Quick answer: Update the tooltip transform directly in the pointermove handler using transform translate, and avoid layout-thrashing reads between moving it.
A tooltip set to follow the cursor visibly chases it during quick movements instead of staying pinned. It updates out of sync with pointer events. Here is how to fix it.
How to fix it
1. Move it in pointermove
Set the tooltip position inside the same pointermove event that reports the cursor, using the event's clientX/clientY directly.
2. Use transform, not left/top
Position with transform: translate(x, y) instead of left/top so the browser can update it on the compositor without a layout pass.
3. Avoid reads that force reflow
Do not read offsetWidth or getBoundingClientRect on every move; cache the size and only re-measure when the content changes.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every HTML5 error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.