Median XL 2016 Announced

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Food
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Good job on starting developement, but I feel this doesn't really solve the problem. What about dropped throwables? I mean I can just pick them up (socketed or not) along with any jewels I find.

Much less "exploity" for sure since you have to find the stuff, but the exploit itself is still there.
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Marco
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define "the problem" you are talking about?
Food
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Socketing runes in thworing weapons and selling them for loads of cash. At least I think that's what you were pointing out in the pic.
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suchbalance
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I love me some "upcoming" patch discussion! So let's see here - down to 10 mystic orbs of each type. This means:

  • - 1 ring/amu. If I had to bet it's most likely the crafting points one.

  • - 10 weapon only. No idea, but probably the random ones like %exp, mana leech and stun attack that no one uses bit the dust. For the rest I assume that all the weapon damage modifiers are still in (makes sense since they are weapon MO after all), so most likely the remaining cuts were "on striking in melee" and the "on attack" procs.

  • - 10 armour only. This category is a bit easier to guess. We know Marco hates "damage reduced by" so it's safe to assume life and mana on struck are gone. Other good candidates are the ones no one uses - replenish life, uninterruptable attack, curse length reduced. I would assume that all the %speeds orbs remained, so this leaves us with a likely cut of the individual resist orbs. Maybe even the allres one to make resists harder to get early on. Fits with the "MOs are for endgame purposes only" theme.

  • - 9 miscellaneous. This is the hardest list to predict in all honesty (apart from damage reduced being cut obv :mrgreen: ). The really BOLD move would be to cut all the "-enemy resistance to X", just because they are so omnipotent across all characters. However I'm not sure if Marco will commit to such a massive paradigm shift in the game (probably not).

    I would assume that minion stats, spell damage & mf/gf remain as they seem to fit the "role" the most. Which leaves us with a likely cut of the "+2 to X attribute" orbs. Personally I would LOVE it if the reanimate ones are also gone (since I think that stat is way overrepresented across the entire item pool), but maybe that's just me.

Also are those crosses 1x1 shrine vessels perhaps? If so great! If not then surprise HYPE.
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Marco
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@Food: not really. The MO count is.

@SB: many of the removed MOs won't have that much impact in the game. I'll explain the whys and whichs:

- Jewerly: crafting points. This MO totally killed the purpose of crafting points as a whole. Obvious pick.
- Weapon: melee procs (4) - too random to be mystic orbs.
- Weapon: health / mana on striking / max damage (3) - these stats do not fit to the leveling progression as they are flat amounts.
- Weapon: stun attack (1) - completely useless and misleading.
- Weapon: IAS / FCR (2) - not really used.
- Armor: hp/mana when struck (2) - similar to weapon case, flat amounts don't fit leveling progression
- Armor: individual resistances (4) - these promoted gear checking in certain uberquests (psn belial, or tri-ele against quov tsin, tal rasha)
- Armor: fallen one / skeleton reanimates (2) - for the reason you mentioned
- Armor: curse length reduction (1) - useless
- Armor: teleport when struck (1) - too random, similar to weapon orbs
- Any: damage reduced (1) - same logic here for flat amounts.
- Any: flat stats (4) - their only real purpose was to quickly obtain a certain stat without respeccing. Not that useful
- Any: elemental pierces (4) - these completely fucked up the game right the day they were born. Bye bye!

Note that some of these mystic orbs will still be obtainable from monster drops (which also gives these drops a purpose).

As for 1x1 items, those are pretty much test items that contain all charm stats, to save up space. Yes, TEST items that won't make it into the game.
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DacianDraco
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Nevermind.
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Stealthmaster
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Marco wrote:- Weapon: melee procs (4) - too random to be mystic orbs.


Could you explain plz what does this mean? No joking here, really don't understand the point of removing :| They are OP or what??
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suchbalance
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@Marco: Thanks for the explanations and damn I was right about most of them, not too shabby :mrgreen:

I am really surprised you are removing the elemental pierce, not because I don't think it makes sense - I think it does, but this is probably the biggest change to the way Ultimative plays since... EVER. Really interesting stuff. The drop only aspect is cool too, too bad that the engine does not allow you to preview an item on the ground.
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Naabaanit
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I kinda want to rage at you here, Marco, but I'm civil, so whatever, I suppose these changes are for the best. I just hope that they are in fact necessary.