Σ 2.1 Bugs&Feedback

Discuss Median XL!
Diaco
Mahasattva
907 | 45
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Jinns summoned via
Dux Infernum
Dux Infernum
War Axe (Sacred)

One-Hand Damage: (115 - 128) to (140 - 156)
Required Level: 100
Required Strength: 581
Item Level: 120
Strength Damage Bonus: (0.11 per Strength)%
Level 8 Hellfire Aura
-18% to Enemy Elemental Resistances
Maximum Fire Resist +5%
7.3 Yard Radius
+(4 to 5) to All Skills
Adds 500-1000 Fire Damage
0.5% to Fire Spell Damage (Based on Character Level)
+(150 to 180)% Enhanced Damage
+200% to Summoned Minion Life
Maximum Cold Resist -2%
+200 Life on Melee Attack
Socketed (6)
don't seem to provide their aura
RealPandemonium
Cultist
21 | 0
Request: If possible, make Dream Eater target an enemy instead of the ground.

The fuzzy targeting on this skill is rarely useful (i.e., hitting invisible enemies) but also makes you unable to use it on left click without accidentally triggering the skill, even while holding alt. is there a reason why it targets the ground and not an enemy on your cursor?
Istaryu
Harpylisk
1466 | 66
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Diaco wrote:Jinns summoned via
Dux Infernum
Dux Infernum
War Axe (Sacred)

One-Hand Damage: (115 - 128) to (140 - 156)
Required Level: 100
Required Strength: 581
Item Level: 120
Strength Damage Bonus: (0.11 per Strength)%
Level 8 Hellfire Aura
-18% to Enemy Elemental Resistances
Maximum Fire Resist +5%
7.3 Yard Radius
+(4 to 5) to All Skills
Adds 500-1000 Fire Damage
0.5% to Fire Spell Damage (Based on Character Level)
+(150 to 180)% Enhanced Damage
+200% to Summoned Minion Life
Maximum Cold Resist -2%
+200 Life on Melee Attack
Socketed (6)
don't seem to provide their aura


They do provide their aura, but it scales with base points only so it does nothing
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Sfp4
Pit Knight
111 | 16
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I would love to see an SSF Ladder on multiplayer.

Would really add some competition to the first to do x/grinds. I don't really care who does it on trade because there are people hoarding 50k tg and just buying BIS items day 2.

I only say this because you guys have already done some impressive stuff with the engine, wouldn't doubt you're capable of something like this. Is it worth the months of work? Probably not, I may be the only one interested in such a thing.
Opgedronken
Monkey King
274 | 8
Sfp4 wrote:I would love to see an SSF Ladder on multiplayer.


Would be cool but probably too easy to cheat on.
I only play ssf, trading takes away a bit of the fun for me :P.
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magashiro
Acid Prince
45 | 0
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can't hit Sir Gorash (Baal minion) with Risign Dawn oskill
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amekoffiziell
Grubber
329 | 7
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thanks for the mod and all but PLEASE remove that shitty qube mechaninc by signets of Learning - not possible to transmute more at same time.-its very annoyin!´For example in the new Uber with the Bone Chill Charm - why i cant just add the found 8 larger Signets of Learning + 10 single soL in qube - hit transmute and it gets 2 Greater signet of L. ? or just 4x single soL and get a bigger soL with 4sol´s into it . or to add a large soL to a soL with for example 11sol i allways must remove this ones from the taller one, one by one just to transmute them back to the bigger one ofcourse one by one again, to get them all in one - same with AC´s - ohh PLEASE its freakin me out soo hard that i cannot just transmute all i have at the same time, so i just went to forum here to post you that info :D (Sorry for my bad english - its obvsl. not my native language) greetz :DD
bardzini
Stygian Watcher
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If a spirit spawn on top of the lost traveler, you can't start the Atanna Khan fight.
Flavourius
Fallen
1 | 0
Deathlord on melee nec stops scaling after slvl 33:

Def before activating Deathlord lvl 33
Image

Def after activating Deathlord lvl 33
Image

Def before activating Deathlord lvl 49
Image

Def after activating Deathlord lvl 49
Image
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Solfege
Harpylisk
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This kinda goes along with my last post, but something I’d like to see is more player-controlled outcomes rather than everything being so heavily centered around RNG.

Trophy Fragments are a good example of what I mean by “player-controlled outcomes.” The move to Fragments from the old model was kinda meh on its own, but the idea that the player could now create these new Trophy Fragments was what really made this a fantastic change. Not only did this give the player more control over an otherwise pure RNG-dictated outcome, it gave the player a sense that they were working toward a guaranteed result. Trophy farming no longer felt like a potential waste of time because, even if RNG never dropped a Fragment, you knew your efforts would still pay off at a predictable point. It gave the player an actual sense of accomplishment—a sense that it was their effort that brought about this result, not that they were simply gifted something because some random number generator decided they’d sunk enough time into a task.

The Catalyst of Disenchantment is another good example. Imagine what Early Game would be like without it. Imagine if the only way a player could get TUs was to find them naturally, or to collect enough Arcane Shards via random world drops to make them. I wonder how many players would actually play past Normal, let alone Nightmare and into Hell. This is exactly what End Game feels like. Players are entirely at the mercy of RNG for almost everything—SUs, Great Runes, Enhanced Runes, Shrines (both drops and Shrinecraft rolls), Charms (rolls), Cycles, UMOs, Oils, Whispers, Riftstones, Relics, and on and on. This is only compounded by the absurd rarity of many of these items, and/or the fact that some builds are so restricted in what they can use that they require a specific item (or items) in order to progress. Sure, it’s exciting when that 1 make-or-break item finally drops, but there’s no real sense of accomplishment there. The player didn’t do anything a bot couldn’t do to get that drop. There was no skill, no purposeful action that brought about that result. It was pure luck. The player only got that thing because RNG decided they should get that thing at that time.

When I play a game, I want to feel like my actions as a player affect an outcome. Leaving everything up to RNG doesn’t satisfy that because, by its nature, it can’t satisfy that. I’m not saying RNG doesn’t have its place, nor am I suggesting the current model should be done away with. I just think a more deterministic alternative way for players to get the stuff they need, in conjunction with RNG, would make playing with a non-meta build feel less...discouraging. The introduction of craftable Trophies does at least lead me to believe the devs are looking at ways to give players more control over certain outcomes, so hopefully we’ll see more things like that in the future.

There’s a lot more I’d like to say (like how much I hate lockdown timers and why they’re a discouraging and demotivating mechanic), but this post is long enough as it is.