Run Fate of the Vaal long enough and you'll bump into the temple respawn "jump" thing sooner or later, usually right when you're already tilted from a messy death. You hit respawn, expect to pop back at a checkpoint, and instead your character gets shoved onto a ledge or clipped up a wall like the game just handed you a free movement skill. It's not some grand exploit people plan around, more like a dice roll that ruins the flow of a run—and if you're also trying to keep your stash topped up for mapping, trading, or crafting, it's the kind of setback that makes PoE 2 Currency feel even more valuable because you're burning attempts fast.

What's actually happening on respawn

The temple instances do a strange bit of housekeeping after you die. To keep the retry from feeling like a full reset, the game rebuilds parts of the area in a "cleaned" state—less clutter, fewer objects, sometimes different collision than what you died in. That sounds fine on paper. In practice, the spawn point can end up sitting inside a chunk of terrain mesh that isn't quite where the engine thinks it is. So when control returns, physics tries to resolve the overlap and your character gets pushed out the fastest way possible—up, sideways, anywhere that counts as "not stuck." It looks like teleporting because it kind of is, just without the skill animation.

Why boss arenas make it worse

You'll notice it most around the big temple set pieces. Doors lock, floors shift, scripted events fire, and the arena's layout changes while you're watching the death screen. If that layout update happens between your death and your respawn, the checkpoint data can be out of sync with the new geometry. You load in based on the old version, then the game corrects itself a beat later. That's the snap you feel. Some players also swear the desync leaves them "half loaded" for a moment—passives not behaving, auras looking odd—until they move around or transition zones.

Not a strategy, just a headache

Yeah, once in a while the bug drops someone past a nasty doorway or onto a safe corner, and chat will call it "free tech." But it's not reliable, and it can just as easily land you in a worse spot, pull mobs into you, or waste the tiny window you had to reset the fight. Most people aren't trying to abuse it; they're just trying to finish the run without the game playing pinball with their character. The best "fix" players have right now is boring: respawn, don't spam movement instantly, and if the arena feels desynced, take a second to reorient before diving back in.

What players can do while waiting on a real fix

Grinding Gear Games has been patching temple logic in small steps, and you can feel they're chasing edge cases rather than one obvious trigger. Until it's fully sorted, it helps to treat temple deaths as extra costly: don't rush back in blind, keep your inventory plan simple, and consider running safer setups if you're learning the encounter. If you're short on gear upgrades or just want a smoother prep loop between attempts, a lot of players lean on marketplaces like U4GM for quick currency and item pickups so they can spend more time practicing the fight and less time rebuilding after yet another weird respawn bounce.