Σ 2.2 Bugs&Feedback

Discuss Median XL!
EnkerZan
Bone Archer
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Wasted Ones need to be nerfed. They crater your health to 1 point in the span of 3 seconds regardless of your resistance thanks to the Lower Resist curse they apply. And because these things are always near packs of enemies along with shotgunning their poison attack, it's pretty much instant death if you can't escape the room.
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Jampula
Shadowgate Totem
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Where do you get your beta-testers. I know they are only human but still... every patch the same continious whining and issues that should have resolved before release..
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Crash
Madawc
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Amazon War Spirit has a new skill icon, but the buff bar by hp globe shows the old artwork icon

Notification settings: "Friend activity whispers" doesn't actually do anything whether its checked or not. still displays messages from tswbot showing friends joining/leaving games and also shows direct whispers from both friends and non-friends

Bowzon:
Trinity strike needs to have almost double the projectile speed. It cannot keep up with enemies that move even at the speed of a skeleton in act 1.
It also has targeting issues. I know people will claim "yo thats just desync bro" but its not. a lot of targets (if shooting from the bottom of the screen up toward the top) are not taking damage on center of the hit. Its visually off, but the hits registering are also not the true center. Have to aim in front of the target, depending on the size of target and angle you're shooting from. It's a cool skill but its completely useless in action
--it also could use some kind of buff. the added phys daamge was helpful but claiming 1300% total wdm at center has literal 0% chance of being accurate. If it were a true 1300% on center hits, bosses would be completely melting. Needs a far more reliable hit box to be a useful single target skill for ele bow (or even phys bow converting it).

Had a guy report the same claim I noticed with barrage that it doesnt seem to properly be adding the bonus damage per level scaling. tried in single player with a lvl 1 barrage white bow and a lvl 25 barrage white bow and damage had no difference. (act 1 normal should be able to easily notice 300+ ele damage)
solution: confirm scaling is actually working as well as have it not just be "assume this is working even though d2stats nor the character sheet can pick up the bonus damage

ecstatic frenzy has lot 90% of its value compared to old times. It has no velocity bonus anymore, the stamina requires an extra upgrade. All its useful for is early game attack speed and some magic damage (which also becomes completely useless towards nightamre-ish, since even maxed at lvl 125, adding 375 magic damage is horrible compared to available damage sources in the game.
possible solution: early game scaling is fine, but increase later game benefits. bowzon is the ideal definition of a glass cannon, but has no cannon. its just a glass water gun until you obtain 115-120 charms and some gear pieces

wyrmshot: feels terrible early game, costs a lot of mana even through nightmare to have respectable target count + pretty much mandatory 10-15 extra points to make them attack farther than point blank range.
possible solution: 30% phys converted to magic + added flat magic either on the upgrade passive or on the skill itself
could also do conversion to tri-ele (10% fire, 10% light, 10% cold), since even phys specific bowzons generate a good amount of ele pierce from their setups and dragonlore. skill just needs to feel more cohesive to the skill tree


The Black Dame
The Black Dame
Long War Bow (4)

Two-Hand Damage: 16 to (23 - 32)
Required Level: 11
Required Dexterity:
108
Item Level: 29
Dexterity Damage Bonus: (0.13 per Dexterity)%
1% Chance to cast level 1 Barrage on Kill
30% Attack Speed
+(1 to 10) to Maximum Damage
(11 to 15)% Mana stolen per Hit
+60% Enhanced Damage
+(5 to 8) to Tantrum
Slow Target (3 to 5)%
(21 to 25)% Bonus to Defense
+1% to Experience Gained
Requirements +10%
Socketed (2)
Two-Hand Damage: 46 to (75 - 94)
Required Level: 30
Required Dexterity:
178
Item Level: 40
Dexterity Damage Bonus: (0.13 per Dexterity)%
1% Chance to cast level 5 Barrage on Kill
45% Attack Speed
+(11 to 30) to Maximum Damage
(16 to 20)% Mana stolen per Hit
+100% Enhanced Damage
+(9 to 12) to Tantrum
Slow Target (9 to 11)%
(31 to 35)% Bonus to Defense
+2% to Experience Gained
Requirements +25%
Socketed (4)
Two-Hand Damage: 108 to (179 - 198)
Required Level: 48
Required Dexterity:
415
Item Level: 67
Dexterity Damage Bonus: (0.13 per Dexterity)%
1% Chance to cast level 10 Barrage on Kill
60% Attack Speed
+(31 to 50) to Maximum Damage
(21 to 25)% Mana stolen per Hit
+140% Enhanced Damage
+(13 to 16) to Tantrum
Slow Target (15 to 17)%
(41 to 45)% Bonus to Defense
+2% to Experience Gained
Requirements +50%
Socketed (5)
Two-Hand Damage: 151 to (277 - 307)
Required Level: 57
Required Dexterity:
950
Item Level: 85
Dexterity Damage Bonus: (0.13 per Dexterity)%
1% Chance to cast level 16 Barrage on Kill
75% Attack Speed
+(70 to 100) to Maximum Damage
(26 to 30)% Mana stolen per Hit
+180% Enhanced Damage
+(17 to 21) to Tantrum
Slow Target (18 to 20)%
(46 to 50)% Bonus to Defense
+3% to Experience Gained
Requirements +75%
Socketed (6)

I understand this bow is meant to be as strong as it is, as its for tantrum progression into ubers and bow crafting but....
whats with the dex requirement? I wasn't able to make this tier 4 until lvl 120, including 4 honorific pieces with dex, socketed all amethysts in gear, mo'd dex on everything else possible, and even had about 40 sigs by that point + early charms. How is this bow even remotely possible to equip/validate 1357 dexterity by late act 5 normal/early act 1 nightmare level requirement?
[b]solution: fix the +requirements scaling as the tiers increase by doubling it each time, not skipping progression multiplications:
T1: +10% ----- T3: +20% ----- T3: +40% ----- T2: +80%
as opposed to
T1: +10% ----- T3: +40% ----- T3: +80% ----- T2: +150%
the way it currently is seems like a massive oversight from way back when items were shrunk from t6 down to t4, and somehow the t6 requirements made it onto tier 4 without a thought.
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Helzopro
Ice Clan
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the slow on snake stance doesnt work
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Taem
Groupie
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Helzopro wrote:the slow on snake stance doesnt work


I believe you're right!! Last patch, I never saw the monsters slowing down even one bit and I took specialization to max out Snake.

Edit: I want to retract that statement and say I am not sure. Playing for 40m last night, I did notice the enemies slow down however, it could have been from my gear. I will do more testing after work to confirm, maybe try ww naked with snake on to see if enemies slow.
Edited by Taem 3 years.
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Demonlord
Cog
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Kurne wrote:arcane fury may be badly worded or broken, i can't tell which

arcane fury's "mana shield: 95% of damage absorbed"
Skeleton archer attack
just mana shield
Went from 4115 health to 3954 health
Now try arcane fury
Went from 4115 health to 3958 health


Either it's broken for i'm certainly not taking 95% reduced damage or it really needs to be re-worded for it heavily implies that mana shield sends 95% of damage to mana.... and to clarify what it actually means by mana shield 95% of damage absorbed :(


also chronofield could use better descriptions to on skill levels adding 1% to feedback damage increased, also chrono field at one point when i was leveling it showed 11% in the skill tree where you learn skills, but on my right click where i actually cast it was still showing 10%. might be worth looking into :D



I dont think it makes 95% of your damage go to mana as you are thinking. What it does is takes the 25% damage that is taken from your mana pool while Mana Shield is up and Absorbs 95% of that meaning you take only 5% of that 25% Damage that's going to your mana pool. The rest is Absorbed basically making Mana Shield Absorb almost 25% of damage you take instead of taking it from your mana pool.

Thats how it seems to work anyway i thought the same thing when i first seen it but it obviously isn't sending 95% of damage to mana thats for sure. I also dont quite understand how the 80% less Mana Drained works along with it.
Kurne
Acid Prince
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Demonlord wrote:
Kurne wrote:arcane fury may be badly worded or broken, i can't tell which

arcane fury's "mana shield: 95% of damage absorbed"
Skeleton archer attack
just mana shield
Went from 4115 health to 3954 health
Now try arcane fury
Went from 4115 health to 3958 health


Either it's broken for i'm certainly not taking 95% reduced damage or it really needs to be re-worded for it heavily implies that mana shield sends 95% of damage to mana.... and to clarify what it actually means by mana shield 95% of damage absorbed :(


also chronofield could use better descriptions to on skill levels adding 1% to feedback damage increased, also chrono field at one point when i was leveling it showed 11% in the skill tree where you learn skills, but on my right click where i actually cast it was still showing 10%. might be worth looking into :D



I dont think it makes 95% of your damage go to mana as you are thinking. What it does is takes the 25% damage that is taken from your mana pool while Mana Shield is up and Absorbs 95% of that meaning you take only 5% of that 25% Damage that's going to your mana pool. The rest is Absorbed basically making Mana Shield Absorb almost 25% of damage you take instead of taking it from your mana pool.

Thats how it seems to work anyway i thought the same thing when i first seen it but it obviously isn't sending 95% of damage to mana thats for sure. I also dont quite understand how the 80% less Mana Drained works along with it.



i considered this to, but the 80% reduction on top of it would be repetitive so i dismissed this thought. either way, i still strongly feel it could be worded better in the skills description. I can't be the only one who chose a mana sorc thinking i've have survivability against bosses :D
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Immortal2563
Grubber
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I don't know if it's a bug. 2 jewels inserted in diadem -10% required and several times during a successful corruption (Oil of Craft), my subject is nothing different from that before corruption. The next -20% to the requirements do not add up.
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Immortal2563
Grubber
345 | 10
Does +1 skill in corruption exist at all? Two hours of agonizing the same item in SP and nothing. Everything else has been so many times just not this.

Do all these affixes that can be obtained have a 100% chance when corruption succeeds or some have more chance and others less?

Why doesn't corruption work with runic words? Helgroth and Venefica on the poison sorceress can not add corruption. What is Sacred Runeworld?
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Taem
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Immortal2563 wrote:I don't know if it's a bug. 2 jewels inserted in diadem -10% required and several times during a successful corruption (Oil of Craft), my subject is nothing different from that before corruption. The next -20% to the requirements do not add up.


You just reminded me , last patch, I had some armor with too high str req so I put in at least one jewel with -10% req but that wasn't enough so I mo'd a -4% on top but the required strength stayed the exact same but the required level went up. IDK why I forgot to mention this last patch. It must have to do with no and jewel interaction.