Volatile Dead bug in 3.9. Orbs never / always disappear

In some situations Volatile Dead orbs does not targetting enemies. And looks like when I creating new orbs they are "overwrite" old ones. It's not possible that I have 60 orbs summoned already so why doesn't VD work at all?

Sometimes re-entering zone helps. Sometimes not.

Here is the video that shows how it looks in game:
https://youtu.be/7kza2rwqC74

If the bug happens my build becomes unplayable.


2019-12-17 Update: It becomes even worse.
GGG said that VD now have limit of 60 orbs Now watch this:
https://youtu.be/0baEpZOSHUA



2019-12-21 Update: Few hundreds of balls targetting enemy and then server lags:
https://www.youtube.com/watch?v=TqnSaOH2IMg
Last edited by SiCH13 on Dec 21, 2019, 11:36:59 AM
Last bumped on Jan 9, 2020, 5:28:13 PM
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Yeah I also encountered this bug. I'm not sure how this happens. Maybe sometimes unused balls don't expire in regions further than the area casted and that way the newer balls expire on themselves?
Looks like in some cases it happens in maps that have regions separated from map itself. Like incursions, betrayal's research rooms, boss arenas etc.

If you summon orbs in such little areas and then leave them, orbs gonna stuck there.
got the same problem
I've experienced this as well. I think sometimes the balls can remain over time if you spam it a lot. So your new ones just instantly explode.
Volatile dead's balls don't expire or override when they are too far.

If you spawn balls outside boss's arena, and then go into arena, those previous balls will not expire or override, so you can end up with almost zero balls during boss fight.

That's just one example.

Also, I've noticed that sometimes SOME balls just "AFK" near mobs or bosses.
It becomes even worse. It is actually unplayable in current state.

GGG said that VD now has limit of 60 orbs Now watch this:
https://youtu.be/0baEpZOSHUA

Image with debug info:
Last edited by SiCH13 on Dec 17, 2019, 1:54:34 AM
was playing cyclone cwc vd and got the exactly problem.
vd ball can't be overrited with newly generated ones if you run too fast.
I always can do a better offer IF AND ONLY IF I know that YOU'RE NOT INTERESTED IN MY OFFER!
ign:KunoichiAyano
Replying with a post I made a bit earlier:


There's a weird bug with Volatile Dead skill.
At certain points, VD does not summon the correct amount of volatiles and it summons limited amount of them that disappears immediately.
I think what's happening is that as you're mapping, some of the volatiles get stuck outside the range of your character's "sleep range" and it does not de-summon. Due to that, the newer volatiles count the number of stuck volatiles in the maximum number of volatiles and it disappears.
https://youtu.be/LswA4FsnWP4
I've posted a video for the bug. The vd summons in the alleways is bugged while one in the hideout is normal version. In addition, taking off VD gem in the item doesn't make the volatiles disappear.
I've reported this back in 2017.
If you have some active orbs and for some reason they turn up outside of "wakeup" range they act like generic monsters - going to sleep mode with pausing timer. If no players ever appear withing the range the orbs stay inactive but "alive" infinitely. This wasn't a real problem while they had no orb limit.
But now if you have created a VD orb - you just got a responsibility - you have to carry it for its full life time or it's going to eat your orb limit resulting in unusable skill.
Problem: impostor syndrome
Solution: nerf everything
Result: depressing mess

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