Divergent Flicker Strike Desyncing 2-3x more than regular flicker strike
|
https://streamable.com/br55f0
Video recording above has visual reproduction of the issue being stated. I do studder when I go on explaining the issue so I will also have a written explanation on the post as well. Problem: Divergent Flick Strike Quality causing a 2-3x Increase to De-Synchronization when using Flicker Strike. Due to the nature of D-Flicker Strike's Quality change (Increased Teleport range on Quality increase) The game begins to De-Sync tremendously, essentially causing your character to no longer perform animations and just sit in one place visually but realistically you are still flicker striking around and killing things. Once you stop flicker striking and move you are suddenly teleport-ed where the server says you are. This is a pretty big issue for multiple reasons: 1) You don't know where you are going and can very easily die to a an issue of this nature. 2) During Party play you are also just sitting still for team members. Members who are running any sort of Aura or Curse bot builds are unable to know where you are due to your character model being in one place visually. 3) Looks very strange and can be disorienting While Flicker Strike has a de-syncing issue due to the nature of it being a movement skill that is meant to deal damage like cyclone, the quality change on D-Flicker Strike makes the gem almost unusable. Any further questions asked or requests for more reproduction can be re-posted on this thread. Last bumped on Sep 27, 2020, 4:35:41 PM
This thread has been automatically archived. Replies are disabled.
|
|
|
I'd like to add, I'm experiencing the exact same behavior, and it is only occurring with divergent flicker strike. Issue is unchanged and occurring on 3.12.1 and 3.12.2
I can switch from divergent to standard flicker strike and the issue stops immediately, then resumes if I swap back to divergent, in all instances/zones. |
|
|
I would like to add that when my character is but stationary visually, any enemies that weren't killed begin to walk backwards and studder while tracking my character. This leads me to believe that this is something more than desyncing
|
|




























