Can we please get a hotfix for the pathetic ring spawn times for season theme?

So savage. :sunglasses:

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If we take all the information presented so far, I have a conjecture.

The rings are supposed to last 7 seconds and there can be only 1 ring active at once per player. However, there are some skills or effects that are refreshing the buff (and thus spawning a new ring). It appears that the Vyr’todo Wizards are not using any skill that refreshes the buff but there is certainly something that Demon Hunters are using or doing that does refresh it.

Does this sound plausible? If so, then it is indeed a bug and should be patched with a hotfix. In the meantime, I urge DHs to test which skill or skills are refreshing the circles (it might be useful if you can forcefully refresh the circle when you don’t get the color you want).

No waiter, I ordered the purple soup, not the green salad.

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It does not appear that way. First of all, the triune PROCs on hit. All VAA attacks spawn the rings. Second of all, there is no refresh mechanism. Either a ring is spawned and nothing happens to it until it despawns after 7s, or a ring isn’t spawned and the next time you hit something a ring spawns.

Not really. I would suggest you see my previous statement on bugs :slight_smile:

But I have also played DH this season and seen no differences in ring behavior.

What I have noticed is that VAA is easier to use in observing ring behavior. Few of your attacks are ever off screen and you have a built in timer with CR waves.

IMO, it is implausible that they would make the rings last less time than they do. It’s implausible that such a basic mechanic would have disparities between classes, especially after having not observed those supposed disparities at all.

It’s implausible that I’ve closely observed hundreds of rings in a row with exactly the same behavior due to luck.

I find it not at all implausible that someone else is just not paying close enough attention. It’s a fast game and 7s gets eaten pretty quickly by lapses in attention + ground clutter obscuring + slow reaction times.

I would instantly change my mind if someone could link to a video of just one ring spawning and despawning under 7s. Should be easy if it really does come down to RNG and an insane amount of luck on my part.

Good luck with that!

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I tried to replicate this again yesterday when running some T16 bounties. I didn’t use a stopwatch because I wasn’t in a totally scientific mood, but I did give it the 1 1000, 2 1000, 3 1000 count. I focused on rings that I verified spawned and did not look away. I tracked 73 total rings and they all fit right around the 7 1000 range. I did some where I vaulted into them early, some where I vaulted into them late, and some where I didn’t vault into them at all, no variation in ring time length. I slowed it down, so there was only 1 active ring, I sped it up so there were multiple active rings. I never had one that disappeared early.

As Mercury said, you need to get a video of this happening. If it is happening as often as you say it is, shouldn’t be that hard. I get the feeling this is a case of a lot of things are going on in the screen and you think you are paying attention, but not really. I’ll admit, when I am speed running and not really paying a ton of attention to them, they seem to last shorter than advertised, but when I focus on it, it is more of an illusion.

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I will try and find a video for evidence, but until then I still think my conjecture is plausible: certain skills or mechanics may be refreshing the circle unintentionally (likely something for DH but not for Wizards).

Edit: it seems like MOST circles last the full 7 seconds as described but there are some anomalies. I will test this after work but here is one such anomaly in a video I found after searching online:

While fighting the boss, a green resource ring disappears at 1:23 in the video, while attacking no new ring appears visible, then at 1:27 a blue cooldown ring appears close to the player.

So either the player didn’t spawn a ring for some reason within those 4 seconds or a ring spawned offscreen far away and disappeared within 4 seconds. Either way, something wasn’t working right as the player was attacking nonstop and there should have been no gaps without a ring present.

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It would be better if you gained the benefit of the rings under the following conditions:

  • You are standing in the ring.
  • A follower/pet/party member is in the ring.
  • A mob is in the ring.

This way ranged, melee, stationary, and mobile builds could benefit from the rings. As it is now, many builds suffer trying to chase down the rings. I rarely bother with them, and even if I do, I’m only chasing after the damage-increasing one.

Added a few more to the list.

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Haha. :grin:

OK, I may have gone overboard. Really though, if it was just a random buff you gained for a short duration, that would be best. No rings or globes to hunt down. Just get a random buff for 5 seconds when you occasionally kill/break something.

Looking at this from the patch notes:
Triune’s Will: All abilities have a chance when hitting an enemy to spawn a circle that gives a power. Only one circle can be active at a time.

It doesn’t say “every” hit
says “chance”


but I was messing with my new S18 WD and saw the same issues OP had, ring would spawn a few steps from me and by time i got to it, it would despawn. I know it wasn’t taking me 7 seconds to get to it but i did notice that in some cases a red ring spawned and then disappear and a green would pop up immediately - like the mechanic behind proc’ing the ring was saying “here’s a ring
hit hit
here’s another ring proc so kill the first one”

With MS DH, because the skill travels so far, I’ve had many times where it spawned a screen away


Or maybe I’m just nuts?

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I run with a follower, and follower attacks do trigger the rings, so it is entirely possible that for some reason the ICD on the rings is lower than the spawn time and the follower is triggering them elsewhere almost immediately. If this is the case, then a hotfix to make followers not trigger the rings would work just as well since you can’t control follower actions.

As long as they don’t give you a video tape to watch about a ring.

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Here’s a new idea: if you use 5 consecutive triune rings in a row, you get all 3 buffs for 15 seconds, this can be extended if you can keep tagging the rings.

Ring + Ring + Ring + Ring + Ring = Bananaphone, boop doop beedoop beedoop! (All 3 buffs are active when hearing that audio clip).

I just ignore them. They are not an interesting mechanic.

At best, they’re mildly helpful. At worst, going out of your comfort zone to be somewhere else is deadly, though that may have been the point.

– though to be fair, at the difficulty I’m playing in, it would be really hard to tell whether or not anything is working, or broken. I sort of suspect that it was really only intended for the high-end rifters, as it would not make sense to even try to utilize them while farming. You just move way too fast to almost even notice them spawn.

Thank you for providing a vid. It is compelling. That ring does appear to disappear early.

The timing of the previous and next ring lines up exactly with the 7s timing of all the other rings spawning throughout.

Speculating, maybe the ring is still there but is getting cut out due to Low FX or some other graphical issues.

A few reddit posts suggest maybe it is happening when a pet procs the rings and then dies.

As I said, I am now open to the possibility that there is a there there.

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BINGO, I think I might have found the issue! Look at the video again, it seems when the pet respawns, it refreshes the circles. The blue circle appearing coincides with the wolf respawning.

It isn’t solely a pets thing, as I didn’t have the wolf during leveling (not possible) and this was still occuring. But it does appear that non-player entities can trigger the rings, which causes the odd behaviour. A hotfix so that only hits originating from the player would eliminate the problems we’re seeing here.

The downside to such a hotfix though, would be that sentries wouldn’t trigger the rings on their own as they’re considered pets, not player damage.

This is already an issue with the Oculus Ring in that sentry kills don’t spawn that ring. Occasionally, the player would get the kill instead of the sentries so there would be the rare oculus bubble sometimes.

Edit: but for the triune circles, you only need to hit the target, not kill it, to spawn a circle. So as long as the sentry user attacks the target directly (even for little damage), it should still work.

It was a lame idea to begin with, and then implemented poorly. There are hundreds of ways they could have made it exciting and fun but this is Blizz we are talking about. Probably saving our good ideas to put into some mobile piece of ap.

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It wasn’t a lame idea, just not very well implemented. A few fixes could make it much more usable.

Yeah there is DEFINITELY something going on with pets, I will test it even more in a couple hours but here is another video I found:

Scroll to 36 minutes to see the fight with Voracity. At 36:24 a blue cooldown ring spawns just behind the wolf, at 36:26 the wolf dies, and at 36:28 the ring vanishes. At 36:31 as the wolf respawns, a new circle appears.

I will try to pinpoint what is going on with regards to pet procs, pet deaths, pet respawns, and the circle appearance tonight!

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