*Uldy stages- skipable with spinning skills (ww, spin to win). Is it possible to force boss open a red portal, once he's dead? I've seen such mechanic in quite many mods. Also, right now, it has 50 stages, I think? Most of them aren't that impressive, sadly. Maybe it would be better to go quality over quantity and lower amount of stages to 25-30 for example and make them unique/challenging?
*Yshari- teleport over the walls works if you put cursor properly. Maybe making walls more bald would fix it?
*Yshari final boss- sometimes doesn't spawn, if you walked away before his appearance.
*Yshari chimera, somehow manages to ignore some of the walls, which is weird. Also her trinity beam shoots trough walls aswell.
*Laz is lurable into witch area.
*Arihan sometimes doesn't behave like he is supposed to. While being charmed keeps following you, sometimes starts to walk away from nila randomly, even though he is still charmed.
*Sometimes brach does not summon any guards, usually happens when using summoner build for fighting him.
*Void- cancer from start to the end. Imo 4. troll map roll could be removed, uber itself is annoying enough, don't see any reason to add frustration in that way. There is already 3 different layouts, so it will take some time to roll proper one anyway.
*Zorum tsin totem radius could be reduced atleast a little bit, right now it feels like one totem covers 1/2 of the map.
*BPR- very weak this patch, dies faster than he is able to start his cow squad running.
*Astrogha- nice fight in general this patch, he could have some indicator which would warn you, that he is about to cast his frozen orb. 1 second before he actually does, for example. Also, it feels like astro curse lasts for too long, it is 15-20 second right now. Why? Imo 7-10 seconds would be completely fine.
*Flaws in stony tomb/mausaleum - QT and Astro tend to jump outside of the map, which isn't that crucial, but is quite annoying at the same time.
*Baal (act boss)- very weak this patch, as final dot in the regular playtrough he could offer atleast some resistance.
*Duncraig small rooms- total cancer. After void charm nerf (2->3 sec cd) you cannot jump in the next room anymore, so only thing you can actually do is try to escape in TP or just stand still and pray that your avoid is going to proc (if you have any
) Also there is a lantern in one room (teleporting from assur segment in north direction), which locks you between it and the wall. Quite annoying, considering bush got removed this patch, this thing could get fixed aswell.
*Hephasto with his force wall nova is just hilarious. Imo a4q2 could give some more or less meaningful reward. Right now it's worth completing just to get rid of cain with his damn soulstone. And catalyst on hatred, ofc.
*Gladiator dominance- meme skill, gives just absurd stats. 2.3 k dex needed for max block without % bonus block chance, and all this on tankiest class in the game. Right now there is zero reasons to use labrys build, you lose free max block, ridiculous amount of DS and one item slot.
*Shamanic trance and ED boost- imo very weird mechanic aswell, bumping over half of your skillpoints into summoner tree just to raise your damage as combat build feels dumb.
*Protector spirits- die in no time with decent amount of HP. Very annoying, maybe they are marked as priority targets for monsters, dunno, but feels it's quit frustrating to be honest.
*Pestilence duraition doesn't scale off nih runes (not sure if bug, maybe it is supposed to be like this).
*Divine app. doesn't teleport sometimes (has nothing to do with lag/desync).
*Many skills have x/x dmg modifier in description still.
*Holy paladin aligment is still a total joke. Not sure if that solar flare buff was serious.
*Hymn duraition is way too short, not sure whats the point behind it.
*Screaming eagle is very abusive with 50 slow target, if used alone, with no slow from gear, feels sober.
*Thiefling form- as much as I understood, it is not morph anymore, but somehow it still gets overwritten by druid morph from shamanka, for example.
*LA and throwing skills.
*Bear claw- why does it still exists?
*Bloodbath- overnerfed.
*Wolf companions- still suck and providing spirit guide aura, sadly.
*Throwing weapon selling abuse still works, grants ~200 k gold instead of 500k with high rune.
*I've heard that rare reroll still works with x6 earth throwing axe.
*D2MR still works.
*Gheed could be placed near wp, in the house right at the east from the wp.
*Weapon switch has weird delay, never happens in cLOD for some reason.
*Many weapons have incredibly low durability, which makes them very annoying early game.
*Gold rework. Not sure what was the idea behind it, all the terror difficulty I was forced to collect yellow junk, apples and jewelery (which doesnt give any meaningful amount of gold on terror) and TP every 3 minutes, in order to earn atleast some gold. Very annoying, boring and ruins fun of playing trough regular content. Also, merc revive price didn't get adapted to this change, so its simply gg. Also its quite strange, all this cancer lasts at early game only, once you are on dest, you just go back to good old throwing weapon abuse, that's it. And considering triune charm in the end game, its hard to feel any difference from previous patch.
*Pierce rework. It is kinda obvious, that pierce with those MO in previous patch was quite out of control. But now, it doesn't feel any good either. In current patch it feels like gear offers enough to reach meaningful pierce to one element, which would be fine, if game had no immunes. But considering the fact, that all monsters have 1-2 immunities, it feels quite sad. No idea how rainbow builds are played this season (if they are played), I guess they require BIS top tier gear with some decent endless projects
. Also, due the rarity of pierce, and problems getting it, many items became useless, since they do not offer any. There is very few items, which are actually usuful even though they do not provide and -res (khazra, for example). Imo, there could be mo to certain item type with -res, jewelery, for example. Or certain crafted item types could provide some more pierce, or freaking unique jewel with pierce could get rid of tele when struck, so it would be any useful.
*A3 abjurer- clearly overpowered, damage is way too high, probably he easily outdamages most of the casters in early-mid game. His tankiness is something next level aswell.
*Removal of the witches- just why? There were 3 locations where they did spawn, was it too much for casuals to handle?
*Sewers rework- another casual weird rework. Narrow corridors made it very easy, mobs are sorted out on top of that. Sure, it is more comfortable, but giving stones/skulls to vendors would make it even more comfortable, so...
*Melee could receive some love. Most of ubers working against them and this is sad.
*Docum...
I guess it was "discussed" recently, so no need to talk about it over again.
Probably I forgot half of the stuff, it is my bad I didn't write them up when I did encounter those bugs/decent gameplay changes. Next time going to start writing it up while playing.