View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0024940 | Return of Reckoning | Abilities | public | 2025-12-05 18:21 | 2025-12-05 18:21 |
| Reporter | buerdig | Assigned To | |||
| Priority | normal | Severity | minor | Reproducibility | always |
| Status | new | Resolution | open | ||
| Summary | 0024940: Magus Rift when pulling from large groups causes input delay | ||||
| Description | I'm aware that there is a report already due to the rift pulls but what I have noticed is when attempting to pull while not in an enclosed space but in open area's/having clear LoS of lots of opposing players, there seems to be a delay as if the game is trying to decide which of the 6 players are pulled. Reading bug report 0023496 it seems like due to it being a 360 radius pull, the fact it is selecting 6 random players, and I'm assuming unlike the Engi magnet which got changed to being able to pull regardless of other separate pulls. Until the rift decides to select the random players, it tends to lock the cast bar and cause almost .5 to 1 second of latency to the magus being able to cast anything till the game decides which players are pulled towards you. Cast time tactic doesn't seem to change the result of this but due to the nature of it being a long cast and not a channel it is very noticeable as the delay sorta soft locks input to the player once the Rift has been finished casting. It tends to feel like the game is trying to decide from a large amount of players who to pull, how far they are, and whether they have been affected by a pull recently. | ||||
| Steps To Reproduce | It's hard to replicate in a controlled setting that requires I'd say at least a 12-16 to players to stand still and allow me to pull from a distance without dying. However, it can be replicated when 1. In range of at least 24 players 2. Not being in the center of the 24 players due to less priority of pulling those close to you? | ||||
| Additional Information | This tends to not happen during keeps/forts because the line of sight and factors such as walls reduce the choices of the random 6 players. | ||||
| Tags | No tags attached. | ||||
| Date Modified | Username | Field | Change |
|---|---|---|---|
| 2025-12-05 18:21 | buerdig | New Issue |