Σ 2.6 Bugs & Feedback

Discuss Median XL!
metasequoia
Monkey King
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Siosilvar wrote:
ninjamaster wrote:
AngryEvilCookie wrote:Mirror temple for necromancer doesn't spawn boss, two times.

same for paladin here


Not a bug, just an annoying thing we have to deal with because those maps are randomly generated so there's no way to preplace one.



wouldn't it be possible to use the duriel pre-chamber map piece (where zoltun kulle spawns the portal to Baal uber) to spawn in the maps and to place nemesis there?
metasequoia
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SilentSin wrote:
Siosilvar wrote:
todeshund89 wrote:Not 100% sure if this is a bug, but so far, leveling up a fresh barbarian, I'm now 113, and I've gotten probably 20 Vizjerei Judgment sorceress amulets. 2, maybe 3 other set items, but at least 15-20 of those amulets.


Not a bug. Level 80-90 it's the only set item that can drop, and before Duncraig it's the only set amulet.

Even if it's not a "bug", surely it's not an intentional design decision and could be avoided pretty easily by just adding amulets to some other sets in that range. Seeing a green amulet should not cause a feeling of disappointment because you know it's going to be a copy of the same item again.


well now you can use them for cool crafting with the new Oil of Lesser Alchemy (plz update docs btw also dim lab/deimoss). i'm excited for that :)
todeshund89
Jungle Hunter
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Siosilvar wrote:
todeshund89 wrote:returning to the game after a long hiatus, nearly 2 years, so I'm not sure if this is a new bug or not. my WW barb gets stuck. a LOT. during WW, he'll get stuck in the animation, unable to move, cast anything (other ability, town portal, anything), or otherwise break free. my only option is exiting to menu. this is not great when I'm trying to kill the uber butcher for the first time :(

I also had an unhandled exception error trying to open the portal the first time, in town. Going into the wild worked fine.


Do you have any procs? We fixed a bug with
Skullhammer
Skullhammer
Battle Axe (4)

Required Level: 5
Required Strength: 60
Item Level: 10
Innate Fire Damage: (20.0% of Strength)
10% Chance to cast level 10 Lava Pit on Melee Attack
15% Attack Speed
Adds (9 to 11)-(13 to 14) Fire Damage
-(11 to 13)% to Enemy Fire Resistance
(5 to 7)% Chance of Crushing Blow
Maximum Mana -(3 to 5)%
+20 Life on Melee Attack
Socketed (2)
Required Level: 24
Required Strength: 93
Item Level: 36
Innate Fire Damage: (32.0% of Strength)
12% Chance to cast level 20 Lava Pit on Melee Attack
25% Attack Speed
Adds (31 to 33)-(41 to 43) Fire Damage
-(16 to 18)% to Enemy Fire Resistance
(8 to 10)% Chance of Crushing Blow
Maximum Mana -(9 to 11)%
+50 Life on Melee Attack
Socketed (4)
Required Level: 42
Required Strength: 186
Item Level: 51
Innate Fire Damage: (41.0% of Strength)
14% Chance to cast level 30 Lava Pit on Melee Attack
35% Attack Speed
Adds (101 to 110)-(136 to 150) Fire Damage
-(21 to 23)% to Enemy Fire Resistance
(11 to 13)% Chance of Crushing Blow
Maximum Mana -(15 to 17)%
+75 Life on Melee Attack
Socketed (5)
Required Level: 51
Required Strength: 369
Item Level: 85
Innate Fire Damage: (52.0% of Strength)
16% Chance to cast level 40 Lava Pit on Melee Attack
40% Attack Speed
Adds (241 to 250)-(336 to 350) Fire Damage
-(23 to 25)% to Enemy Fire Resistance
(14 to 16)% Chance of Crushing Blow
Maximum Mana -(18 to 20)%
+100 Life on Melee Attack
Socketed (6)
's Lava Pit proc softlocking characters at some point, but I would have expected that to also fix existing items.


1% chance to cast level 16 Brimstone on striking. I will equip another weapon and see if that resolves it.
edit: that definitely seems to be the issue. swapped to a different item without the proc, worked fine.


Siosilvar wrote:
todeshund89 wrote:Not 100% sure if this is a bug, but so far, leveling up a fresh barbarian, I'm now 113, and I've gotten probably 20 Vizjerei Judgment sorceress amulets. 2, maybe 3 other set items, but at least 15-20 of those amulets.


Not a bug. Level 80-90 it's the only set item that can drop, and before Duncraig it's the only set amulet.


But I am now past 90, had a few other set items drop (Cinadide's gloves and belt, elemental fury sorc chest, something else...), and the amulets, another...3, I think, since I made the first post.
Saibo
Stone Warrior
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At the time of pumping lvl 74 experience does not go
Zaurox
Invader
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Power shift's functionality is very bad... Hammer of Zerae works fine, it's an aoe spell which does low single target damage but it consistently hits the targets and it also ignores walls and pierces all targets. Power Shift however which on paper is interesting as a single target option which sacrifices aoe functionality to maximize single target damage is actually in practice very awkward and clunky. It is quite hard to actually hit the target you actually want to hit since it doesn't pierce targets and bosses often have adds around them that eat your hits, and you have to aim it just correctly so you aren't too close to the target when attacking but also not too far away, not to mention moving targets... (good luck killing those goblins with Power Shift). All of these things in combination makes the ability feel very bad to use. I would make it so that Power Shift just like Hammer of Zerae also pierces all targets and ignores wall collision but has the downside of being a much smaller radius so Hammer of Zerae still works better as the go-to aoe ability while also removing alot of frustration with using Power Shift.
inori92
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2.6 Feedback

Came back after a few seasons of absence, was quite excited after the recent Diablo 4 disappointment in endgame, a bit disappointed here as well.

Devs seem really fearful of "power-creep" on Median but theorycrafting / finding cool shit is what makes endgame fun most of the time and there simply isn't enough viable options still. Lab climbing essentially demands variations of wdm+leech/psn/avoid as mechanics to progress and so many builds simply being uncompetitive or redundant suck out the potential longevity of seasonal gameplay.

I did stampede to 140. I bought a relic earlier and the +1 projectiles ( does not raise the projectile count beyond the (max 3) count on Barb (surprise surprise). Am I the fool for assuming the relic would give me a 25% damage increase or take me slightly "over-the-top"? An item that I would probably not get if I farmed the whole season, due to sheer rarity and diversity of Relics as a whole. I get it, devs think the stampede relic is nice to play with 66% damage on a different class "for fun", and the 8% life leech should be enough to make it desirable for barbs. Not really.

I chose Barb over Necro when I saw some last minute additional changes on the patch notes, like on "Claw of the Spirit Wolf" SSU Ida. "Gain 50% of your wolf's base damage as flat phys." Imagine how sick it could be, then I find out with max (lvl 15 + skills to lvl 55) wolf, my companion is giving me 380 flat + the 50 from Ida, a whopping 430 dmg 1 hander. It's sad because I can literally craft or runeword a superior base for the same damage while not sacrificing a ton of stats from traditional weapons. The point I'm making is why constantly add chase/rare alternatives that are not competitive, who's going to build for this when it can't be min-maxed to a significantly notable upgrade?

Changes in the patch notes regarding Psi-Crown's energy scaling is another example. Upon release you needed like 7k+ Energy to have Psi crown break even, then it was brought down to 4.5k Energy. This kind of thing just displays so much attempt to hold control over everything, it's like you are being handed the meta - here, this season you will play melee sorc again because fusillade does 102301239 damage and sustains better than anything else along with Sorc's buffs from last season, of course there are other builds that can scale but everything just feels so cherrypicked and idk, feels like im getting pigeonholed all the time.

There are certainly a lot of nice changes since a few seasons ago - more endgame in general, Triune level changes, Scos constantly evolving, it's nice but all the challenge in this game (bosses/labs) eventually boil down to the same demanded formula for success and immediately rule out most builds (elemental / strike procs / etc) due to lack of survivability. Is life spark and life on striking parity just dead forever?

Also, I've said this before but this game is an item-hunt game and adding trade tools like this is PoE isn't going to cut it on the ancient diablo 2 client, it would be much better if you can expand on the auction system (multiple auction panels for different item types?) and find a way to reduce the dynamic listing fees - i know it's a tg sink for the economy but when 90% of the items u find are junk / not worth trading due to lack of value or too much hassle, it's a design issue. I think people like me wouldn't feel burned out from getting a bunch of low-mid value items if i didn't have to pay a 50-100% tax on the sale due to dynamic listing when the season is most active.

I don't know, some of the new stuff seems promising yet conceptually it's like going in circles or taking too long to get to the next big checkpoint. Goal for many ARPGs are chase items and levels, exponential growth. On Median, that comes mostly from charms. But as you progress, the viable builds start falling off in the quest to get said charms and eventually everyone is playing the exact same thing.
Bliyadolubov
Grubber
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my game launcher doesnt upload new patch. After i push to play appears another restart button, then launcher restarts and a window appers with a text- you need windows 7 or higher. I play on windows 10
Siosilvar
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inori92 wrote:2.6 Feedback

Came back after a few seasons of absence, was quite excited after the recent Diablo 4 disappointment in endgame, a bit disappointed here as well.

-snip-


I think you vastly overestimate both our intent and most of our math skills :lol:

Ben's done his math, and the playerbase still thinks
Grief



Grief
Barbarian Two-Handed Axes

'BerLemGulBur'
Runeword Level: 115
Earthshaker Skills Have Their Cooldowns Reduced by 20%
+(3 to 4) to Barbarian Skill Levels
80% Attack Speed
+140 Damage
+200% Enhanced Damage
Slow Target 20%
4% to Vitality
Maximum Elemental Resists +1%
5% Chance to Avoid Damage
is bad for some reason neither of us can figure out. I've done my math, and Psicrown's damage was straight up doubled on an energy-stacking build - I don't know if it clears Scos, it almost certainly doesn't clear labs, but I don't really pay attention to labs because that's SB's baby.

And melee sorc is in the state it is because SB and Marco made some throwaway changes once to try to fix the build's issues and we're slowly ramping them back because decent size nerfs even to things that are blatantly overperforming generate an enormous outcry - even as we push other stuff up to par. There's no meta we're trying to push, we're just trying not to have people rant at us, you know?
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berry117
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inori92 wrote:2.6 Feedback

Came back after a few seasons of absence, was quite excited after the recent Diablo 4 disappointment in endgame, a bit disappointed here as well.

Devs seem really fearful of "power-creep" on Median but theorycrafting / finding cool shit is what makes endgame fun most of the time and there simply isn't enough viable options still. Lab climbing essentially demands variations of wdm+leech/psn/avoid as mechanics to progress and so many builds simply being uncompetitive or redundant suck out the potential longevity of seasonal gameplay.

I did stampede to 140. I bought a relic earlier and the +1 projectiles ( does not raise the projectile count beyond the (max 3) count on Barb (surprise surprise). Am I the fool for assuming the relic would give me a 25% damage increase or take me slightly "over-the-top"? An item that I would probably not get if I farmed the whole season, due to sheer rarity and diversity of Relics as a whole. I get it, devs think the stampede relic is nice to play with 66% damage on a different class "for fun", and the 8% life leech should be enough to make it desirable for barbs. Not really.

I chose Barb over Necro when I saw some last minute additional changes on the patch notes, like on "Claw of the Spirit Wolf" SSU Ida. "Gain 50% of your wolf's base damage as flat phys." Imagine how sick it could be, then I find out with max (lvl 15 + skills to lvl 55) wolf, my companion is giving me 380 flat + the 50 from Ida, a whopping 430 dmg 1 hander. It's sad because I can literally craft or runeword a superior base for the same damage while not sacrificing a ton of stats from traditional weapons. The point I'm making is why constantly add chase/rare alternatives that are not competitive, who's going to build for this when it can't be min-maxed to a significantly notable upgrade?

Changes in the patch notes regarding Psi-Crown's energy scaling is another example. Upon release you needed like 7k+ Energy to have Psi crown break even, then it was brought down to 4.5k Energy. This kind of thing just displays so much attempt to hold control over everything, it's like you are being handed the meta - here, this season you will play melee sorc again because fusillade does 102301239 damage and sustains better than anything else along with Sorc's buffs from last season, of course there are other builds that can scale but everything just feels so cherrypicked and idk, feels like im getting pigeonholed all the time.

There are certainly a lot of nice changes since a few seasons ago - more endgame in general, Triune level changes, Scos constantly evolving, it's nice but all the challenge in this game (bosses/labs) eventually boil down to the same demanded formula for success and immediately rule out most builds (elemental / strike procs / etc) due to lack of survivability. Is life spark and life on striking parity just dead forever?

Also, I've said this before but this game is an item-hunt game and adding trade tools like this is PoE isn't going to cut it on the ancient diablo 2 client, it would be much better if you can expand on the auction system (multiple auction panels for different item types?) and find a way to reduce the dynamic listing fees - i know it's a tg sink for the economy but when 90% of the items u find are junk / not worth trading due to lack of value or too much hassle, it's a design issue. I think people like me wouldn't feel burned out from getting a bunch of low-mid value items if i didn't have to pay a 50-100% tax on the sale due to dynamic listing when the season is most active.

I don't know, some of the new stuff seems promising yet conceptually it's like going in circles or taking too long to get to the next big checkpoint. Goal for many ARPGs are chase items and levels, exponential growth. On Median, that comes mostly from charms. But as you progress, the viable builds start falling off in the quest to get said charms and eventually everyone is playing the exact same thing.



tldr
juniperleafes
Sasquatch
67 | 1
Maybe swap Arcane Fury and Chronofield, so Arcane Sorcs can get an ultimate on the same level as Baneblade. Don't see a use for the skill now