The problem with whirlwind is the collision. Normally, you can't walk through mobs; however, whirlwind allows you to pass through them. Although we don't see it. There is a bit of lag going on, but we don't notice the fraction of a second of lag. The server resets you to a point where you're not standing in a mob, but on your end graphically you've moved to the point you were expecting. I'm guessing the longer you whirlwind the more build up with mini lag spikes. My point: mob to player collision is the problem. That's the only thing I can think of that would explain why people with good latency and computer builds still get affected by rubber banding.
So? Oh no, the intern didn't get mentioned by name.
Want an interview that includes everyone? Then get the entire team in the room. Wait, they didn't, they only got the 3.
Damn Right! I want to interview their craft service provider, barber, barista at their local coffee shop, janitors and of course god because with him all things are possible.
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Yea there was already one it was infinite Smoke Screen 3 sec cd 3 sec up time.
Damn Right! I want to interview their craft service provider, barber, barista at their local coffee shop, janitors and of course god because with him all things are possible.