Client/Server Desync while attempting to reallocate Passive Nodes as Weapon Swap Passive Nodes

Hi, another day another bug report.

I think I ran into a minor client/server desync with changes on the Passive Tree.
The issue is with respeccing Passive Nodes into Weapon Set Passive Nodes:
If you try to unallocate a set of Passive nodes, then reallocate the exact same set as Weapon Set Passive nodes, it will succeed client side but fail server side.

The changes will persist on the client until either an area change, or an attempt to reallocate another Passive Node is made. The changes will persist client side through allocating the other set of Weapon Set Nodes, but still gets wiped through an area chance so is a bit of a moot point.

Steps taken to reproduce:
1. The baseline unmodified tree.


2. The set of Passive Nodes is unallocated, but the current 'Respec' session is kept open.


3. Weapon Set 1 is selected, and the Nodes are reallocated identically. The session is still open,. and (not captured in the image) the Respec cost is zero.


4. Apply Points is clicked. You can see that the Edges between Nodes have thickened, visually signifying that the changes have been confirmed.


5. Despite being 'confirmed', the UI window to confirm changes is still present, and clicking the 'Apply Points' button only causes a sound effect. The window can be exited by clicking the square '+' icon, seemingly preserving the changes.


6. Upon either changing zone, or reallocating a passive node (in this example the bottom right travel node being changed from STR to INT), the desync is cleared and the Passive Tree returns to it's former state.
Last bumped on Jan 8, 2025, 10:57:40 AM

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