moments after posting this I found another bugged interaction. 6. Expanse and (Excise/Execrate/Hourglass) can be simultaneously Socketed into a single Ammunition tagged Skill, despite the restriction of "Cannot support Skills which already have a cooldown. I assume this is related to my discovery in issue #2, where Expanse does not apply to the related Load ability. This is easily done by Socketing Expanse first, then any of the others second. To reproduce: a. Add an 'Ammunition' tagged Skill Gem to the Skills UI. I used Incendiary Shot for this demonstration. b. Socket the Expanse Support Gem into the Skill. c. Socket any of (Excise/Execrate/Hourglass) into the Skill. You will be able to do so, despite this being a disallowed combination. Last edited by SocialisedMedicine#1360 on Jan 7, 2025, 1:01:00 PM Last bumped on Jan 7, 2025, 12:47:52 PM
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