Flicker Strike Alternate Quality "Increased Teleport range" Breaks Flicker Strike

https://gfycat.com/BreakableIdolizedBlackfootedferret

Here is a gif, I come into range outside of the regular flicker range which causes my character to go through the flicker animation but rubberband behind completly. Latency was normal and I was on lockstep, whenever I switch to regular Flicker strike quality it goes back to normal.
Last bumped on Sep 28, 2020, 1:02:42 PM
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This happens to me even with base flicker strike.
This also consistently happens to me, only with divergent flicker strike. It works fine until I run out of enemies then hitches and I appear somewhere nearby after an input.
At least put this in the known bugs list, GGG!
Same issue here, found a way to easily reproduce it.

As far as i know, the bug happens whenever a enemy is targeted which is between the 100% and 120% teleport ranged granted from divergent flicker strike.

The easiest way to reproduce this is to go into any area, find and aggro a mob, run away until it is almost off your screen, hold divergent flicker strike (20+quality prefferably) and wait until the enemy is in reach. Enemies nearby will start dying as you will be flickering on the serverside, but on the client you will keep standing still.
This does happen even even on normal flickerstrike, from my experience this was when holding shift-rightclick flickerstrike on lockstep.

Enemies are dead on some other area as I'm actually there on the server side, but on the client side since it is a teleport it does not see a reason to re-check my position (it updates once I try to walk).

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