7.4 deep dungeon ddos "protection" isn't working as intended

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I've never posted a thread beforehand so I apologize for any inconvenience.

After the implementation of patch 7.4 I had the notion that the ddos situation, while running deep dungeon, was going to be less of a problem. However in two separate instances, when running less than 4 players in pilgrims traverse, the system did not work in our favor.

In the first instance running as 3 players we all got disconnected due to the ddos and the file read we got KO'd eventhough we returned within the 10 minutes. I figured maybe we just got killed by a patrol and left it at that. Although on the second occasion, me and another player were running a set when the ddos occurred. I lagged and stayed in the game while he got 90kd and it outright kicked him from the duty and bricked his file eventhough I was still inside. Before this was implemented he would've easily been able to come back in like it was a normal dungeon.

Im not sure if this has also happened to others or if this was intended but its really disheartening as a fan of the deep dungeon content.

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