Quick answer: Look past the surface description to the underlying signature, crash stack, error message, or shared conditions, because one root cause often produces many different player descriptions. Grouping by signature instead of by wording reveals the single bug hiding behind a dozen symptoms.
The hardest duplicates to catch are the ones that do not look like duplicates. One memory bug might surface as a crash for one player, a freeze for another, and corrupted graphics for a third. If you triage by the player's description, these look like three separate problems. If you triage by the underlying signature, they collapse into one, and fixing that one resolves all three.
Symptoms Diverge, Causes Converge
Players describe what they saw, and the same root cause can look completely different depending on what the player was doing when it surfaced. A null reference in a shared system might crash combat for one player, break a menu for another, and silently corrupt a save for a third. Triaging on the description alone scatters one bug across your tracker as several.
The skill is learning to look underneath the description to the technical fingerprint. The crash stack, the error message, the line of code, the conditions, that is where the same bug reveals itself across divergent symptoms.
Group by Signature, Not by Wording
The reliable way to catch hidden duplicates is to group on the crash signature rather than the player's words. Two reports with the same top stack frames are almost certainly the same bug, no matter how differently the players described the experience. This is exactly the kind of correlation a human triaging an inbox by hand will miss and a tool doing it automatically will catch.
Bugnet groups crashes by signature, so reports that share a stack trace roll into one issue even when the player descriptions sound unrelated. That automatic grouping surfaces the connection, three 'different' bugs revealed as one, that you would otherwise only discover after fixing the same root cause three times.
Use Shared Context to Confirm the Link
When you suspect two differently-described reports are the same bug, the corroborating evidence is in the context: same build version, same platform, same preceding action, same memory pressure. If a freeze and a crash both happen only on the level you just changed, only on integrated graphics, that shared context is strong evidence of a common cause.
Tag or label issues by suspected root cause as you investigate, so that as more reports arrive you can attach them to the right underlying bug rather than spawning new ones. Consolidating early saves you from fixing one root cause repeatedly under different ticket names.
Players report symptoms. Bugs have signatures. Triage on the signature.