Never played MXL as much as these past weeks in years, and I really enjoyed doing so, overall the work that has been put into the mod since 2017 is nothing less than fenomenal, it was refreshing. Great work guys.
In my opinion there are just few things that I think hinder the overall experience, especially for new players and for the majority of people that can't afford to play too many hours in a day.
I won't go into class-specific issues (Necro summoner I wanna love you but I can only hate you right now) and I'll keep it as concise and general as possible:
> Belladonna elixirs: too late, too rarely. Removing the recipe was a good thing for various reasons, but inserting a RNG dependency in the process was a bad move. In my opinion, in a mod like Median, respeccing is an essential tool... for newcomers in particular.
I strongly recommend that this item gets the "Mark of Infusion" treatment, removing it from the random pool and making it as a fixed drop for some mini-boss is a decision for the best. From a gameplay standpoint I'd suggest to give it to the mini-boss at the entrance of Kurast or the one in the Ruined Temple (in all difficulties).
> Experience gains: to put it simply levelling from 1 to 120 is way too easy and from 120 to 125 is too insane and not enjoyable. This creates problems with both overlevelling (despite the dropping scroll reminders) and the frustrating grinding to be able to reach the full potential of the character you've invested time in.
For the former, a 30%-40% increase of the overall experience needed to go from 1 to 120 would mitigate the problem, maybe in conjunction with a reduced experience gain from ActV Hatred and the first 3 act of Terror. For the latter the introduction of better signets and drop bias is part of a step in the good direction, the other part of it (removing the obvious suggestions) would be the introduction of a shrine with a "+% experience gained" affix that can be eventually paried with "+% gold from monsters" and such bonuses.
> Ubers progression: I'll keep it short because this is known and has already been reported multiple times. Locking easier ubers behind difficulty walls simply doesn't and won't work in the long run. I'm sure this has happened mostly because of limitations during the development period and hopefully will be addressed in the future.
> "-% to enemy res": immunities are the mobs' favorite things and the additional changes in Median have made playing as an elemental build some sort of hidden "harder mode". This isn't a big issues more than it is a nuisance in some occasion and places, so it doesn't need big fixes or complicated ones, I think that increasing the minimum values of "-% to enemy res" in shrines from -1% to -2% for OHW/armor pieces and from -1% to -3% in THW/Body Armor would suffice.
> Enemies' partial lack of identity: Median has done an outstanding job in making you feel like you're put up against the whole demographic of the demon realm and it's really great, but in all of this, sometimes, you can't help but feel the differences linger only in appearance. Most of the time mobs just rush at you at sonic speed and hit you. I know D2 has big limits on what an A.I. can do (f.e. Baal need to teleport to make it works) and workarounds had to be used to make it look like a step above the low average degree of complexity you'd predict (and probably the pathfinding functions are even worst) but I'd like to ask if it possible/reasonable to expect a better use of the spatial dimension in future patches (in Sigma at least).
Once again thank you for the amazing job.