This has been reported before, but all relevant threads are locked and I think I can provide additional information on the issue and a way to consistently reproduce it.
Any ability or enemy type that generates multiple projectiles at once can create this problem to varying degrees:
- There seems to be a limit on the hosting server of how many actions a second it can process.
- Once that limit is exceeded, the server appears to lag behind the player’s client, which creates “desync.”
- This desync will continue to increase (up to an entire minute in the video below) as more actions/projectiles have to be processed.
- It will only begin to subside once the number of actions are lower than the processing limit of the server.
- The desync will then gradually reduce until the point where the server will catch up with the client. The game will then resume running normally.
In other words, there seems to be a bottle-neck on the amount of processing a server can do for a game session. It is possible to virtually create an endlessly increasing desync by continuously feeding the server more actions to process than its limit to do so—so all the actions then go on a queue instead of being processed immediately—which is what creates the server-client lag. The client has to wait for the server to process all the actions in that queue.
This desync also happens irrelevant of the player’s ping or internet connection.
You can very easily see this dynamic at play in the Arena: a large amount of enemies spawn, which can create a bottle-neck on the server as they engage with the player. The server lag then begins to subside as less and less enemies are left.
This consistent desync problem affects mostly skills that generate many projectiles at once. But it can also be exacerbated by enemy types that spawn in large groups and shoot multiple projectiles at once.
Reproducible Scenarios:
- I was able to reproduce this desync, no problem, by playing Primalist and running through a normal map while keeping up around 10 Thorn Totems (with Spriggan Form’s Spiked Totems).
- Using Ice Thorns with a 40% “cast on being hit” chance on wave 500 on the Endless Arena will also consistently cause this desync when hit by large packs of enemies.
- Using Retaliatory Thorns on the Summoned Bear (see video) on Wave 200 on the Arena will make the game completely unplayable because of the desync
Apologies for not having game logs to provide (this is my first time reporting a bug). The scenarios above should create this desync consistently and the video included here demonstrate this situation: