Flasks not working
Experienced 3 consecutive performance based deaths killing the map.
Took damage and franticly pressed flasks. No response. Not frozen, not impaled, not hindered. All three deaths were full to 0 life with a 2 second delay, in other words incoming damage registered but player input did not. I've promised to expand on this and have been waiting to be cool headed. All of this would be typical beta annoyances but the game punishes failure and prevents advancement so severely that at this time I am furious. I am beginning to allow this to effect my perception of the moral character of the developers. Please kindly remove the "death penalty" to xp, remove the "failed map" penalty if you are unable to resolve the still glaring massive console memory leak. Anything else is straight up "bully mentality" and bullies attract like minded people. You aren't just making your unresolved issues your customers' problem, you are slowly destroying the helpful community as well. Last bumped9 окт. 2025 г., 15:13:32
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When you say 2 second delay, do you mean it was laggy and after catching up you were dead, or that it took 2 seconds to lose all hp and flasks did not work?
For lag you can sometimes save yourself by pausing as soon as you notice it lag, doesn't always work though sadly. If it was flasks not working, do you know what enemies were nearby? There is a horrible Abyss rare mod called "shade walker" which teleports to you and leaves a ground effect which disables ALL hp recovery as well as high phys damage over time. It's awful and I also hate it. The only thing you can do is run out of the hard to see ground effect and deal damage from range. |
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To be clear yes it was a void walker on at least one but not all, but I was not in a ground effect that I can tell. If so it did not visually reference.
The delay was after my health drained but prior a parry failed. I am using the unique buckler which specifically has the function of "unlimited parry distance on projectiles. This usually allows me to counter what I was hit with which is the "green beam" The beam is chaos damage. Please note I have multiple reverse chaos application skills applied, meaning when affected by status reapplies to the enemy while increasing magnitude. Usually when parry fails this accounts for the issue. Bear in mind that is one instance, as I mentioned this happened 3 consecutive times. My sound had completely quit and there was an evident memory leak. The other two times I was instantly killed 0 response and reaction time. I used lightning teleport to arrive at 0 health. If I teleport into a void crystal set I am also gone before it triggers. Unless there is extreme lag in which the damage delays and registers before my return teleport activates. Again I fired through an ignited flame wall with chaos redirection on a ball lightning with the same applied for redundancy as a failsafe. On all death instances my health showed 0 but did not display the final death registration until 2 seconds after what would be obvious death. Finally while the issue of health recovery mitigation could apply to one instance, It is likely it did not apply to all three and one instance was not a voidwalker at all, rather a chaos infused mini-boss from a unique chest. That was a parry fail with fire damage. As a final note of clarity I used this parry counter consistently throughout last league with nominal failure, and generally was killed when I did not account for unavoidable boss attacks. That would be "on me." This league the memory issues are 1000x worse, and many of us on console are feeling it. One other matter is that while I use lightning teleport, I also use the mod which applies suppression to ground surfaces and ground surfaces cannot be destroyed. During story mode this countered almost all ground curses, but in final maps it is operating inconsistently. Ill be making a change to my build when I can "afford it" to replace flies with zombies to grant additional range apply m9re physical health return and use the crippled power charges I usually have with little option. I have been posting on this for weeks, and while a change was made to parry to attempt to address this, it is not successful. The buckler I use should have unlimited parry angle if it has unlimited parry range, or more precisely on projectiles. The flaw lies in poor targeting response, memory registration, and enemy damage priority over player action without appropriate in game lag detection. |
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