I think thats what he meant if you die respawn before the boss fight for the price of a key and retry the boss. (Or maybe without price…. Like the boss mechanics but dungeons are tedious to retry.
With the cost of a key (not 1.1)
I think thats what he meant if you die respawn before the boss fight for the price of a key and retry the boss. (Or maybe without price…. Like the boss mechanics but dungeons are tedious to retry.
With the cost of a key (not 1.1)
So, let me ask you 1 questions... If this were due to ping, wouldn't it be unusual that the amount that I rubber band is exactly based on how long I've been playing without deaths? And that it starts off just being small, like a fraction of a second, but later can become more than 1 or 2 entire seconds (even though other abilities aren't affected?) That it grows exactly in a linear fashion? All of this while latency always shows as good?
If there is some kind of network issue, it's a lot more subtle and esoteric than just normal lag. Though, I think it's a code issue.
No, it wouldn't be unusual. There could be a second issue that's causing it to get worse but I think the reason it's happening at all is because server and client disagree on player location at a specific time index and the server is snapping the player back intentionally.
I could be wildly wrong about this and without having the server logs, it would be almost impossible to tell.
Most common cause of rubber banding, yep. My guess, since his ping is decent is high jitter. Or a modem kicking t3s constantly.
I wish that LE had a test server with an IP we could ping to test these things at 1ms intervals instead of the ~15-30ms of the ingame monitor, but that's a super luxury.
I think if you use something like Wireshark to find out which server you're connected to, you might be able to manually ping it. The delay in game is just the polling interval of the UI. I haven't actually tried this but I did set up the UI in game.
Fellow warlock here using a non-specialized transplant.
I have no such rubberbanding issues with it that I've ever noticed.
I run a ROG 3080 Strix. Ryzen 9 3900X.
Not sure if it could be a part, but my gaming pc has a dedicated 150/15 connection and my ping to the server is always 35-45ms.
I could see rubber banding on a bad connection to a server. Funny enough, I used to be on us east but have a better connection to us central despite being in the land of bath salt zombies. Try swapping to a different game server or check the ping?
I think you've identified the most likely issue. The client and the server likely disagree on where the character should be because of the time difference caused by higher ping and the server is snapping the player back.
I'm sorry to kill an idea but this will not happen. Level 1 with 10 passive available is not a scenario we are interested in. I have been successfully lobbying to add passive and idol rewards to other spots though.
Rive paladin. Sorry
I definitely clicked on this to find out what a rice paladin is.
Thanks for the sad but accurate info.
Better to find out now than have your hopes dashed reading patch notes. It's been "on the list" for years now. It'll happen eventually.
Ahh, my mistake. I updated my comment so that nobody gets the wrong expectation.
thanks :)
I know they've already said that the stats panel is getting a rework
, I believe for 1.1. No idea if it'll do exactly what you're asking, but you could post the suggestion in their Discord.edit: corrected by dev
Character Stats Panel is not receiving a significant update in 1.1.
Any chance you could make healing hands trigger during warpath hits instead of just the first hit?
I think that would change the intent of the node too much. (assuming this is the node you're talking about)
When you directly use a melee attack and hit at least one enemy, you have a chance to cast Healing Hands around the target. This consumes mana based on Healing Hands's mana cost. Healing Hands restores less up front health when cast indirectly.
Hell to the yes!!! Thanks
Unless you're using Desperate Measures node (top left) to keep casting smite while oom, then it won't trigger.
I just fixed this this morning. No ETA on release.
Lol sheep downvoting then upvoting. Very funny how their opinion is based on your opinion.
I think they were mostly being downvoted because of tone, not content. Having the post be endorsed makes the tone feel better I think. Also, it wasn't super negative.
make sure you post the finished version
The maze itself is the mistake.
I disagree but the way it is generated is a mistake. We are working on that too.
LOL wtf.
RNG is a rat bastard.
Thank you for confirming. :(
She is a cruel mistress.
That boss made me quit the game today. Rerunning hat maze every time you die is stupid/tedius/ and just unnecessary. I am not going to deal with that bs
To the people down voting this, we agree with it. Having to rerun the maze is a mistake we made. It is unnecessary.
Edit: it was negative when I got here.
Ooh, that I did not know. Thanks for that info!
Shattering does grant a minimum of 1 total affix though so items that only have 1 affix, it does give you at least 1 shard of that specific affix.
Just wanted to hijack this 3 month old post in the hopes you can answer my very noobish question.
If an item has +10% increased lightning damage but I'm not using anything with lightning damage to begin with, is it adding lighting damage itself or only increasing what's already there, which in my case, is nothing?
Again, apologies for this but I am a dumb.
Try to take everything super literal. So 10% increased lightning damage, increases your lightning damage by 10%.
Auto-compare, apparently there is actually a >4y old bug where turning it on basically tells tooltips to act as if Ctrl was pressed. It was recently fixed.
I blame u/ekimarcher for this!
You all enjoyed my bug for years. You think I fixed it? I'm not that good.
Also, hi from the steams