To much Diesync in Labyrinth for Predictive End Fight

bind /oos to something

If you can't get better internet and use lock step then it is all you can do.

I'm playing in predictive but I don't have many problems.
"Is there such a thing as an absolute, timeless enemy? There is no such thing, and never has been. And the reason
is that our enemies are human beings like us. They can only be our enemies in relative terms."
Last edited by kamil1210#5432 on Mar 12, 2016, 6:36:30 PM
thanks

edit to add: According to the WinMTR test, i have low latency (17-37 ms over 20 packets)

but am i going to log in to do tests?

No, can't be arsed until I read reports in the feedback forum thanking GGG for fixing this shit that has just gotten worse and worse with each patch.
Quoting Saltychipmunk:
...I look at the new act 5 boss where you have to hide behind the statues to survive the bullet hell and all I can think is... how the fuck are zombies going to survive that?

They don't know what hiding is... they don't know what dodging is... they are morons.
Last edited by joachimbond#0494 on Mar 12, 2016, 7:38:18 PM
"
i have low latency (17-37 ms


so why you dont play in lock step?
"Is there such a thing as an absolute, timeless enemy? There is no such thing, and never has been. And the reason
is that our enemies are human beings like us. They can only be our enemies in relative terms."
Ive ran lab in predictive almost exclusively, I desync very very rarely. it usually tends to happen in roomba rooms.
He is very hard when running him near your own level. And becomes a total joke when running him at 85+.

Also summoners can free-kill him because he can't kill your summons (but sadly perandus boxes do all the time).
He is also doable as ranged with some decoy totem spam (he prefers totem over you).


I use lockstep and literally facetank him no matter what he does and also ignore traps. But I'm 85+ and speedrun the instance using a maplayout from reddit or my own.

For more facerolling: add culling strike to the 3rd stage (he starts the fight with 30% hp so you only need to do 20% damage and he dies instantly). Basically this gem does 30% damage in the 3rd stage making this gem EXTREMELY OP. But I fear they will nerf it. Everytime I find something op they quickly nerf it or at the very least the league after it.


However, doing him while being lvl ~70 yourself is very hard if you are melee due to the fact that he can easily onehit you if you just make 1 mistake or lag/desynch even once.


Also with high hp regen the lab itself (not the bosses) becomes a facetank run, ignoring all traps except for lava. But you can use high mobility skills to ignore lava.
Last edited by silverdash#0964 on Mar 13, 2016, 5:10:54 AM
GGG should start by making the area level reflect the difficulty of content, which barring some map bosses is generally pretty accurate for the rest of the game.

Then they should start by making ways for certain builds or playstyles to avoid damage from traps.

They continually complain about an IAS, cast and ranged meta - yet the movement skills associated with these trivialise the labyrinth compared to others. The idea that a wimpy little whirly dagger guy with no mitigation has a significantly better way to avoid traps, and doesn't die faster when getting hit by them is absolutely heinous.

If this "feature" was standard in the game (fixed enemy damage, etc) - DPS stacking would be the only way people would play.

The problem becomes even worse when you're dealing with desync. Not to mention the hitboxes on some of the traps are ridiculously unrealistic (either outreaching the trap, or more damaging in parts of the trap that are clearly less dangerous)

:)
I wont mind desync due to bad connection or etc.

But Seriously, the server should at least Re-sync my character back to non-trap area. I never redo the entire chain of trap than desync on top of a trap.

got hit by trap then desync back onto a trap again create a lot of close calls that nearly kill me.
Last edited by Darkkrows#6635 on Mar 13, 2016, 6:47:33 AM
I can relate.

I can't fight him at all when he has the fire floor trap thingies. It just murders my laptop. If I don't dc I get a new frame every few seconds.
CliveHowlitzer wrote:

I am now too addicted to that feeling of being kicked in the nuts when you die.
"
Alros wrote:
I can relate.

I can't fight him at all when he has the fire floor trap thingies. It just murders my laptop. If I don't dc I get a new frame every few seconds.


Fire traps and rotating saw blades are the worst for me, in his area the rotating poles and fire floor just kill me to Diesync. Its very frustrating and yes I'm over leveled 82atm and still die due to diesync.

Has been much better today with the flying blades and darts.
To Die Is Not An Option, To Fight Until DIESync Is The Only Answer. ☺☻☺

Happy Hunting Exiles.
Last edited by GrumpyBear5043#3315 on Mar 13, 2016, 12:18:16 PM
"
GrumpyBear5043 wrote:
"
Shovelcut wrote:
"
GrumpyBear5043 wrote:
How are others finding the Labyrinth using Predictive Mode?


The only issue I have is the occasional set of desync'd traps, usually the buzz saw ones. The /oos command doesn't really seem to fix them either. Aside from that I don't really ever have desync problems.

As far as the final fight, it is a pretty laggy fight. Can't say I've noticed desync during it though. But that could be due to my build, I just drop totems and run circles avoiding/dodging traps. :P


You are one of the lucky ones using Predictive without much Desync, here in South Africa we don't have the best ISP's and the all the game servers are in Europe/UK many links away. The joys of POE


Yes, here from South Africa the final fight is a nightmare just because of never knowing what is really happening with the traps.

My suggestion would be that if your ping is above 200 and using predictive, the traps pathing should be determined by your pc and not the server,...

Having close proximity to the servers seems like a requirement for hardcore (Can't do hardcore anymore with ping over 210).

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