|I'm reporting this as a bug at this point as there's definitely something odd going on server side causing this and how the game reacts is just wrong.
Pretty much always there is some small amount of rubber banding; running away from a pack as a melee character where you have to run around them or you get hit then the game seems to like to move you back to where you were hit or where you 'bounced' off of the mobs in path finding. This is frustrating and makes it very difficult to properly micro your character and kite.
However of late there has been a lot of severe rubber banding in game going on. None of this is ever reflect in game latency (always at 100-140 range) and is not a problem with my connection from all my monitoring (bandwidth monitoring tools, concurrent streaming of videos and other services). Will be fighting a pack of mobs and try to run away only to be bounced back a whole second or two later to where I was and find out I took a lot more damage. Sometimes it seems almost as if abilities I used didn't go off as well even though they go on cooldown.
I'm currently playing a monk and notice this happening quite often especially when using Tempest Rush. Very often with Tempest Rush it appears it will be interrupted by this rubber banding / server lag issue in that the ability will be cancelled and you'll be stuck only halfway through running out of a pack of mobs. I use the Tailwind rune (increase run speed) to try and allow for better maneuvering in a fight but it seems like a very unreliable method with these server side issues.
| Hey guys,
Thanks for your reports. We will be making more rubberbanding fixes in the near future.
Thanks for your patience!
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