Σ 2.1 Bugs&Feedback

Discuss Median XL!
chubbzondubbz
Dark Huntress
12 | 1
<Suggestions> -- thanks for your time!
    .QoL changes.
      - bat assassin:
        a. bat strike: lvl 3 summons familiars instead of level 2 - making it easier to consistently be able to summon the bats and be a summoner build
          i. if not level 3, then a better indicator for which # of charges you have reached... spinning white orbs can be tough to see sometimes.
          ii. better idea: make bat strike lvl 3 do all three charge levels when mastered or something :)))
        b. charge skills: make time for charges "buff" last a little longer (45 seconds? a minute?) This would let the bat summoner comfortably hold charges, even though the bats despawn... (Actually, I'm not sure about what actually "clears" charges, but the I do -- 2 hits & normal hit & 2 hits (to hold charges) -- and when the bats despawn, it seems the charges do too)
      - necro
        a. when using skills that only target minions (ie Bend the Shadows, Bane, or Unsummon), make ONLY summons targettable. Currently all summons and monsters are targettable. (hopefully this is a targetting issue and not a thing like "D2 doesnt differentiate between summons and monsters" which would be kinda sad.... But it would help the furious clicking you have to do now and would push getting carpal tunnel back a few years
        b. make hawks targettable for minion skills
        xyz. give necros a way (like a super awesome summoner set skill or something) for skeletons to get warp strike. This would help their horrendous leashing AI, making them actually able to hit targets from afar and not just run around when summoned from a distance.
        xzz. if possible, make iron golem not die when it's alive and the necro host dies? May not be possible in D2 engine :\
      - general
        a. gem color change: make amber gems a darker color... because the color is too close to topaz's
        b. unique item color change: make darker... looks too much like a rare's yellow color.
        c. remove the health globe effect of turning white when frozen or lessen the amount of white the effect creates on the border...
          i. when using my peripheral vision and getting frozen, I see a huge amount in the decrease of red in the health globe.. and it scares me into thinking I'm almost dying =\ -- making a "cannot be frozen" item alleviates this issue.
          ii. maybe make "cannot be frozen" a possible affix on belt/gloves/boots? for shrine rerolling
        yes you could turn on color-blind accessibility to change the aforementioned suggestions, but it also changes the enemy healthbar color to white... so I use a "cannot be frozen" item
      - b.net lobby
        a. add FIND BEST GAME SERVER button that when clicked: runs the ping tool and assigns the GS with the lowest ping to the player.

This is all I could think of for now... I'll just make another post with more suggestions when I think of them, lol.
TTraw
Bone Archer
74 | 7
I am glad that there was a lot of effort to improve Batstrike assassin. And it seems like lots of the changes cover up a lot of solutions I suggested about 1 year ago: https://forum.median-xl.com/viewtopic.php?f=4&t=59323

However Batstrike so far continues to be extremely underwhelming ability. The bats are really strong for what they are, they were the one touched the most afterall, but the attack side of it is dreadful. Comparing this to Noctule, Batstrike suffers from the fact that it needs to pass through the Avoid/Block/Defense check 3 times: Once to get the charge, 2nd time to release the charge, and third for the actual batnova/coup de grace. Most if not all other attacks send their effects automatically even if attack whiffed, meaning they will always have big advantage against high block/avoid/defense targets. While releasing Coup De Grace absolutely f*cks in damage, if you have to hit your attack 5-8 times just to release it doesn't make it all that useful, and within that 8 attacks Noctule would already deal more damage anyway.

Also, this happens and adds to the problem:

Nitz wrote:Batstrike charges still behave very random, maybe lags or that 95% chance to hit is a wrong info from the character screen. Yet sometimes it looks as if I damage the enemy with my hit but get no charge (Queen of blades is off)


Then there's the fact that you can mistime the charges to get undesired effect, such as resummoning all your bats instead of releasing a nova. This timing gameplay just isn't going to work with a weapon type that attacks about 5 times per second. Expecting Assassin to time perfectly 5 fpa weapon with all those inconsistency checks of avoid, block, and defense isn't difficult nor challenging; it's unreasonable. And dont get me started on trying to do all that while keeping your bloodbath and Shadow Refuge up all times.

Noctule just deals way more damage, and is much easier and more braindead as well.

Batstrike also struggled a lot in early game compared to Noctule.

I know that a lot of stuff is hardcoded and thus probably impossible to change, however, there are few suggestions that could improve it to finally be a decent alternative to noctule sin (not all at once, probably, but something to think about)
    1. Revert this change from Pre-Sigma patch:
      BATSTRIKE
      - No longer releases effects of previous Charge levels

      So that this can work with 5 fpa weapon again. Ever since that change happened, Batstrike dropped hard in usability.
    2. Make Batstrike and Normal Attack pierce 66% of the avoid/block/defense because it has triple the effort compared to standard melee
    3. Turn Shadow Refuge and Bloodbath into kick abilities like in regular d2; Kicks could release the charges and make this whole deal less of a buttsore (maybe)
    4. Make max bat number 5 at base to make leveling with Batstrike at low lvls easier; Ambush would only increase the amount of bats summoned at once.

Also, this might be just me being an ass, but personally, I think that requiring a summon to have 84% Total Damage Reduction via passive just so that it can survive mid-late game content, is an indicator of how poorly those summons scale. Also, having a summon requiring 3 different passives just for it to work properly is even more painful.
CallMeCrazySam
Heretic
418 | 59
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Opgedronken wrote:Is enemies healing back to 100% from soulstealer a bug or as intended? I can't remember kabraxis ever doing this.


It's a bug with ww
EliToru
Skeleton
2 | 0
I am new to this, so I might have started this in the wrong section but please bear with me.

I have put points in Infect Roots, but most of the time the skill is shown as red, as in I cannot use it.
Does anyone know what I am doing wrong or is this a known bug?

Update:
It seems to work up until I use a auto attack or another ability and then it just stays red after that and
cannot use it anymore
lynxxyarly
Prowler
19 | 0
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Spirit Trance Charm rolling lower stats than the posted documentation. Not sure if this is a bug in the item, or a documentation error, though.

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drasch21
Gravedigger
186 | 33
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pestlience on necro feels awful.

compared to PSN sorc, the damage numbers dont line up. You have no single target ability. Graveyard feels awful for a 115 skill... it doesnt scale with the malice spell bonuses from nightwalker which it should.... No energy scaling either?

Same playstyle as neutrildin but no single target and worse clear...

level 115 with full 105-110-115 charms and all TU's and some SU's and still barely clear hell acts. killing Radament felt awful(6min fight at 115 with full gear)?

Also you feel like you should take melee devotion and deathlord because you can cast pestilence in those forms. However, then you cant take any of the reward skills outside of the one that doesnt benefit you at all....what? lol also cant use any of your new curses or dreameater for debuff... however without the deathlord morph/passive and melee mastery, you are way to squishy to be using pestlience.

currently 250% psn spell damage and -76 peirce and 100spell focus.

i think the damage could be doubled and still be no where close to OP.... Single target skill needs to be introduced for psn necro or graveyard needs to scale harder or be available earlier.

Defensive layers feel great, however they take a singificant portion of skillpoints to get online.
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Taem
Groupie
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Sorceress; MASTERY; Melee Devotion...

I put one point into it. Documentation for 2.0 states COLD skills are interchangeable with melee abilities according to posts I have read on these forums.

However, it absolutely does nothing on my character. Nada. I put 10 into Vengful and it shows up as 20% Physical Resist on my toon, but the 20% from Melee Devotion does not show up. I should mention that FRIGID NOVA is listed as a SPELL, which is probably causing Melee Devotion not to work, but this is not what the docs state. So is this a bug, or is Melee Devotion *not* intended to be used with Cold tree, despite docs saying the Cold tree and Melee will work together?
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OnlyForFun
Cog
204 | 18
Isnt melee devotion not just physical res, its overall damage reduction from all sources of damage?
thats why you cant see it in stats

its always should work except devs did broke something, its just lock skills you cant use with this passive, btw i didt know you can use melee devotion with frigid nova :cool:
Siosilvar
Cow Ninja
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I was just double checking whether or not you could use greater oil of luck on rune words and honorifics (you can't, btw), and when I cubed it with an honorific it turned into a regular luck. RIP
kensinquang
Skeleton
3 | 0
I got "Bad Character" error when I gambled on Naginata +1 Assassin skill, please fix it.