Singularity wrote:No matter what javelin I equip, I cannot use eviscerate or impale. "Requires a javelin" stays red regardless.
Did you take devotion from any other tree? Or Melee Devotion?
Singularity wrote:No matter what javelin I equip, I cannot use eviscerate or impale. "Requires a javelin" stays red regardless.
Encino wrote:you are incentivized to not apply MOs to strong items that you find because it would be a better idea to put UMOs on instead.
This is one of the reasons playing poison druid felt so good. Since you weren't being jailed by UMOs
cnlnjzfjb wrote:About Sam fight:
It is not a 2.5 thing, but existed long before cause I already met them when I did the fight before. And I have also seen these bugs in other players vids.
This season I did like more than 30 Sam fight runs and suffered a lot from bug death, so I want to suggest to fix these bugs.
...
suchbalance wrote:The fight is already optimised for desynch a lot (slow boss speed, stationary adds, lots of the boss skills are exported to invisible stationary dummy monsters etc).
It feels more "desynchy" because:
1) the fight is more punishing as one of the ultimate bosses (i.e. you probably desynch exactly as much against Azmo but the consequences aren't nearly as drastic, hence less obvious)
2) you are playing in melee. Essentially what happens is that the boss AI moves Sam around randomly changing direction every certain number of frames. By namelocking the boss in melee you are right next to him so the two units collide and block each other's movement. Then we have D2's primitive network code where the client is allowed to disagree with the server on many important parameters such as movement vectors. So what happens is that due to latency a collision between the two units is registered on the server but 100ms later doesn't occur on the client because it is extrapolating the movement. Hence the player and boss positions become desynched which leads to funny business
No one wants to fix this issue more than us. It is greatly limiting the design space for the combat encounters (have you wondered why so many bosses are on generic, obstruction free arenas? It's not because our mapmaker is lazy).
If we knew how to fix d2's netcode to eliminate desynch we would instantly make it our number one priority. Keep in mind that it took PoE years to be able to solve this by having access to the game's source code and with multiple full time paid programmers. Neither of which are possible/affordable to us.
sonneko wrote:cnlnjzfjb wrote:About Sam fight:
It is not a 2.5 thing, but existed long before cause I already met them when I did the fight before. And I have also seen these bugs in other players vids.
This season I did like more than 30 Sam fight runs and suffered a lot from bug death, so I want to suggest to fix these bugs.
...
Look like you just suffered from heavy desync. Your best bet right now is to try to get a better connection or use a different gs.
Devs did try to counter this problem by removing player's collision in Sam arena this patch tho.
amekoffiziell wrote:Phoboss disable all Teleport skills? happened around 4 time now!
No matter if i walk away - if i try out tele from void charm or from timeless charm - in t8 and t9 it was no problem but when u spawn phoboss in t10 and at same time Barb is with him too and u cant get away from barb fast enough, you done like it was in my case - couldnt use teleport exactly 15 sec - then i died so i donno if i would have been able to tele anyway - is that intended? cant find this in forum or not looking for it well enough.. sorry but it could be so funny run Labs t10 but with this bugs - also lags - or annomally attacks from behind wall befor u can even see him ( you will see and understand after dead) - spawn 3 miniboss and phoboss on enterance- no t10 stone drops for around 6 T9 clears.... that all makes it really unfunny and annoying or am i missing some and the only person feeling like that ?
thx for ur time greetz
Istaryu wrote: Phoboss has an aura that increases the cd of tp skills by like 10s.