Core end-game mechanics broken

Hi,

Since the 3.14 launch I've noticed persistent and frequent rubberbanding lags where I die during the half second screen lag or as a result of a positional rollback.

It happens maybe frequently, and even more frequently in maps where the conquerors minions spawn. I've lowered my settings to the lowest (most performant settings). The Vulkan graphics engine actually seems to reduce this issue more consistently, but this still occurs quite frequently. Certain maps are near unplayable.

I don't believe this is a client issue as I have also been experiencing quite a lot of rubberbanding since the launch, at slightly less frequency, where the server would kick my position back half a second usually during a dodge or flee attempt (1-2 screens distance, a combination of a high attack speed leap slam build). This usually results in my death. These lags also occur quite frequently with the Ultimatum trials after the Window pops up asking whether to continue or not. I have to change my position (leap slam away mashing the keys) instantly after clicking to move to next round or I get one of these lags and instantly die (8/10).

I'm running 4.4k HP max resists, technically 6.4k hp if you include molten shell granite flask where I pre-emptively pop it before leaping. Its not enough hp to survive the lag and its so inconsistent coupled with the poor league start to have any kind of fighting chance. (I've since increased this HP reserve buffer with no noticeable change).

I've also experienced life drains (inconsistently and to death) where no debuff icons were present (it appears life leech is broken), specifically on maps with the modifier "Players have 60% less recovery rate of life and energy shield" (Its much more noticeable). I've also been hit in other maps by phantom attacks where I completely dodge the attack, but I still get one-shotted after the dodge.This is particularly noticeable with the fireballs which home briefly, then explode, I've had some chase me several screens after it should have triggered to blow me up.

Its not fun dying, its not fun dying a lot, its even less fun when its completely unavoidable (arbitrary), and its even worse after experiencing once of the worst league starts ever where only some people had 75% of progress for the first two days rolled back during disconnects.

Also on a lesser note, map sustain is also an issue intermittently where bosses are not dropping maps or are dropping maps that are significantly lower than the tier of the map being run. I had a 6 juiced map streak last night without a single map drop from the boss where each map had at least +80% quantity, and +24% mob pack size, and then a few where T11 maps had the the mobs and boss dropping T3-T5 maps.

The specs for the laptop running this are https://www.amazon.com/Lenovo-1920x1080-Processor-Windows-82B1000AUS/dp/B08BB9RWXD/

Bug report: 1466270096
Debug Ref: 196999256

Edit:

This is what it looks like, I'll let you decide if that's game breaking it happens too many times to count. Notice also, now that I have the FPS window up that there isn't actually a client drop in FPS and that was with the encoder running in the background so not an FPS issue, its a server issue.

https://youtu.be/DKnWXszDRTc

Edit2:

Also, there's a really annoying UI bug (at least with fast attack speed builds) where right click and holding with always attack without moving enabled now ends up stopping the attack after a single swipe if a mob happens to move in front of the cursor however briefly.

Edit3: It appears once your character level gets beyond a certain point comparable to the boss level, the boss stops dropping maps sustainably. This creates a catch 22 where if you fail red maps but level up you end up not being able to progress in a vicious cycle.

The maps may rarely drop significantly lower tiered maps, or even more rarely actually follow the normal expected mechanics. At lvl 86, I can confirm T7 maps rarely drop the correct tier of map, I juiced 4 of them with a single T8 drop (3/4 bosses had no drops), and the rest had significantly lower tier maps drop (T3-T4 mostly) from the regular mobs. I'm at 92/164 I shouldn't be having an issue of sustain.

Edit4: Life leech, or the Offering to the Serpent's glove effect or both that allows buffering life leech also appear to be broken.
Last edited by Mad_Moo#3356 on Apr 28, 2021, 1:44:18 PM
Last bumped on May 1, 2021, 3:36:14 AM
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Also, do not even get me started on the impossibility of the Mayor Kadaris encounter in Crimson Township with his bugged as hell Blood Ritual.

Who thought a DOT with no icon, no tooltip, no duration, ground-based but not really since it continues permanently when outside of it and an effect that is red blended into brown (when the effect even renders with time to dodge [yet to be seen]).

Yes, this encounter really makes it suck to be part of the 8% of 9 billion people on the planet that can't notice the immediate difference of dull red on brown without an OBS replay buffer).

The entire encounter at most times now depends completely upon the luck of the lag gods and having enough HP and enough DPS to just burn him down before his DOT can kill you,or death swarm him at a cost of 6-10 hours of XP. I've got a good solid 4 maps (20+ deaths) on this guy now, all I gotta say its buggy as hell.

There is nothing that the gamer can do because the effects being used do not render with enough time to be able to dodge them, they aren't predictable, even if I could see it without my color blindness,the server rolls back fast leaping movements a good solid 1/3 of the time since the last patch (stuttering/rubberbanding), why not make it an instant death spell instead because that's what it is, at least you'd know its broken then.

Even if you happen to have luck on your side, all it takes is 1 half second of lag to guarantee a slow 4-12s death. It blows through 2+k of Molten Shell in 2 seconds (so much for being physical with physical reduction).

Honestly, having to report this amount of stuff makes me feel like I need to run an OBS replay its so broken its reaching unbelievability.

My char can do juiced T16 maps with my build with no issues (250k+ DPS, 75, 75 75 3), This T14 map with no crazy modifiers has less than maybe a 10% chance of success under the best of conditions and that's being generous, it is not an encounter that appears to have received much testing.

I'm just wondering, if it has to be done; why can't you run automated encounter unit tests as a simple sanity check before doing the testing in production on launch day?

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