Σ 1.7 Bugs&Feedback

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Frytas
Onyx Knight
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Sometimes my trap rat druid's abilities become invisible in Tran Athulua. It's only temporary and I don't know what causes it, couldn't replicate it consistently, but it seems to only occur near the 3 bosses. The abilities still hit and deal damage normally, just no vfx whatsoever. Running D2MXL on Win10/glidewrapper/rtx2070, not sure if any of those could have caused that.
ParticuLarry
Ice Clan
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The changes to Hurricane and caster druid in general were really awesome. There are some issues with Hurricane though that make it not nearly as comfortable to play as it should be.

For one, there is a delay between the animation hitting and the damage being dealt. It happened to me multiple times that I was killed and then all the monsters around me died. To give some proof, here is a video: https://streamable.com/52tqgh

Note how the damage only applies to enemies in melee range after I started running away. Whereas the missile animation is already long gone. That video was taken in Single player. So no, there shouldn't be a serverside delay.

This makes the skill far less good than it should be for several reasons. 1) You need to count in the delay and attack when you shouldn't yet need to attack. 2) Smaller mistakes (in the matter of 0,5 seconds or less) aren't forgiven at all. It might just so happen that you still die where you should've survived because in that time frame, you should've dealt enough damage to deal with the enemies. 3) You get stuck in hit recovery animation when the monster should already be dead, which is of course the main issue with channeling skills. 4) This forces the player to go all out on vitality in order to survive.

Also, I don't think I've ever noticed anything similar to that when it comes to SMG sin. Sure, SMG takes longer since it doesn't travel as fast, but enemies in melee range were hit instantly after the charging started, if I remember correctly. (seriously, correct me on this part if I'm wrong)

Issue number 2 is in regards to the occasional knockback. It feels so random and unintuitive to kick enemies out of your range at seemingly the worst moments. I don't see why there should be any reason to knockback enemies at all. Especially if you play with Harvesters (which you need to do because of issue number 1) you have to reposition yourself far more often than you should have to, since they block enemies from running to you again after they were knocked back.

Rarely, I also had another issue: The skill was interrupted as soon as the damage should've come. You're then stuck in trying to use the skill -->being interrupted --> trying to use the skill --> being interrupted. And that without anything hitting you, or forcing you into hit recovery / block animation. This issue usually solved itself after about 5 seconds. But it can be annoying. It only happened twice to me in my playthrough.

Those 2 issues aside, I really love the skill. You actually notice how you get far less damage and how this makes it easier for the player not to be interrupted. And not focusing on energy at all, I still have some decent damage numbers for that level (118 so far)
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MetalMusicMan
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Fighting Lucion in Bastion of the Triune, I could not get Mind Controlled Lucion to take damage from being hit by Malic bolts for a long time (prob like 20 minutes of Mind Controlling him, getting him to be hit by bolts, and just literally 0 damage taken).

Eventually I discovered that dropping the book on the ground, then picking it back up, then re-Mind Controlling Lucion caused him to take damage from Malic's bolts once more.

Once Lucion hit 50% and started moving faster, I no longer had to drop the book each Mind Control to get him to take damage.
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Wulf
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So I wanted to share my 2cents with the devs about bow druid :)

I specifically wanted to wait before voicing my opinion, because I didn't want to spout some knee-jerk reaction. I wanted to play it to lvl 120+ and get a good impression. I also wanted to put my fingers on exactly what I thought was done well and what could be improved.

What feels good about bow druid:
  • Bear is tanky. It can actually survive most 120+ Ubers. It feels good to have a non-summoner character that can have viable minions for uberquests.
  • Bear scaling from your wdm stats is amazing. I feel is a HUGE step in Median in general. I'm very excited about what the future holds for this.
  • Steady Shot (SS) and Heartseeker(HS) are good skills . They're also satisfying to use.
  • Heart of the Pack (bear buff) is a very interesting mechanic and worth actually paying attention for.

Things I would improve:
  • Cascade is clunky to use and has low dmg for phys builds. I think the problem stems from the fact that its designed to be a farming skill, but constantly alternating between steady shot and cascade when farming feels very bad (not the case when doing so with Heartseeker when bossing). And even if Cascade didn’t cost a steady shot buff, it still wouldn’t be worth using because its dmg output is worse/similar to SS (for phys), except SS hits instantly. And because of cascade’s dmg delay, it makes it very bad against moving targets, which most farming areas are. I'm close to lvl 130 and still there hasn't been one instance where cascade was preferable to SS, even for dense areas like dunc/teganze. However Cascade is really strong when playing IED build. What I recommend is to remove the dmg delay, and to either remove its steady aim requirement or to majorly increase its dmg. Alternatively, we could have the total dmg be the same, but the time window in which it deals that dmg shortened. That way enemies don't have the time to just walk out of the AoE.

  • The druid bows wsm is too high. 360ias is needed to reach max frame on compound bow, 456ias for serpent/maple, and 638ias for viper/recurve. Even if you socket ias jewels everywhere, you’ll still barely reach 400ias. This forces the user into compound bow, or into very rare sacred uniques or xis runewords to be useable. What I recommend is having bear buff pump you with a bunch of ias when it goes active, it would fit really well with the lets-go-ham aspect of that buff.

  • The cooldown to resummon Bear is a bit too high. I understand that the cooldown is here to prevent spamming it after it dies, but this prevents you from resummoning him even after you've died. There are also times where you forget to prebuff steady aim before summoning bear, and you have to wait that long 60s to resummon it with the correct hp amount.

  • Heart of the Pack (bear buff):
    • Pulse range should be higher, or automatically given to you regardless of where the bear is. A lot of the times bear is lagging behind or chases an enemy away from packs, and the buff doesn’t reach you.
    • Pulse visual should be more obvious (perhaps make it brightly colored). It’s easy to miss in the heat of the action, and the tiny green icon to the lower-left of your screen isn’t very obvious.
    • Pulse buff should not be blocked by obstacles. I specifically tested this, and a simple tree can prevent the pulse from touching you even if you are literally 3 yards away from bear.
    • The buff should happen a bit more often. Sometimes the bear will go toe-to-toe against a boss, but just not proc the buff ever. What I would do is lower the bear’s attack fpa, or increase its chance to proc it on each attack swing. Alternatively, the pulse could happen every X amount of seconds regardless if he is attacking or not. That way you could plan out your lets-go-ham moment. This would remove the poor RNG/feels bad aspect of this amazing buff.
Edited by Wulf 4 years.
Istaryu
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Wulf wrote:The buff should happen a bit more often[/color]. Sometimes the bear will go toe-to-toe against a boss, but just not proc the buff ever. What I would do is lower the bear’s attack fpa, or increase its chance to proc it on each attack swing. Alternatively, the pulse could happen every X amount of seconds regardless if he is attacking or not. That way you could plan out your lets-go-ham moment. This would remove the poor RNG/feels bad aspect of this amazing buff.


It doesnt necessarily need higher proc chance, its just needs a bit more consistency. I think a welcome change would be if the bear used the buff on summon, so you can do burst on demand. This would also help against bosses that kill the bear very fast, or permanently freeze it.
Edited by Istaryu 4 years.
La_minore
Rust Claw
87 | 4
Wolf Stance from
Auriel's Robe
Auriel's Robe
Light Plate (Sacred)

Defense: (7583 - 9229) to (8905 - 10882)
Required Level: 100
Required Strength: 650
Item Level: 120
50% Movement Speed
Weapon Physical Damage +100%
+(140 to 200)% Enhanced Defense
+1000 Defense
+3000 Defense vs. Missile
Physical Resist 10%
Socketed (6)
does NOT work. Seems like there are some troubles with Orange modifers lately.
Ownya
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La_minore wrote:Wolf Stance from
Auriel's Robe
Auriel's Robe
Light Plate (Sacred)

Defense: (7583 - 9229) to (8905 - 10882)
Required Level: 100
Required Strength: 650
Item Level: 120
50% Movement Speed
Weapon Physical Damage +100%
+(140 to 200)% Enhanced Defense
+1000 Defense
+3000 Defense vs. Missile
Physical Resist 10%
Socketed (6)
does NOT work. Seems like there are some troubles with Orange modifers lately.


The movespeed atleast works for 100% .. not to sure about the other stats
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Scalewinged
Blood Golem
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La_minore wrote:Wolf Stance from
Auriel's Robe
Auriel's Robe
Light Plate (Sacred)

Defense: (7583 - 9229) to (8905 - 10882)
Required Level: 100
Required Strength: 650
Item Level: 120
50% Movement Speed
Weapon Physical Damage +100%
+(140 to 200)% Enhanced Defense
+1000 Defense
+3000 Defense vs. Missile
Physical Resist 10%
Socketed (6)
does NOT work. Seems like there are some troubles with Orange modifers lately.


Are you barb? Then your stances will conflict with oskill ones.
La_minore
Rust Claw
87 | 4
Ownya wrote:The movespeed atleast works for 100% .. not to sure about the other stats


Scalewinged wrote:Are you barb? Then your stances will conflict with oskill ones.


I'm Necromancer on SP. Well I'm not sure if it's a problem with legacy item or not. But the armor is very recent from 1.6, and it modifiers are all updated according to 1.7 too. I will try tossing the armor to other character to see.

At least the modifiers like Defense, 10% DR on in still work. But Wolf Stance is not activated so I guess the problem lies with that modifier.