Σ 1.7 Bugs&Feedback

Discuss Median XL!
Cheno
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Captcha wrote:"Farming cycles can be really cancerous."

Well yes, it's possible that I'm just incredibly unlucky - but over a number of patches, not getting one of either of these two types... seems too unlikely to be random chance. I'm wondering if the drop rates are as random as they should be?

Tbh, as feedback, in my view the Triune is more painful than it needs to be. Drop rates of cycles are low across the board and having to go through Rathma every time... and you can't even pick up the Rathma charm without opening the inventory screen, even if you leave your own charm in your stash (so in reality, you have to mule your charm away to another character since opening the inv screen to drop it in the cube is too slow in that dungeon, you get overrun by resurrected beasties).

It would be nice to have a way to go direct to Triune, at least after you've done it once - maybe put a WP in that Profane place that's empty now?


I personally believe that cycles are intended to be tied together with the trading aspect of ladder. In other words, solo self-found and single-player are shit out of luck when it comes to realistic cycle farming. It similar in that sense as with high volume shrine crafting, relics and UMOs. If you were meant to farm all cycles yourself, then there would be very little reason to ever trade them. Why pay 60tg for 3-4 large life cycles and 6 medium life cycles if you know that you can farm them within a few hours or even a day or 2?
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Crash
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ParticuLarry wrote:In the end it's just little quality of life change and it can be easily fixed with the "repair 1 durability per 33 seconds" modifier, that existed in the original Diablo 2.


1.) i think you missed the point. there's no reason your armor should be breaking that fast unless you rolled it with 1 durability upn receiving it.

2.) the stat does exist in mxl, its not like they removed it.
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Ekital
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Captcha wrote:According to the wiki there should be these cycles for Energy:
► Show Spoiler


But I've only ever seen the small ones drop in all the patches I've played. This time I levelled an asasssin doing nothing but Triune runs from 120 to 126 - and still nothing. I get all the other types and sizes, just not the medium or large Energy ones.

Is this bugged, or am I just really, really unlucky?


Just rng.
ParticuLarry
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Crash wrote:
ParticuLarry wrote:In the end it's just little quality of life change and it can be easily fixed with the "repair 1 durability per 33 seconds" modifier, that existed in the original Diablo 2.


1.) i think you missed the point. there's no reason your armor should be breaking that fast unless you rolled it with 1 durability upn receiving it.

2.) the stat does exist in mxl, its not like they removed it.


Yes I also saw that stat on an armor already, but only after I wrote that response. So this can be easily fixed if those pieces of armor rolled this stat all the time.

Unfortunately, until level 24 caster druid is lacking a good AoE imho. Fire elemental deals damage over time, so sometimes monsters can still get close to you and hit you. And due to the low AoE, that number of potential hits increases only further. As for hunting Banshee, I felt like the damage/mana cost ratio isn't that great. After all you can hit many more enemies with 1 well-placed infected roots, one shotting them easily that way, while you have to cast Hunting banshee multiple times to kill something that early in the game. Which is why I decided to go for Infected roots until I get my main skill, since the only spell that had a decent AoE at this stage of the game was infected roots, which also has damage over time only and most enemies come close to the player still. I hope that explains how my durability was reduced so quickly.

As for the armor: It had 20 Durability if I remember correctly. If the formulas for durability loss weren't changed, the body armor has a 23,1 % chance to be selected for durability loss upon being hit, and a 10% chance for this piece of armor to actually lose one point of durability. At least those are the numbers according to these 2 links: https://diablo2.diablowiki.net/Ethereal ... ility_Loss
https://www.diabloii.net/forums/threads ... ss.421894/

So you need to be hit around 800 times on average to lose all the 20 durability (1 in 4 chance to be selected = about 80 hits, 1 in 10 chance to lose durability = about 800 hits)

But that's only on average. Maybe I was just extremely unlucky with how fast the durability loss rolled. Maybe it was only 400 hits or something along those lines. I know that RNG hates me :D But I do think it's quite possible. On one hand because I saw it happening, and on the other because of how the spells for caster druid work, and because I didn't care about being hit since I had Pagan Rites to save me passively.
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Crash
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ied builds still don't scale well enough. the damage can compete fairly effectively, but the entire mechanic still resides on having 400 sigs and good charms/gear. there has to be a way for this to be effective at lower levels, or else this will forever remain a mid-endgame respec build that underperforms compared to normal builds.

lifespark is shit, there's no defense for it. it needs to either have the proc chance doubled or tripled across the board and/or increase the regen on it.

atanna khan should have some kind of upgrade for the charm. it can't be a trophy for obvious reasons, but maybe a completion swirl effect like bremmtown. kill in x minutes or less from the time she spawns, cube for an upgraded charm that has either -1 second to purify cooldown or increased purify damage (from current 625 over 5 seconds to 750 over 5 seconds, for example)
Captcha
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The Arcane Sanctuary map doesn't always mark the location of the Summoner. Maybe... one in ten times none of the 4 locations are marked with the white thing.

Apologies if it's been reported before, search didn't find anything.
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Scalewinged
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Captcha wrote:The Arcane Sanctuary map doesn't always mark the location of the Summoner. Maybe... one in ten times none of the 4 locations are marked with the white thing.

Apologies if it's been reported before, search didn't find anything.


Uhmmm.... there's always same ending layout (only on of four ending platforms have staircase to it) at end of summoner direction so whatever..
Diaco
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Captcha wrote:The Arcane Sanctuary map doesn't always mark the location of the Summoner. Maybe... one in ten times none of the 4 locations are marked with the white thing.

Apologies if it's been reported before, search didn't find anything.


Sometimes you need to hit R again when entering a game for certain markers to appear (like summoner, or nihlatak's pentagram, waypoints, etc)
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ChuckNoRis
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feedback for the feedback thread

it's been more than 8 months since i haven't played any Sigma, and more than a year since i've played a serious build from start to end because i did not like (and still don\t like) where this is all heading .

- i love eyecandy builds , but patch by patch i see the proc chances nerfed for the sake of "better performance" . just look at
Deadfall
Deadfall
Heavy Belt (4)

Defense: (135 - 159) to (178 - 210)
Required Level: 7
Required Strength: 36
Item Level: 19
2% Chance to cast level 2 Shower of Rocks on Kill
1% Chance of Crushing Blow
+(24 to 46)% Enhanced Defense
+(16 to 25) to Strength
Lightning Resist +(11 to 15)%
Socketed (1)
Defense: (485 - 551) to (616 - 700)
Required Level: 24
Required Strength: 62
Item Level: 36
2% Chance to cast level 4 Shower of Rocks on Kill
2% Chance of Crushing Blow
+(69 to 92)% Enhanced Defense
+(36 to 45) to Strength
Lightning Resist +(21 to 25)%
Socketed (2)
Defense: (1270 - 1400) to (1595 - 1758)
Required Level: 41
Required Strength: 218
Item Level: 51
2% Chance to cast level 8 Shower of Rocks on Kill
3% Chance of Crushing Blow
+(115 to 137)% Enhanced Defense
+(56 to 65) to Strength
Lightning Resist +(31 to 35)%
Socketed (2)
Defense: (1918 - 2095) to (2403 - 2626)
Required Level: 50
Required Strength: 436
Item Level: 85
2% Chance to cast level 12 Shower of Rocks on Kill
4% Chance of Crushing Blow
+(138 to 160)% Enhanced Defense
+(66 to 75) to Strength
Lightning Resist +(36 to 40)%
Socketed (2)
:lol: really ? 2% ? :lol:
- the leveling part from clvl 130 onwards is (still) taking too much imo and gives me no real reason to play after hitting 135 and killing Deimoss and Samael . it's like there's no other challenge to do after that , so then i stop . it has a sower taste . you killed all that was there to kill and somewhat , it's not over . your character is still not maxed .

go in the labs and grind to reach max level ? no thanks , i no longer have that much time to spare on gaming . i like diversity and playing as many builds in the shortest amount of time . i can't get stuck to 1 build for 1 month and no , i won't respec from (example) caster to bow at level 130+ and pretend that so far nothing happened and my build is something else than the one i started and got so far . it's like preparing all your life to be a doctor , study for years , get your degree , get to practice for 30 years and when it's about time to retire you put on some electrician suit and change your job and say you're an electrician , then die in a few weeks . what will they write on your cross? "here lays our beloved electrician" ?
- the drop rates are a bit low , the really good stuff has a very small chance to drop and force more time to waste on grinding . but i guess this goes well for the economy where people invest real money (in mp) to buy some gear they could not find.

maybe it's me . maybe it's the lack of spare time ... dunno .



i'll be around here for about 1 week (then i think ill go back to the other games i play) , to get some taste of those updates that i haven't tested so far

amazons ...still waiting for that spear tree to appear in the changelog with something good

assassin ,necro and sorceress ...nothing important changed lately , so i guess i'll skip them

barbarians ... i already got one for a spin yesterday , i like the attacks on right click , but nothing else to mention

druids ... i have tried the (x) bow tree yesterday (and put on a crossbow for more flavour), but got annoyed by the bear small aura radius and ditched it before it got to the end of act 5 normal . it's similar to the Aegipan rw where your main skills depend on another skill . adjusting the bear could make it more appealing . maybe next patch
- the caster based on Hurricane looks interesting , but i haven't read too much positive feedback about it (here : viewtopic.php?f=4&t=57305&p=449392&hilit=hurricane#p449392 )

paladin - the unholy caster boost looks good . i'll give it a shot
Edited by ChuckNoRis 4 years.
ParticuLarry
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ChuckNoRis wrote:- the caster based on Hurricane looks interesting , but i haven't read too much positive feedback about it (here : viewtopic.php?f=4&t=57305&p=449392&hilit=hurricane#p449392 )


Don't get my feedback wrong. This build is still doing okay. I'm currently at duncraig after trying other gear in early game. The damage is currently slightly lacking with about 3-4k, but I'm still in early game gear without any SU's or above, so that's not an issue. Even if you go with a full vita build, it still does its job. And with 13 k Life, 200 k defense and 41% PR, it's quite tanky, if you can get a good FHR rate.

The delay isn't that much of an issue to be honest, since you can just cast a Harvester in front of you to block enemies from coming to you. Or just stay safe behind your Harvesters and you'll easily manage. There are also some interesting mechanics I found along the way:

For some weird reason, channeled skills have a mechanic that disallows the use of any skill for about half a second to a second after the channeling stops. What happens at that point is: You cast a skill after the channeling ended, the animation will be played, and you will be stuck in that animation, without your mana being used or the skill doing anything at all. This means that your only way to effectively dodge attacks is by walking/sprinting. Sprinting does also fall flat though due to the fact that Hurricane drains your stamina in favor of increased damage. However during that time where you can't cast any other spell, you can recast the spell to instantly reduce the starting animation time of the channeling. That means, if you channel the skill, then walk a small distance and then channel the skill again, you can dodge projectiles and continue dealing damage. This is especially useful in ubers like Library of Fate, where you can easily dodge incoming punishers while still retaining your damage output. You need to be really quick however, and the distance you can walk before the channel time is back to the usual 1 second is really small. I only discovered that by accident, and I didn't use it very much since I discovered it so late, but it does have its purposes.

What I mean to say is: This skill requires LOTS of knowledge of the mechanics and you can min max your playstyle very effectively. This skill is probably the most mechanic-heavy skill out there and as such I find it quite fun to use.

Just give it a try and you'll be surprised how easy you get to hell. This skill is also the best skill for that job btw, easily outshining Both Ember Spirit and Hunting Banshee in killspeed due to its great AoE. It's only lacking a bit because there isn't much gear for it and thus relies heavily on those few gear pieces that do profit this build. But it's still possible if you just continue to play safely.