Median XL News, May 2025

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cnlnjzfjb
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cnlnjzfjb wrote:
Siosilvar wrote:His problem is that Retaliate hasn't kept up with the powercreep of the rest of the game. Most of the "aoe" melee attacks have this issue - Parasite has gotten to be pretty okay, but when's the last time someone felt really good about using Retaliate? Earthquake? Noctule? Iron Spiral?

How about buffing EQ to 200% + 150% from 80% + 180% weapon dmg and Retaliate to 350% from 140% after reaching lvl 140? Then I guess we dont even need to change anything about their skill trees or gears to make holy melee pal and EQ barb better in late game?


I really think that hmp with Retaliate needs to be given 350% weapon dmg to behave good enough in t6+ lab if no passives buff or skill tree changed. I mean no super relics, no op scrolls, no op stone charms, ofc. Just a regular hmp using Retaliate, he has to have 350% weapon dmg version Retaliate to be an Okay lab farmer in recent patches.

Same with EQ barb/Noctule asn/....(no op charms/scrolls/relics)
Doupadoupa
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cnlnjzfjb wrote:(no op charms/scrolls/relics)

This is what i have in my mind, please consider that both of them made more builds being viable, so removing the features will make the builds go back to "not that enjoyable to play" state
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vetmode
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Tasidon wrote:Many years ago there was levels to median that kind of made sense to me as players abilities aren't all the same. There were "boosters" helping noob characters level, rushing them while simultaneously farming. There were "farmers" grinding items that you could trade for for the crazy build ideas you had. There were "Charmers" farming those pesky charms that you didn't want to deal with, either because your character wasn't great for it or you just didn't have the knowledge or care to learn the fight. Then there were your average players, making 3-4 characters every season trying "new builds" which were likely o-skill builds, off-meta builds, or the very fun rainbow ctc skill builds. Back when you could lag the entire game out just by doing cows. I get it, this was far from a polished game but man was it fun. I used to look forward to the new weird builds people would come up with that was very useless for certain things, but very fun and dazzling for farming. Which is what the majority of the player base was doing. Farming those key items that everyone wanted, in hopes they would hit the jackpot.

[...]

I feel like what many of the people who played years ago knew as median is gone. In my opinion, the development has gone more towards the very skilled player base rather than the average player base. This mod has gone from one of the biggest multi skill layered community D2 mods to an online single player game. It's practically worse to play in a team than in a party.


I agree with a lot of this. I used to be both a charmer and a farmer. Because I lacked the skill and the time to get really into end game content. I spent my time collecting "not that great" gear, farming bosses for perfect charms, trophy fragments and selling them off to other players so I could improve my equipment with SSU/SSSU. This was a lot of fun but it's no longer possible. The game now caters to "sweaty" elite players who know the latest ways to break the game. It's suffering the same issue that World of Warcraft has. It leaves the fun at the door and nerfs or boosts whatever makes the aim of endgame elite play better/more fun while leaving the rest in the dust.

Meanwhile many actual real Median players who you find playing the game online don't even know about angelics, they don't know the Halloween event and how it drops ridiculous scrolls to boost your characters, they think having a full set is end game. And these guys simply never make the cut. At some point they hit the end game wall hard and it's not at nito, it's often around Fauzt, definitely in Labs. So what are they left with? Run Dunc for a billion times to hope for a SSU/SSSU which s is far inferior to angelics anyway. They are either foced to adapt to the way you have to play current median or they will just fizzle out as they get no progress from tenacity or creativity. They only get progress if they adapt to the latest sweaty strat or broken near-exploit to play the game. This is just not fun. It's not fun to me to have to have my own build be near unplayable because it's not the current meta build and needs to get pulled through labs by a 150 assassin melting everything in its way to merely get a few levels in because the alternative is spending 5x as much time in a lower area where I can actually survive without being amped up every millisecond of playing. There is simply no reward path for players who don't want/can't adapt to "the way you're meant to play". And it's why many people quit. I made new friends with casual players who play for the first time or return after many years all the time but this is always why they quit. And no, not a single one of these guys became an elite player, they all just fizzled out.

I am not against elite content that the average player will never see, but at least keep normal game play fun for the rest of us. I play this for the fun with friends, if I wanted to play offline I would play offline.

Edit: Some suggestions since just complaining isn't helping anyone:
- Consider increasing the level cap to 200 and making the climb to ~140 easier. This would further give the elite players incentives for end game and maybe allow less skilled players to catch up in strength "organically" if you put a very hard exp curve at level 140+ or 150+. The idea would be that level 200 is basically impossible to achieve, but opening it up would make the climb to ~140 more easy for everyone else so they can play semi-endgame content. This would likely require disabling skill point gain from levels above 150 to keep things balanced.
- Bring back trophy fragments so less skilled or more casual players have something to bargain/trade with and spend their time on without being super skilled. I am aware AC's can be used to trade but having some variety would be nice. Especially since trophy fragments don't necessarily need to be traded but can also directly reward the player with a power boost.
- Consider making new content for "everyone". Global drops are a great way to realize this. Think the emblems of old that allowed to create certain weapons. Or whispers of the damned. I'm sure things other than global drops can also be used to get something like this. Also considering buffing the "emblems" since their weapons are pretty much useless at this point.
- Consider changing exp gain in multi player games back to what it was. It's a real tragedy when you're playing with friends, struggling to survive/kill while you know you could open a single player game and breeze through these mobs while getting the same exp.
- Buff SU/SSU/SSSU so they become viable again. Right now they're hard to get for the players who could actually use them but labs players who have no use for them drop them like candy. "Sacred" uniques should have an use other than signet fodder. They used to be prized possessions that people traded for, now hardly worth taking up your inventory slots except for some rare exceptions or if you're too lazy to grind out an angelic.
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magz_
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cnlnjzfjb wrote:
Siosilvar wrote:His problem is that Retaliate hasn't kept up with the powercreep of the rest of the game. Most of the "aoe" melee attacks have this issue - Parasite has gotten to be pretty okay, but when's the last time someone felt really good about using Retaliate? Earthquake? Noctule? Iron Spiral?

How about buffing EQ to 200% + 150% from 80% + 180% weapon dmg and Retaliate to 350% from 140% after reaching lvl 140? Then I guess we dont even need to change anything about their skill trees or gears to make holy melee pal and EQ barb better in late game?


I really think that hmp with Retaliate needs to be given 350% weapon dmg to behave good enough in t6+ lab if no passives buff or skill tree changed. I mean no super relics, no op scrolls, no op stone charms, ofc. Just a regular hmp using Retaliate, he has to have 350% weapon dmg version Retaliate to be an Okay lab farmer in recent patches.


Eq was actually nerfed for this patch because it was a little too strong. You're asking for it to be brought back to where it was before 2.10 so I don't think that's likely to happen. I never played a pure phys eq barb but I know it was nerfed for a reason.

Regarding retaliate;
1. Wdm is currently capped at 200 by the game engine. There's talks about trying to break that cap but I'm not sure what the progress is on that. It's a possibility for the future.
2. Retaliate is "supposed to" hit twice due to the stun/knock back so technically it's already more damage than earthquake if you consider the total % wdm of the 2 hits for both skills. How well that works in practice, especially when spamming the skill, I don't know.

Hmp is on my list of builds to play and push as it doesn't really have updated guides or anything, and I need to see how clunky his skills feel and if they're actually working as intended, or if they are why they're falling short.

I think hmp either needs a total rework, major itemization improvements, some qol adjustments, or some combination of the three.

All this to say he needs a little more work than there may be time for until next beta starts. Bandaid fixes can be deployed and personally I'm down for that but they'll only delay what he inevitably needs more which is a much more involved pass.
Siosilvar
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magz_ wrote:2. Retaliate is "supposed to" hit twice due to the stun/knock back so technically it's already more damage than earthquake if you consider the total % wdm of the 2 hits for both skills. How well that works in practice, especially when spamming the skill, I don't know.


Retaliate consistently hits 2-3 times, Earthquake actually usually hits 3-4. :mrgreen:

I haven't played HMP in about 3 years but it was clearing Fauzt pretty well with just
Chober Chaber
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Two-Hand Damage: 104 to 105
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Required Level: 100
Required Strength: 832
Item Level: 105
Strength Damage Bonus: (0.16 per Strength)%
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Level 30 Kraken Stance
Adds 150-375 Fire, Cold, and Lightning Damage
Kraken Stance: +3% Damage per Base Level in the Templar Tree
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Socketed (6)
and some basic runewords; pretty sure that was when it was 100% WDM and it's been buffed to 133% since then? Needed to gather up enough mobs to leech from, and I never actually geared it up for scos (would require a swap to either phys or true IED), but that was before druids so it wouldn't matter if I had.
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Tasidon
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AGsniper wrote:
Tasidon wrote:I want to voice my opinion as unpopular as it probably is.

TLDR: The goal of median now is to hold the player and keep them busy on the same character for the 3 month+- season. I think a lot of us really enjoyed being able to make many characters with many builds and "testing" its ability. It was much easier to get new people into it when the pace was much faster.

None of this makes any sense



I've read your last like 15 comments, and its literally just troll comments. If you have a reading comprehension problem, I can't help that. But what I wrote is not hard to understand. :roll: Anyway lets stay on topic.
BrecMadak
Bone Archer
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Everyone experiences fun differently. For me, it was the early level challenges, dragon eggs, and dealing with high-risk monsters early on. The excitement of knowing there were formidable monsters, but could eventually return to pop them off after leveling up, was exhilarating and forward-thinking. Forward-thinking, because it was not locking you out to a specific point where you had to beat a certain monster to progress like many classics of the genre. And at that time most of todays open world games were not a thing allowing this concept where later on players embraced and became the new standard throughout years. Ironically, I believe this potential has not been fully realised, as it remains one of the most overlooked core features of the game since Sigma, even though it used to enhance the longevity of the seasons.

The development team should think about incorporating a variety of challenges throughout the game and not refrain from introducing them before lvl105. The vanilla part feels tedious since everyone has done it to death; this approach would only waste players' time, and we all know that players are not here to experience the vanilla. I completely understand the reproaches of veteran players who reminisce about how MXL used to be more fun back then, despite the presence of overpowered monsters in the bestiary. So why not enhance that experience from the get-go?
Consider bringing back some of the banes of many from the earlier bestiary, especially those from versions 001-003 of 2012, like Wandering Sarandesh (flit summoners), wisps, alpha centaurs, svartalves, ash trolls, etc., you name it. I bet there's plenty more of them, as seen here: https://modsbylaz.vn.cz/monsters.html
Now I am not talking about the ones with on-death proccers like cruciators, manglers, firebloods, detonators, etc., with unavoidable death mechanics, but rather challenging ones that require you to adapt your playstyle or keep you on your toes. After all, what would the game be without them? And in case you don't want to reintroduce them for a reason, consider creating heroic versions of them for a novelty.

Alright, I hope you guys can dare to open that can of worms as that was what made MXL so unique with its bold and unhinged approaches.

PS Also, what happened to Mini Games? https://modsbylaz.vn.cz/minigames.html Why not create and introduce a few new ones each season to invigorate the gameplay?
Edited by BrecMadak 1 day.
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A New Start
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Tasidon wrote:Words


Honestly the direction the mod's been progressing toward the past few years reminds me a lot of many late stage MMO. In that in trying to satisfy the select few elite players they inadvertently alienate a lot of the casual playerbase.

The powercreep cycle of both the content and player's power is neither healthy or sustainable. And in the end all it did was moving the goalpost of what can be considered "endgame" back further and further. Like back in Ultimative "endgame" farming was Dunc/Fauzt, but you could still farm in a bunch of other places because the level cap was still only 125.

Now it's Scos and Lab, with Dunc/Fauzt serving as a stopgap and even then they just don't function that well in that purpose because they barely drop anything nowadays due to the fact that droprate is balanced around trade. Despite this, trade is completely dead after 3 weeks, a month top if we're being generous. The downtime between each patch is only getting longer and longer too which means we're getting fewer and fewer reset per year. Also there's angelic now too but like you said it's another can of worm.
Edited by A New Start 1 day.
azgdx11
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After reading everyone's comments, most of them were indeed very pertinent, and I expressed my gratitude. Magic Electric is still a thriving scene. But I hope the production team can start the new season as soon as possible and maintain a fixed time. Even if there is no major update, it doesn't matter. Don't let old players wait and be disappointed and throw themselves into other games. Come on, just like J10, just knock down the gusts of wind and start the new season quickly!
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Siosilvar wrote:
magz_ wrote:2. Retaliate is "supposed to" hit twice due to the stun/knock back so technically it's already more damage than earthquake if you consider the total % wdm of the 2 hits for both skills. How well that works in practice, especially when spamming the skill, I don't know.


Retaliate consistently hits 2-3 times, Earthquake actually usually hits 3-4. :mrgreen:

I haven't played HMP in about 3 years but it was clearing Fauzt pretty well with just
Chober Chaber
Chober Chaber
Hand of God (Sacred)

Two-Hand Damage: 104 to 105
(Paladin Only)
Required Level: 100
Required Strength: 832
Item Level: 105
Strength Damage Bonus: (0.16 per Strength)%
Amazing Grace
Level 30 Kraken Stance
Adds 150-375 Fire, Cold, and Lightning Damage
Kraken Stance: +3% Damage per Base Level in the Templar Tree
(100 to 150)% Attack Speed
Ignore Target's Defense
Adds 150-300 Fire Damage
Adds 150-300 Lightning Damage
Adds 150-300 Cold Damage
-(25 to 35)% to Enemy Elemental Resistances
Socketed (6)
and some basic runewords; pretty sure that was when it was 100% WDM and it's been buffed to 133% since then? Needed to gather up enough mobs to leech from, and I never actually geared it up for scos (would require a swap to either phys or true IED), but that was before druids so it wouldn't matter if I had.


IDK if you are currently working on the game, but any chance you could see if or why the + Damage for earthquake isn't being applied to the first nova? From my testing on the dummy it seems to not be applied. It only started on this patch, after the unarmed nerf and earthquake nerf. Its a bit more obvious since I've been playing an unarmed build attempting to scale the + Damage with Str (It does work).

I pretty much main Earthquake, it is plenty strong as is. I've been advocating for the + Damage to be affected by the WDM in some way or form. Whether it be made in the same way SoR works, or if there is another way.