Chrysamere wrote:i'm curious of your opinions. What you miss from vanilla D2 that MXL doesn't have?
Nothing in particular comes to mind. Maybe Blizzard North.
Chrysamere wrote:some class trees and skills are better in vanilla, they were more polished, and they fit the characters more, felt better to use.
Like in MXL, bow amazon's main skill is wyrmshot, where the char shoots minidragons out of a bow which than autoshoots fire arrows(wtf?). It feels too much like a 'mod', in vanilla d2 the skills are more "realistic" in the game's world. I dont understand why some cool vanilla skills were dumped while they had better vfx and felt better to use.
Let's agree first that anyone has personal tastes. That said, classic LoD and MXL are very different not only on a superficial level; many vanilla skills would simply be out of place in Median and vice versa, gameplay-wise different calibrations might just not be enough to make a classic skill relevant while trying to maintain its core concept/execution. Take also in consideration that many of the playable characters in MXL have a lore of their own that often deviates from the classic one, and the skills reflects this, the wyrms from Wyrmshot for example symbolize Hefaetrus and are thus related to the Askari pantheon.
Chrysamere wrote:D2's slower pace felt better somewhy. MXL endgame is sped up like POE where you run around in rocketspeed nuking everything. Now at endgame you kill 3000 mobs in fautzen over and over, while in vanilla, an MF run in ancient tunnels you killed only like 300, and you actually saw what monster you're hitting.
Believe it or not, since Sigma, MXL has an overall slower pace than most of the versions that came before. Keep also in mind that the content of the mod is balanced around that and, as said above, this project offers a very different experience compared to vanilla. It's an established point of the mod.
Chrysamere wrote:Vanilla rune system was better : Even lower runes like Lem,pul,um runes worth a lot because they were rare and needed, so even newbies could find them and slowly gather a little wealth. To find 1 high rune would need as much effort as like finding 6x Xis here. This created a cool economy. In MXL rune price system is wrong. Common runes are too frequent drop they have 0 value, while worthy runes are pain in an ass to farm. Why can't they be random world drop?
In my opinion it wasn't better at all. MXL has also a lot of additional runes and runewords to experiment with, so I'm not sure what you are reffering to when you say that "they have 0 value"... gameplay-wise surely is not the case. The "worthy" runes are restricted to specific areas, they can be targeted, if they happened to be a world drop it would turn into so much more of a pain to farm.
Chrysamere wrote:charms can be fun (once) but its veryvery bad that they are a must to have. If they had way less impact on char's overall strength, ppl would still farm them, but they won't feel like its always a must to do chore thing. These strong charms give big advantage to older players at ladder start, because they know how to easily get them, and they are instantly multiple times powerful than newer players who can't even put their feet inside good farm areas(fautzen or bremmtown) without charms. So these 30x medianxl charms shouldn't really have more effect than annihilus+hellfire torch combined.
Also charms are only good for trading at first weeks of ladder, but after that they don't have value. It also sucks that "cycles" only drop in triune, and also that they are mostly crap and there's no big variety in them. cycles should be world drop from lvl1 like diablo2's random charms
I'm not sure I get what you're saying here. Ofc charms have a tangible impact on the charcaters' power, why shouldn't they? the alternative would be to transfer those bonuses to random equip drops or runewords upsetting an established balance while obtaining nothing else in return: a big chunk of the endgame character's growth would simply be shifted to non-targetable drops that restrict even more your equip choices. The charm/trophy system is an important and needed part of the structure that creates the frame of balance that allows the player experience to break free from the vanilla limits extending so much beyond the storyline.
To your second point, I see no issue whatsoever in the fact that players can build a background of knowledge that allows them to compete more efficently compared to a newbie. This is not a gambling game, knowledge helps a lot, and, if you want to skip part of the grind and try/error process, there are several sources of information at your disposal: the forum, discord, the documentation and even a fan-made wiki.
Addressing your last point, charm still sell much deeper in the season and it's only logical that things lose value over time. Cycles in Median are not like the cycles in vanilla and would make no sense for them to be a world drop.
Chrysamere wrote:tg system is strange. at ladder reset there are ppl with 99999 tg which they collected from previous seasons. it would be nice if at reset, ppl could only use like 20 tg from their previous wealth. Their previous wealth would still show up as an achievement, like how much tg they collected in past seasons next to their "active" tg amount.
There's nothing strange in the system. Is not a p2w and there isn't a dev shop that affects the ladder climb. It incentivize players to play the game, setting also their sight to future content by building their fortune and knowing that it could potentially allow them to experiment and test more in the upcoming ladder, with the enjoiment that it brings. Having a backed up deposit is extremely useful especially for those that cannot play intensively, "
one man's trash is another man's treasure". It's like a little parallel game that sinergize nicely with all the free content provided without trivializing any of it and, at the same time, allows the mod development and multiplayer experience to stay afloat over oblivion.
Chrysamere wrote:MXL has 0 ingame trading, while it is fun. MXL has 0 pvp, while it is fun.
PvP will eventually make its appearance in the future, at least that's the plan. For what concerns ingame trading, nothing prevents you from doing it, I've seen plenty of people trading items between eachother.