The game is currently almost unplayable in high greater rifts like 60+ or so and especially in groups of 4 players. I’m not sure if this is the case on all realms but at least on EU it is.
Some builds suffer very badly from this even in solo like the Helltooth WD for an example. Some people claim that if you have 0% area damage then you won't lag in solo but that's just a workaround and not a fix.
In the past, the argument against investing time into fixing this issue was the fact that only a very small percentage of the player base experienced it because it was only evident on high end greater rifts. But today, the lag starts occurring even on 60+ which is not considered that high anymore and i'm pretty sure that more and more people will get to that level and experience the horrible lag.
To the people that are rushing to post things like "no lag here lol noob", please understand that this issue is not always reproducible as it really depends on several factors like the time you play at, what build(s) you are running, the map layout / type you're at and the mob type you are facing. A possible solution to this problem would be to divide all the numbers in game by 100 and display them in the client as strings with added 0's just to keep the consistency.
TL:DR - The game lags horribly on high gr and a possible fix would be to simply divide all the damage and health points numbers in game by 100 so the server calculations, database queries and server-client traffic won’t be as heavy anymore.
tl;dr you are wrong/misinformed.
The size of the numbers doesn't matter. The amount of numbers matter, e.g. how certain effects are calculated. Some culprits have already been identified, e.g. Helltooth+Acid Rain. This has been mentioned couple of times in the Reddit AMA. Source
The size of the numbers doesn't matter. The amount of numbers matter, e.g. how certain effects are calculated. Some culprits have already been identified, e.g. Helltooth+Acid Rain. This has been mentioned couple of times in the Reddit AMA.
Source