Σ 2.1 Bugs&Feedback

Discuss Median XL!
helo4tin
Fallen
1 | 0
I just play offline. When I put the item down in the inventory, it's slight delay (about 0.5~0.6s).
I'm at level 29 and start act 3, when I pick up item, I don't see it in my inventory, I try to throw my horadric cube and pick it up again, and it's gone. After that, I quit game and relogin but my character is gone :( "bad character data"
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Scalewinged
Blood Golem
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I found new Labs riftstone aquiring retarded. Boss from lvl 130 uber that require kinda serious gear and damage dropping material to open 125 uber that can be facerolled in early-mid gear? WTF?
Here's some kind of solution:
make 115 riftwalker drop riftstone of t1 and raise his lvl req to 120 (anyway he is kinda too sick and tanky for 115s uber);
make 130 riftwalker instead droping t6 riftstone to make him still worthful to farm, to reduce annoyance of random drop factor in labs (when your lvl 140 char stick to first tiers just because unlucky), to give players choise: farm weaker boss but rely on RNGesus or farm alot more tankier boss and directly jump into higher tier labs.
Also make invasion 2 and 3 increase also level requirement of charm to 115(120) and 130 respectively... having on lvl 105 such charm twinked is kinda too op.

PS: Additionally i can clearly confirm that Combustion DOES NOT increase fireball count on wyrms. Killspeed vs singletarget same with or without passive and once again - even visually they spit 2 fireballs regardless of your phys/mag spd synergy. AoE part is working fine.
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I think you did an awesome job

One thing that annoys me a little though is morphing out between acts. Usually not an issue, but for example in the inquisitor fight you morph out going through the portal to the fight because his area is in a4 and you enter from a3
Boban
Sasquatch
64 | 4
In my opinion reducing the amount of mines in Viz-Jun was definitely a good move, but you went a bit over the top ;) They were, together with everspawning mobs, the core feature of that rift, and now they are pretty much non-existent. I think 5% is too much, something like 20% would be more appropriate.

Also I think you did a great job with revamping all storyline areas. The balance there is kinda off though, as for me at least, act1 feels way more difficult than others, on all difficulty levels. That of course comes together with character balance changes, but I understand that's not easy thing to manage, so I'm not hating or anything ;) Overall I think the storyline is and should be harder than in previous iteractions of the mod, and that is a good thing. We should have to actually play the game and prepare for it, not just storm on autopilot through everything that is not an uber.

As for items and charms, I think those also require some tweaking. For example the Edyrem set, only used to farm Toraja, is now completely useless. Removal of "increased max skill lvl" affix hurt a lot of charms, that loss should be compensated in some way. I know that some of them unlock certain masteries and that is cool mechanic, but that is not always the case and you have limited amount of skill points. And few were left with nothing, like Lylia's Curse. All res 10% and 10 life regen for a 125lvl uber is just useless and not worth the effort.

One last note on the reanimates. That's really cool that those are undead only, it makes sense. Randomness here is also fun. But it needs to be balanced, for example Strength Beyond Strength used to have Inarius, and now it can have something worse than you can get from TUs, with much lower chance.
Maybe you can add some range of creatures for each "tier" of items, with TUs granting weak ones, and powerful endgame items having stronger undead, even elites.

Anyways, congratulations to anyone that have read all that rant :) And team - keep up great work, best Diablo mod ever!
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Jampula
Shadowgate Totem
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Thats it. Continuous shared stash crashes and finally my 130 lvl barb decided to have a bad inventory data.

Screw this... I go take some amphetamine and forget about this shit. No offence, I'm sure you are working hard to fix the issue.
TTraw
Bone Archer
74 | 7
It's almost 2022 and we still have to rely on RNG to get Zakarum's Ear and Hammer of Taan Judges charms. :coolstorybob:
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Sfp4
Pit Knight
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I would like to see Noctule get a slight rework. Instead of having the projectiles travel outward to the west and to the east, it would be nice if it were to go in a circle. Having just got done playing a clawsin to around 118, the main thing the build really lacks is clear speed. Reason I quit was due to the very slow clear speed, everything else was quite nice. Base aoe of the bats could increase with hard points, following the current patches theme of creating a reason for investing pts into a skill.
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Crash
Madawc
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Can we find a way to have Melee Mastery allow summons for specific characters that could heavily benefit from a 1pt summon?

Example: Melee necromancer cannot cast a lvl 1 skeleton to apply bane curse to enemies. Can bane just become like an old d2 curse animation instead of requiring a minion to bypass the melee mastery restriction and enable the melee nec build?
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Sprow
Core Lord
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Different lighting dmg / ench weapon dmg (not sure docs or game wrong...)
Ord Rekar's Testament
Ord Rekar's Testament
Ono (Sacred)

(Barbarian Only)
Required Level: 100
Required Strength:
733
Item Level: 105
Innate Lightning Damage:
(80.0% of Strength)
-4% to Enemy Elemental Resistances per Nephalem Spirit Base Level
10% Chance to cast level 50 Spiral Dance on Melee Attack
Adds 400-500 Fire Damage
Adds 550-650 Lightning Damage
Adds 250-350 Lightning Damage
Adds 400-500 Cold Damage
+(500 to 2000) Defense
+(50 to 150) to Vitality
Elemental/Magic Damage Reduced by (50 to 100)
+(30 to 100) Life after each Kill
Requirements +50%
Socketed (6)


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Siosilvar
Cow Ninja
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Sprow wrote:Different lighting dmg / ench weapon dmg (not sure docs or game wrong...)
Ord Rekar's Testament
Ord Rekar's Testament
Ono (Sacred)

(Barbarian Only)
Required Level: 100
Required Strength:
733
Item Level: 105
Innate Lightning Damage:
(80.0% of Strength)
-4% to Enemy Elemental Resistances per Nephalem Spirit Base Level
10% Chance to cast level 50 Spiral Dance on Melee Attack
Adds 400-500 Fire Damage
Adds 550-650 Lightning Damage
Adds 250-350 Lightning Damage
Adds 400-500 Cold Damage
+(500 to 2000) Defense
+(50 to 150) to Vitality
Elemental/Magic Damage Reduced by (50 to 100)
+(30 to 100) Life after each Kill
Requirements +50%
Socketed (6)


you have 11% bonus to innate elemental damage, probably all from charms

little weird that the flat lightning is 2 affixes in the docs but it all adds up correctly