MXL 2017 first impressions

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kiki22vu
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As fas as i read this patch seems to be rly great. Finally the progress has been slowed down a bit with honorfics mo and gold change, i like those changes alot.

Tehere is not much feedback for late game but so far it looks great to me. :thumb:
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cowking
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Heathen wrote:The "no resistances til terror" thing didn't pan out at all. I get gibbed by poison orb skeletons and instagibbed by radament himself, inner cloister vampires, cogs will just eat some new toons alive. Vampiress outside of crystaline passage do so much damage that it's simply unacceptable.


Put jewels in throwing knives/axes and sell them for 40k something to get gold.

Make jewelword gloves/boots for 5-10 res.

MO all res in jewelwords.

2x 5% jewelwords MOd with all res = 40
Eth belt = 11-15
El armor = 16-20
= 67-75 all res by act 3 hatred

Imo nothing has changed in regards to resists. Before you had to know how to make honorifics and generate gold with runes and throwing weps, now you need to know how to make gold with jewels and get extra res with jewelwords since honorifics only become available in A5.
Edited by cowking 8 years.
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robinro
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HechtHeftig wrote: I can't even get my armor to 350% ED and that kinda sucks.


200% is max now

"To keep Enhanced Damage and Enhanced Defense rolls consistent, we have reduced the cap of Enhanced Defense to 200%."


I kinda like the removal of early game honorifics because those were kind of mandatory since there were no early uniques or rw's that could compete. on the downside its a bit sucky that the item overhaul isnt there yet and the most tu's still suck compared to a special few.
i also like that forgotten things, like caring for res and using gems and jewelwords early found their way back in the game.



for resistances and removal of honorifics:

i would say i like the changes, since i like that you have to make choices and dont just get 1 honorific with every build and dont care about res whatsoever (or other weak spots have). Also it was kind of boring for me when playing caster or summoner builds to craft 3+ honorific items and cube them all the way. Idk if those builds are having problems now, but when its compensated/balanced, i like the change there aswell.


defense:
i cant say anything right now since i play a throwsin and dont have any defense at all, but would really like to hear more about how builds with heavy defense are doing with the new cap changes.


for the quest revivals in a2+a3:
a2 isnt a problem with mapreveal an can be rushed in a few secs. a3 though is a real pain, can be cheesed though if someone alrdy has the wp. if you play in a party you can also share shards/crystals and skip it. i like things that encourage party play, but in this case (which has no special reward, just a annoying quest) i dont like that you have to do it again.


gold:
i like that gold is important again and not that easy to farm like before. (since you also have to spend a lot more for MO's)

mana:
im having problems with my manapool through the increased mana costs. really slows the pace of the game for me quite a bit. for wdm builds you can always rely on leech but for non wdm, non energy builds like the one im playing (im relying on the ways dmg) im having quite a hard time to maintain my manapool. there arent many itemchoices with mana after kill early (TU gauntlets maybe as a nice choice but the str required is quite high for a dex build) and there is no mana after kill MO (iirc), so i would really welcome to add a mana after kill MO to solve this or any other method which boosts mana after kil early (the only socketable source i found are perfect saphires in weapons, but since a throwing knife only has 2 sockets and they give only +10 maek its not a satisfying option for me too). there are also manapots, i tried using them but they dont do much for me since my ias is quite high and they cant keep up.
Edited by robinro 8 years.
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ChuckNoRis
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ChuckNoRis wrote:just finished hatred with all 7 classes , levels between 66 and 71 , all untwinked since plugy gives me that damn error c0000005 and i don't have the patience at the moment to do the needed stuff to fix it ....

impressions so far : hatred is indeed easy mode . .......

will revert with Terror impressions ...


i'm back with feedback as i've just finished terror with the first character out of the 7 above that i've finished hatred with , melee retaliator .

it's a big gap of difficulty from hatred to terror and people must understand that they can't just rush to big packs without expecting to get raped hard even with maxed resistances (75% + ) and decent defence . take slow steps and use crowd controll skills (aoe stun/slow/debuff/charm/reanimates/etc etc) and it will be fine


75% resist are not enough to feel no pain , you actualy need more than 80% all resist in order to stop drinking heal pots every few seconds . this can be fixed with pgems in sockets , so no problem .

at around 100k defence in mid terror , the character sheet showed that i had 5% chance to be hit but felt like 50% actualy (and i wasnt running) ,not bad since i have to get hit to retaliate , but i believe all the other 6 builds that are about to go trough terror will all require crowd controll skills , but that's a normal thing to do imo ; you can't expect to pwn a higher difficulty the same as you did on the previous , you must step up your game . the difficulty is right where it should be , to prevent rushing and ditching most of the regular game as it happend in the previous patches where terror was just about doing the LC2 and BRC . (the shortcut recipes for act 2 and act 3 should be removed imo )

For LC2 , if the mechanics are parked in one corner and you keep just 1 or 2 arround to have the imunity of DP removed it's fine , they can be tanked with a belt full of heal pots .

As for BRC , there wasn't such a big difference between the regular game and fighting in Fauztinville . The difficulty was quite similar , you still get 2-3 shot if you are not carefull . i was expecting Fauztinville to be much harder compaired to the regular game , as we were used to untill now , so this means that either Fauztinville got easier or the regular game got a bit harder (i think it's the second option) . I'm not complaining , i believe that the regular game difficulty is right where it should be , just the gap compaired to fighting in an uberquest is not so big as it used to .

with 11 years of median experience i know how to play safe and avoid geting killed , while keeping the crowds under controll , but i'm afraid that new players or those with minor experience will get raped hard .

for me , i enjoy the difficulty curve , it keeps me awake and requires to use my brain . but judjing from that point of someone that's new arround here , the game indeed requires a bit of rebalance so people don't hit a wall in act 2 terror .

i know that hatred was ment to be easyer in order to atract new players , but they might ditch the game in mid terror and will come on the forum to complain about the difficulty gap .

tl'dr : terror got the balance it always needed but not many will understand this so they will come and complain instead
Edited by ChuckNoRis 8 years.
Felnah
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Heathen wrote:Well, then grats. But hatred was specifically designed to help new players understand median, and I can see very ironically that this is actually more difficult than before.

when your toon fights cogs, poison orb skeletons, radament, onyx knights, djinn, heretics in durance, cruciators, mindflayers in sanctuary, gets hit by diablos bloodstorm, firebloods, silverbolts, first baal wave minions, cloud lords, mutilators, vamps near crystalline, tran zons, tran priestesses, and then dies;

Just remember this conversation.


Strongly agree with this. Going from destroying everything in my path to getting continuously instagibbed is little fun. A balance pass should be made.

The main problem with most of them is overtuned damage and speed, a few are overly tanky. Hopefully destruction is about the same as MXL:U.

@ChuckNoRis, I agree with pretty much everything you're saying, my only problem is the contrasts. Elites feel like uberbosses in comparison to normal enemies with some builds. If that was smoothed out it would be a much smoother experience.
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A New Start
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Oh boy my anus is ready :oops: . I've always find act 3 terror to be a wall even before this patch, now it got even harder :bounce: . gotta prepare some lubes now...
lordalexander74
Bone Archer
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Started out with a totem necro. Easy enough so far with summons and minor health regen, quite satisfying to teleport into a crowd of monsters and seeing my totems melt them. Only scary moment so far was Andariel's meteor storm nuking my totems, but was easy enough to back off and resummon everything.
Haven't gotten to A2 yet, was busy farming for a TU marrow staff. Gold isn't much of an issue, I didn't know about the jewelword in throwing weapons thing. I immediately started using the El in helm runeword and farming cave snappers. Picking up jewelry, apples and whatever else I could find to help my wallet.

Someone earlier posted suggestions on boosting resists, I'll be taking those into account before moving onto A2. I figure if I play safely, I won't have too much trouble. I'd rather farm/grind a bit and make things easier on myself.
mmodbq
Prowler
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Hi!:) well i can get information about tran athulua?.I read information drop from main bosses iam 41 level now and no any info so far:P (now iam in a4)
Gemwords ae removed so in my opinion it should be changed that i can put gems before runes easily.Last socket should be reserved for specific item wihtout consequeces putting another buff items(no matter runes,gems or whatever it is),that affects most new players(pain in the ass),such you can't easily remove them from normal items.
:)
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ChuckNoRis
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you can find some info for LC1 here: viewtopic.php?f=40&t=491 . open the spoiler for General gameplay tips and give youreself 2 minutes to read them all , it won't hurt.

good luck !
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aerial
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For resists you use perfect gems. +20 res +2 max.
Of course prioritize element, because you can't really max all 4 to 90% this way. I think poison might get handled with reduced duration, and then probably push cold and lightning as high as possible Ideally carry one spare item, like gloves with 4 fire max resist gems, so swap it if zone contains dangerous fire monsters.

It always used to be a problem, on a tank barb, who cruises through game with 5% chance to get hit (bear stance, super high defense shield), you often find yourself owned, by white monsters that blast frozen soul type of attack for example. At 75% resist and low hp (pumped str to equip items) it hurts as hell. But with stacked max resist it becomes easy. Remember that even adding 5% max resist to pool of 75%, it reduces elemental damage taken by 20%.