MXL 1.3 Bugs&Feedback

Discuss Median XL!
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Anonymous:
Memelistas
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Dandy wrote:
Anonymous, however, is not such a newbie player. And participate in this forum iteration since it exists. He is deliberately making a joke, twisting his own comprehension of my words to bend them in such a way that it can turn into a passive-agressive belittling of my feedback. Which is fine.

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Dandy wrote:It's funny. At least to enough people that he keeps going. I am having fun myself. It's a shame that he tries to do it at the expanse of newbies who legitimately don't know they can respec as many times as they want.


Assumption is not correct.

On topic - respec is totally fine imho. Free respecs up to certain lvl will only lower learning curve more. Make new char > struggle > do research > adapt > overcome > win.
Dandy
Jungle Hunter
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That's a completely valid point of view.
Imo, it holds true more in final release games. Mods are a bit different in my mind as they necessarily come after a first experience on the vanilla game. Meaning that they appeal to players who look for the same vanilla game, but different. I think providing the means to see HOW it is different very early is important for player retention. And Median does a very good job at that on many points: elite ennemies, early runewords, run/walk, defense, crafting, redesigned ennemies/bosses... Even lvl challenge 0 was excellent for the whole uberquest/challenge paradigm, sadly it had other huge issues.
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Quirinus
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Forge Fire SSSU War Hammer adds dex instead of str like other war hammers.
"but if it's simple it's not that hard" - Quirinus 2017
"small things like this are not a big deal" - Quirinus 2017
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kambala
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maybe this has already been reported: some prefixes/suffixes are missing from .tbl, that's why they're displayed in brackets:
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Gekko64
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it would be awesome to have a second barb merc in a5, with summoner skillset :O
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Aero
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I'd actually prefer something closer to having fire/light/ice barb. unless thats too powerful. ancients hand and carnage, iceburst and deathgaze, stormblast and spiral. probably too strong.
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Gekko64
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you already have different elements on the a3 mercs tho, a summoner merc would be quite refreshing
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Aero
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Gekko64 wrote:you already have different elements on the a3 mercs tho, a summoner merc would be quite refreshing


thats my point. clod had fire/cold archers, fire/light/cold castrs, separate aura town guards, and only 1 barb. I'd personally prefer some variety in damage type while keeping melee. think the AI coding would be quite heavy for creating an intelligent summoner barb, but this is my opinion.
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HechtHeftig
I paid 10$ for this.
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Aero wrote:
Gekko64 wrote:you already have different elements on the a3 mercs tho, a summoner merc would be quite refreshing


thats my point. clod had fire/cold archers, fire/light/cold castrs, separate aura town guards, and only 1 barb. I'd personally prefer some variety in damage type while keeping melee. think the AI coding would be quite heavy for creating an intelligent summoner barb, but this is my opinion.


Well, there are already attacks like Bloodspeaker's Mark, that summons some summons. It wouldn't be that hard to do imo.

In general I like the idea @Gekko, but tbh, I don't think it will be implemented. Just imagine the lagg if 8 players in the game all use the summon merc. And since lately there was a strong desire from the devs to cut eye candy, I don't think it fits their general game design philosophy.
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Gekko64
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well, they've already reduced the number of barbs summoned by warband before it got removed so that's easy to address

Bloodspeaker's Mark is definitely an interesting skill for a merc, however I think it might fit the fighter mage better, replacing its fortress

current barb ( let's call him gladiator ) could get fortress, replacing gift of the wild

and new barb ( let's call him shaman ) could have a skillset as such:

Earthquake
Guard Tower
Gift of the Wild
Warband