Volatile Dead of Seething not adhering to the 10-orb limit
I have encountered a bug with the interaction of "Volatile Dead of Seething" where it does not adhere to the 10-orb limit. These orbs have no duration and persist indefinitely. They only disappear (dealing damage as intended) if an enemy is present, or if the character moves far enough away.
This issue arises when combining the following: Saboteur Perfect Crime, Wardloop, CWDT Unearth, CWDT Desecrate, and CWDT Volatile Dead of Seething. It appears to be a local problem, as the map does not crash after I get disconnected due to having too many projectiles. Question: Is using this combination not permitted? Reference number: 3.861.286.693 ![]() Edit: After testing it in hideout without CWDT, you can reproduce the no duration/Indefinitely persisting orbs with just spamming desecrate, unearth and "Volatile Dead of Seething". Wardloop is just a way to get them very consistently. Last edited by Roponeter#7837 on Dec 29, 2023, 7:31:53 AM Last bumped on Feb 12, 2024, 5:53:37 PM
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Just got my wardloop online and encountered this myself. I really want to use this skill combo but the bug is making me nervous about continuing...
I think this bug actually makes the skill worse. The DPS should be around the same for single target, since if the enemy is onscreen the balls would ordinarily be detonating when you reach ball limit. The net result of the bug is that it can offscreen better but is WAY laggier. FWIW I did a bit more testing. Triggering VD of seething with triggerbots and >10 corpses available to consume causes the behavior. It happens while mapping if you use unearth + gmp + greater volley (spawning 10 corpses) and there are extra corpses to consume from mobs which have died. Last edited by gardenofnumbers#2999 on Feb 12, 2024, 10:23:45 PM
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