Σ 2.6 Bugs & Feedback

Discuss Median XL!
Bliyadolubov
Grubber
314 | 10
galaxyed wrote:the first i killed ball hell he didn't drop any relic or relic orb. what is wrong here?
P/s: i have 1 relic when i lv up in cow :)). maybe bug or not?

No. When you kill baal, relic got into your stash automaticaly, may be you didnt check stash before cows
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Faulk
Djinn
527 | 8
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https://tsw.vn.cz/char/charmthony

this is the second time this happened to me when muling charms, on a lvl 1 mule so dunno if im getting 2x effects

first time was quov tsin, but i picked up the 2nd one and wasnt able to place back in inventory
todeshund89
Jungle Hunter
29 | 0
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.
Mufuyu
Fallen
1 | 0
Boss twin seas teleported 3-4 times in 3 seconds.

I uploaded a video in Discord to the tech support channel.
Tnt1094
Abomination
159 | 16
Why is it not specified that the Uber death projector can roll from 6 to 10 experience?
cerg664
Skeleton
2 | 0
"Pathfinder" Druid skill doesn't work with Marple Bow
TiltedPrimate
Dark Huntress
13 | 1
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galaxyed
Invader
9 | 0
Bliyadolubov wrote:
galaxyed wrote:the first i killed ball hell he didn't drop any relic or relic orb. what is wrong here?
P/s: i have 1 relic when i lv up in cow :)). maybe bug or not?

No. When you kill baal, relic got into your stash automaticaly, may be you didnt check stash before cows

i checked carefully but nothing gave me. my inventory is almost emty too.
Siosilvar
Cow Ninja
1289 | 283
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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.

mabumabu9734 wrote:trying to get scroll to open fauztinville by transmuting "the black road" (upgraded version) but nothing happens. did I forget anything from last season?


This was changed to rightclick. If you're on nonladder or singleplayer you will probably need to redo it.

mabumabu9734 wrote:another question: was the summoner resurgence a nerf or an upgrade?


Technically a nerf by 1 skill point since you spend 4 less on Mold the Flesh and 5 more on Resurgence.

Stilgaron wrote:There is some kind of bug when from time to time part of your summons dissapears without a reason (amazon). Specifically its Spirit of Vengeance. Somehow its tied with distance between character and summons I guess - may be part of this addition in this patch "Spirit of Vengeance: should now teleport at a closer range than before when it gets too far from the player"

PS. It seems the same happened with sorc crow summons


Known issue with the d2 engine not being very good at handling the move speed that Median characters run (or sometimes walk) at, that change was supposed to help fix it.

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.

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.

cerg664 wrote:"Pathfinder" Druid skill doesn't work with Marple Bow


Thanks, fixed for the next patch. You'll need to find a new bow after that patch comes out.
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SilentSin
Cultist
23 | 3
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.


Other feedback:

Is Stormcall supposed to be be invisible except for the effect on you and on hitting enemies? Since it hits an area around you I would expect it to have a visual area effect similar to Nova in vanilla D2, but for me there's no visuals for the projectile/area so I'm not sure if it's a bug. Being able to see it would also make it easier to judge what you'll hit.

How is a Storm Amazon supposed to sustain their life? Her only source of healing appears to be Defensive Harmony heal when struck which doesn't sound sustainable at all, no summons, no mobility, and her defensive stuff doesn't look great either. Do you just need to spam potions?

I've played a bit of Storm Caster Amazon and liked it so far, but then I realised ... that's because I like the Lightning Sorceress which has very similar attack skills (a small area good for single targets and a large area which doesn't require aiming). The numbers on the Storm Amazon's attack spells look like they're probably higher, but the Lightning Sorceress also has:
- Superposition - probably the best teleport in the game.
- Antimass - instant self healing.
- Ice Elementals - decent summons for tanking.
- A bit of extra build customization in the Coven element choices and two viable Ultimate choices. More appropriate Reward skills too.
The Storm Amazon has none of those utilities and seemingly nothing else going for it. So why does the Storm Caster Amazon actually exist? With all the myriad possibilities for what builds could be, why would we need two extremely similar lightning based casters?

Off the top of my head, here are some ideas for how things could be reworked:
- Give Stormcall, Askari Lightning, and Conductivity to the Lightning Sorceress so she has a second option for her main build path and Hamerzon has some room for some choices too.
- Or just take them out or replace Thunderstone/Tempest with them because it would be even weirder to have such similar skills next to each other on the same class.
- The Forked Lightning area is horrible. I can't imagine anyone actually wanting to use that skill at any level.
- Tempest and Stormcall are both cool. Tempest usage has more nuance to it since you need to line up enemies instead of just being vaguely near them.
- The Askari Lightning area is much nicer than the inconsistent Thunderstone hits.
- Conductivity is way more interesting than the passive Tempest upgrade passive (more projectiles for bigger numbers).
- A Leap Strike skill similar to the Necromancer's Angel of Death could be cool for Hammerzon. It could buff move speed and give a chance to cast a lightning effect on hit for a short time. That would help with the lack of other mobility skills. Hammer + Lightning + Leap = Thor superhero landing.
- The damaging part of the Sorceress's Nova Charge would be more relevant for the melee Hammerzon so maybe it could be swapped for something else. Maybe the Sorceress could have a modifier for Mana Shield or Familiar or a Lightning based speed buff.