Sigma 1.1 Bugs & Feedback

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Anonymous:
Memelistas
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Fragmentantion shot - does give bonus to AR. Character stat screen does not show any AR for fragmentation shot as if it always hits, as it used to be. Who is lying skill or char screen ?

How to enable no pickup without d2stats ?
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CharlieTango
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Anonymous: wrote:Fragmentantion shot - does give bonus to AR. Character stat screen does not show any AR for fragmentation shot as if it always hits, as it used to be. Who is lying skill or char screen ?

How to enable no pickup without d2stats ?

No pickup is a hotkey now. Default for me was 'X'
Sidad
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Scalewinged wrote:
RaZMataZ wrote:Using the "staff shortcut" in a2 doesn't properly trigger A2Q3 so you still need to run to/break the alter in order to enter harem.


It's working.... or did you forgot you need to talk Drognan first after completing quest in order to get inside palace?


Not working for me either and I did talk to Drognan.
dayman2189
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Playing a sorc in Norm A1 and get this error message after 30 seconds of play in every game. Locks the game and shuts down

Halt
Expression : Unrecoverable internal error 6fb34bf5
Location : , line #900
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RequiemLux
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dayman2189 wrote:Playing a sorc in Norm A1 and get this error message after 30 seconds of play in every game. Locks the game and shuts down

Halt
Expression : Unrecoverable internal error 6fb34bf5
Location : , line #900


Make sure you're playing on the latest patch
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shnurr214
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The minions from the rework feel really derpy and uninspired to me

we used to have
    flayers with a cool aura
    lamias which were ethereal ghosts with doom
    Rampagors, big ass muscle heads that were fat tanks and looked cool
    veil king, still exists but yeah thats a badass minion
    void archon, an inter dimensional being that slows enemies with a powerful warp field

now we have
    some derpy birds
    some slow ass skeletons
    iron golem requires you to sacrifice an item which is annoying and dies when you die
    the new knights are kind of interesting but dont seem worth speccing as much as the birds/skeles

My problem isnt at all with the power of the character because it seems like it will be powerful its just that it feels uninspired. I want to play median for big explosions and fancy new skills not something that is more similar to a regular d2 style game. I dont think ill be continuing with my character this ladder because the rework, to be totally honest is just kind of not captivating.
tranvanhieu
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shnurr214 wrote:The minions from the rework feel really derpy and uninspired to me

we used to have
    flayers with a cool aura
    lamias which were ethereal ghosts with doom
    Rampagors, big ass muscle heads that were fat tanks and looked cool
    veil king, still exists but yeah thats a badass minion
    void archon, an inter dimensional being that slows enemies with a powerful warp field

now we have
    some derpy birds
    some slow ass skeletons
    iron golem requires you to sacrifice an item which is annoying and dies when you die
    the new knights are kind of interesting but dont seem worth speccing as much as the birds/skeles

My problem isnt at all with the power of the character because it seems like it will be powerful its just that it feels uninspired. I want to play median for big explosions and fancy new skills not something that is more similar to a regular d2 style game. I dont think ill be continuing with my character this ladder because the rework, to be totally honest is just kind of not captivating.


The problem with old summon skills?
-Almost no incentive to hard point (only damage+ life), so people just load up + all skills, leave every summon skill at level 1.
-The way it is now add more diversities- because you can't max every summon skills. You now can pick how you like your army to be (melee physical, range elemental, or focus on one mighty skeletal king, or suicide hawks...).
-It's very easy to make good a runeword /craft weapon for iron golem, i see no problem on that, the golem is very strong even with no bonus
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Elzinia
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shnurr214 wrote:The minions from the rework feel really derpy and uninspired to me

we used to have
    flayers with a cool aura
    lamias which were ethereal ghosts with doom
    Rampagors, big ass muscle heads that were fat tanks and looked cool
    veil king, still exists but yeah thats a badass minion
    void archon, an inter dimensional being that slows enemies with a powerful warp field

now we have
    some derpy birds
    some slow ass skeletons
    iron golem requires you to sacrifice an item which is annoying and dies when you die
    the new knights are kind of interesting but dont seem worth speccing as much as the birds/skeles

My problem isnt at all with the power of the character because it seems like it will be powerful its just that it feels uninspired. I want to play median for big explosions and fancy new skills not something that is more similar to a regular d2 style game. I dont think ill be continuing with my character this ladder because the rework, to be totally honest is just kind of not captivating.



This is exactly how i feel, love the iron golem idea can use an amazing custom made time that takes all my resources to make then I die accidentally and i loose everything I worked for with no way to get the golem back. Kinda like a Mec but when it dies you have to buy a new Mec and re-grear kinda shitty in my opinion.

As for the Bats it more like a spell and less like a minion. Its like preloading a spell and the waiting for it to activate and needing to constantly resummon your spell over and over. Would have rather a minion the when it die it explodes or something. Like a minion for a bit then the nuke. As it is now i just constantly summon it. Not really a summon Necro.

The skeletons are cool like the aura but as said they are slow. I need to lead them around and have the "teleport" in to help or summon them where i need them rather then let my army work.

lastly i have no meat shield to tank, sure there's the iron golem, but if it dies i loose the item it was made from. A costly experience making it not worth using a good item and death during endgame would cost me my only Tank. With that as said there is only one. My other minions can survive a little and that good keeps me active in the fight managing my army but sadly I'm just stuck summing Bats that die over and over.

I like the Knights there fun, use a small aoe attack and work well with the class. great addition

Now with all that said i love Necro and having a "death wave" walking across the land with me.
A suggestions from a player
1.Every unit you add to the army should bring something to the table, a reason why they are in the army and a purpose in the composition.
1.1 The skeletons do this well they are your grunts and the have a great aura to help the rest of the team out.
1.2 The Bat sadly don't add to the team comp. They are a nuke/spell not a minion. As stated above they could be modified with lower hp then the Skeletons and have a movement speed aura, nothing crazy, but to help the team get into place. On death they do a smaller aoe nuke rather then the large single target nuke.
1.3 As I stated before I like the Knights they are your ranged CC/DPS but again they are slow to get into position to play that role. The bat aura above would solve that.
1.4 Iron golem is a nice skill, i like the idea but when it comes right down to it how its it different or better the an Act 5 Barb Mec. Any item I use to make the golem I could use on my Mec with several more items for addition effects. What we need is a wall, your front line, your tank. I think of this more as a raid party and the positions you need and we a missing and effective tank. Rampagors did this and did it well loved these guys they always lived the longest in my old teams and the hit box was larger to absorb more ranged attacks to save the back line.

Just my thoughts, would like to see others

P.S. Just want to put this out there Love the Game its amazing and you did a great job with it. Thank you so much for the time and effort you have put in.
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Scalewinged
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Giving hp to birds = making them nearly useless just because they won't be able to reach any target. They maybe too powerful on damage currently, ye, but their ability NOT to die immediatelly after they were summoned in horde of monsters (which is very frequently needed, esp. in early game) is kinda only thing that making them useful.
The only thing i can see in current summoner: it's much more effective as "active summoner" with birdies than passive summoner that relies on minions as it was before. For me summoner MUST be passive-like char that relying only on minions as main force and waiting until they finish all the work. It's still a thing... but on very late game, because on early/mid birdies doing work much-much faster and minions' count is tooooooo low.
Bojac
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Found a bug regarding summons stacked on top of your character. They no longer block incoming projectiles like they used to in 1.0 and older versions. Its happening on Summoner Necro and Summoner Barb. Renders playing summoner pretty useless in zones like TA and even k3k. I havent gotten to higher zones to test this.