Suggestions for upcoming patch

The awaited Median XL sequel is coming - discuss it here.
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Aero
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mecheye wrote:Why not convert Elemental damage to Physical?


because you would need a good amount of elemental damage to even make that possible to build around, and the only character really able to obtain good amounts of flat elemental damage innately is barbarian right now with kraken stance and nephalem spirit, but barb is already broken, so no need to make it more so.

Amazon has dragonlore for up to 1k per ele, but thats full end game bowzon. Mostly, it's impractical. I'm sure it is possible to implement, but practicality is far less useful unless new weapons are coming that deal pure elemental damage instead of physical (which isn't a thing in median, unless you walk around swinging a sword made out of lightning or something)
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Anonymous:
Memelistas
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Could change this skill complete - make initial target "bleed" guts and blood. Maybe same skill mechanics as sorcs arachnomancy spell. Target is bleeding and damaging all other mobs around him. Add some howl proc on melee atack for this skill and you got yourself a scared bloody guty mob that runs around and damages everything. Pure fest of gore.
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Aero
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Fix Bacchanalia skill for bloozdon and it will become more popular:

Instead of making breakpoint in hp to gain the bonuses of the passive, make it collect bonuses based on dynamic hp, so the more hp = less bonus, lower hp = more bonus.

I don’t see this as being too difficult to implement since Sorc’s Immersion skill already uses a similar mechanic. Currently, maintaining that breakpoint in hp makes bloodzon super clunky and doesn’t fit the play style
Of the game.
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HechtHeftig
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Good suggestion. I just wonder how the AOE of Magic missiles should be handled? Increased AOE with lower hp? Or rather a fixed one after a breakpoint?
Splargh
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+1 for Aeros suggestion about Bacchanalia. Also, I would really like see the AOE on Magic missiles be handled dynamically too @HechtHeftig. If that's not possible, maybe just turn Bacchanalia into a flat 50% hp debuff? That might be not as fun though.

I recently leveled a Bloodzon in singleplayer using Magic Missiles (for AOE) and Lavapit for magic immunes. Worked well in hatred/terror. Managing my hp felt worth it considering that doing so turned magic missiles from almost useless into a quite good screen clearer.

The build became impossible in mid/lategame because I couldn't reliably manage my hp anymore. It worked in hatred/terror, because fire elementals and their %slow kept things at a distance but monsters just throw too much rangeddamage/AOE around in lategame. My Amazon had low def, decent hp and the slow from defensive harmony only kicks in after beeing hit (or fire elemental beeing hit). Biggest problem was that I couldn't use laek (which is what keeps most of my casters alive) because having too much life would turn my main damage dealer (Magic Missile) useless and also severely handicap my secondary skill lavapit. That in turn let monsters swarm and kill me.
oski89
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Add 3 random maps to Duncraig uberlevel like K3k ;)
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Aero
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oski89 wrote:Add 3 random maps to Duncraig uberlevel like K3k ;)


they used to have two variants and combined/removed the second because of the drastic difference in room layout for farming capability, and assur was basically in the first room, instead of being at the end like a boss would normally be.
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demonshalo
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As someone who loves playing caster, I'd love to see more "proc on slain" items. Vigil is the only one atm but having some more variety can make for a ton of fun new builds
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ChuckNoRis
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here you go :
The Redeemer
The Redeemer
Grand Scepter (Sacred)

One-Hand Damage: 30 to 38
Required Dexterity: 449
Required Level: 100
Current Dexterity Damage Bonus: (51/256 Per Dexterity)%
5% Chance to cast level 36 Lava Pit when your Enemy is Slain
+15% Bonus to Energy Factor
+(3 to 4) to Amazon Skill Levels
25% Faster Cast Rate
+50% Damage to Undead
+(20 to 30)% to Fire Spell Damage
-(15 to 18)% to Enemy Fire Resistance
+(51 to 60) to Energy
(2 to 4)% Reanimate as: Fallen Shaman
+(50 to 75) Life after each Kill
125% Extra Gold from Monsters
Socketed (3)

Wizardspike
Wizardspike
Blade (Sacred)

One-Hand Damage: (133-145) to (164-176)
Required Dexterity: 488
Required Level: 100
Current Dexterity Damage Bonus: (51/256 Per Dexterity)%
15% Chance to cast level 43 Death Blossom when your Enemy is Slain
+(4 to 7) to Druid Skill Levels
100% Faster Hit Recovery
1% Increased Chance of Blocking
+(172 to 200)% Enhanced Damage
Adds 25-50 damage
-(29 to 35)% to Enemy Fire Resistance
Increase Maximum Life (6 to 10)%
+(51 to 100) Life after each Kill
Socketed (3)

Staff of Shadows
Staff of Shadows
Long Staff (Sacred)

Two-Hand Damage: 56 to 58
Required Dexterity: 203
Required Level: 100
Current Dexterity Damage Bonus: (25/256 Per Dexterity)%
1% Chance to cast level 47 Cataclysm when your Enemy is Slain
1% Chance to cast level 47 Supernova when your Enemy is Slain
1% Chance to cast level 47 Glacial Nova when your Enemy is Slain
+(5 to 7) to All Skills
25% Faster Run/Walk
50% Faster Cast Rate
+50% Damage to Undead
+(21 to 25)% to Spell Damage
15% Bonus to Energy
Total Character Defense plus (51 to 75)%
+(101 to 150) Life after each Kill
Socketed (4)

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demonshalo
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ChuckNoRis wrote:here you go :
The Redeemer
The Redeemer
Grand Scepter (Sacred)

One-Hand Damage: 30 to 38
Required Dexterity: 449
Required Level: 100
Current Dexterity Damage Bonus: (51/256 Per Dexterity)%
5% Chance to cast level 36 Lava Pit when your Enemy is Slain
+15% Bonus to Energy Factor
+(3 to 4) to Amazon Skill Levels
25% Faster Cast Rate
+50% Damage to Undead
+(20 to 30)% to Fire Spell Damage
-(15 to 18)% to Enemy Fire Resistance
+(51 to 60) to Energy
(2 to 4)% Reanimate as: Fallen Shaman
+(50 to 75) Life after each Kill
125% Extra Gold from Monsters
Socketed (3)

Wizardspike
Wizardspike
Blade (Sacred)

One-Hand Damage: (133-145) to (164-176)
Required Dexterity: 488
Required Level: 100
Current Dexterity Damage Bonus: (51/256 Per Dexterity)%
15% Chance to cast level 43 Death Blossom when your Enemy is Slain
+(4 to 7) to Druid Skill Levels
100% Faster Hit Recovery
1% Increased Chance of Blocking
+(172 to 200)% Enhanced Damage
Adds 25-50 damage
-(29 to 35)% to Enemy Fire Resistance
Increase Maximum Life (6 to 10)%
+(51 to 100) Life after each Kill
Socketed (3)

Staff of Shadows
Staff of Shadows
Long Staff (Sacred)

Two-Hand Damage: 56 to 58
Required Dexterity: 203
Required Level: 100
Current Dexterity Damage Bonus: (25/256 Per Dexterity)%
1% Chance to cast level 47 Cataclysm when your Enemy is Slain
1% Chance to cast level 47 Supernova when your Enemy is Slain
1% Chance to cast level 47 Glacial Nova when your Enemy is Slain
+(5 to 7) to All Skills
25% Faster Run/Walk
50% Faster Cast Rate
+50% Damage to Undead
+(21 to 25)% to Spell Damage
15% Bonus to Energy
Total Character Defense plus (51 to 75)%
+(101 to 150) Life after each Kill
Socketed (4)



SUs alone have 147 mentions of "on kill" yet a total of 10 mentions of "on slain" most of which are on two waps with low proc chance and none on armor, shields or what have you. Some variety would be nice is all