Bug: Skeletal Cleric Minion Revive Behavior Not Working When in Maps

In a build that relies on the cleric's revive ability it is clear, that they don't use it properly when in maps.

For example when in the hideout with 7 clerics and 7 Skeletal Brutes (high life, with infernal army, dying in about 5 seconds), the clerics can keep up the number of brutes at 6-7 at all times. Whereas when mapping, after walking around for a bit, it doesn't take long and the number of brutes is down to 1-2 and never recovers, even when stopping and standing still for a long time. In the map the clerics just seem to stop doing their revive casts. Even when raising the number of clerics to something excessive, such as 15 for 5 brutes, they still don't keep them all alive.

The cleric's cooldown for revive is shown with 3.33s in my skill screen (using ingenuity support).
The map also does not have a modifier for cooldown increase (if that exists).

This is kind of a big deal for any build that relies on cleric's revive ability to overcome the "reforming minions cooldown" restrictions.

Video of the behavior at: https://youtu.be/k3uKjS6i0VI
Zuletzt angestoßen am 09.02.2025, 15:54:36
I'd like to add that after some further testing, the bug seems to appear when walking around on a map for a while (even without monsters present). While initially when entering a map (or returning to a map through a portal) the revive works reliably, after walking through the map for a minute or so, the clerics start reviving fewer and fewer of the brutes (even when stopping for a longer time and waiting).
When initially entering a map, the revives also continue to work reliably for a longer time, as long as I don't move for a longer amount of time/distance. (Walk some screens of distance, say over half the map or so)
Zuletzt bearbeitet von relax0#7926 um 09.02.2025, 15:56:53

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