M17 1.1.3 Bugs&Feedback

Discuss Median XL!
Tokii
Acid Prince
47 | 3
First of all i´d like to say, really good job so far, it´s nice to see so much happening with new areas and balance rework :D

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Bugs
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Launcher: have to press settings every time to launch diablo in fullscreen..

Crash when entering torajan jungles, rather frequent

Tier 1 drop bug, veterans and a few others

Some enemies spam drop pots (thunderlings) halls of anguish, they overflow the screen quite easily

Text overflow on items reducing visibility

Flying polar buffalo error on crafts, secret jewelword = fallen ??

Multiplayer extreme lag even on local games with no1 else connected.. :(

Teganze champions drop nothing at all and they often spawn in packs

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Some old D2 bugs, not sure what you can do about this, just wanted to include it since atleast the equip part is quite gamebreaking..
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Strength equip bug

Mercenary death bug

%life only affects base life and not bonus life lika amz uber skill f.e

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General feedback / suggestions
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Triune boss needs a rework (just random bullshit, imho ) (spam invis trap, both bosses can set your hp to 1 and one of them gives you crawl movespeed, random oneshots when tped or overwhelmed by bats), it´s hard to position bosses cuz they just do whatever they feel like and the area is not very helpful with pillars and doorways everywhere..

Torajan jungles is overall nice, but feels a little static after a couple runs.. and you need alot of runs here, so my suggestion is adding some superuniques
or adding some other random elements

Duncraig drops feels very low :( :(

Reequipping for buffs should not be a thing imo, if you change gear you should loose the buff, perhaps more abilities/buffs could turn into passives

Hatred needs a huge buff in difficulty, dying is what makes this game fun! 8-)

Separate charm inventory?? Bye bye to full inventory 24/7, yesplxtyverymuch

Triune cycles: isn´t there supposed to be a cap on how many you can carry?? It would make sense, especially if any inventory changes are coming :o

Su swords, clubs and all shitloot?? (Pretty much all 1hswords suck ass, axes are a little better but only druids use axes? :P )
80% of javelins have killprocs which imo is very strange and the #1 reason that java sux,
does any class even use swords, clubs, maces and axes??
All X-bows are absolute shit (imo)
All helmets suck (pretty much, or there´s just sooo much better class specific ones)
Boots are nice but they seem to have extremely low droprates

Melee weapons durability, might be related to multihitting abilities i dunno, but alot of weapons seem to break very fast, requiring repair once per hour or even more..

Full dungeon clears: If you do a full clear there should be some rewards and maybe some of the harder bosses could have more drops?

Make crafts not suck, weird shrine 1-5 dmg, trinity 1-3, fascinating, sacred.. 3% -res, also shrine drops seem abit low

Some mana costs are over the top (rip javazon). It´s a nice step in the direction of balance, but some abilities seem overly costly, like Amz enfilade f.e.
buffing and resummoning are also a pain in the ass, my melee sorc uses 3x her mana pool to buff up every time =(

Summon rebalancing: Sumons are broken imo! The cost and cooldown is neglible when resummoning, the amount you can have is way too high and stacking up some auras can rly break the game.. Atleast it should, but hey this is median, so all hard ubers have a way to 1shot minions or make them useless in other ways :lol: My suggestions: There should be a cost for summoning minions ( requiring corpses, feedback on death, a.k.a you take dmg, reducing your max life/ summoned minon) also the amount needs to be reasonable, so you actually have to make a choice on which minions you want to bring for next fight.

Early dest charms are a bit easy, in mid-game you farm for 200+ hours, end-game is change your gear to crafts with 100% defensive shit and do purify bosses..

Why are almost all ubers poison immune??

# of abilities per char > key bindings available (dark summon, edyrem, innate, purify, ennead, brc, 1 oskill, summon, attacksx5, jitans gate, move only, tp, buffs(1-5))
Elemental band 4 extra buffs :P
Change alot of buffs to passives or procs

Never-ending disenchant for arcane crystals

Proc chances needs to be reduced even more imo (arrows n shit are okay, i mean the general "fills the whole room lag- instaclearing the room 5 screens away" kindof procs :D)

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Anti-cheese
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Potions: changing them to slow refill instead of insta-heal was a very good move, but wouldn´t it be more fun if the char actually had to invest in regen and lifesteal, instead of just going 100% dmg and running to town to refill every once in a while. I like the way it works in POE, where you get charges by killing mobs. Other ways could be removing them from vendors and change gold find -> potion find.

Town portal: The #1 cheesemaster tool of doom, i understand it is there to reduce walking time, but it also breaks the game in so many ways, way too many ubers can be cheesed with tp spam imo, ureh goes from a nice kinda hard uber, to a portal fest that is very boring :cry: and the same goes for alot of others..
My suggestions on balancing TP: Max 5 -> maybe 20 charges that refills on making a new game, exiting through a tp heals monsters around you (not to full hp, but a significant amount), upon entering from a tp you gain a debuff (some curse, lower def, hp, get stunned for 1sec or whatever)

Immortality mechanics needs to be removed imo, they can easily be changed to just be big temporary reduction or hp boost or whatever, but immortality gives too much cheese potential imho.

That´s all i had for now :P
P.S I rly like this game and i´m not here to throw shit, i know that i have alot of opinions on everything, but it´s my opinions (some stupid ones included :bounce: ) and i rly like to share them, even if ppl often take them for something else.. peace out! :flip:
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suchbalance
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I can comment on some of those points since they cover topics I'm working on:

- Str equip bug: should be fixed now with corpses spawning in town, no? Technically it's still possible to fuck it up but you have to try really hard.

- %life: paragon's (and other skills) numbers are tuned with this in mind

- Buff re-equip: not possible to change, would also remove a lot of options for character building

- SU items: item updates will be coming with every new patch until Sigma as I promised a few months ago

- Durability: was increased a lot last patch, haven't heard other reports that it's still low?

- Crafts: trinity (& weird) shrines are getting buffed next patch, note that the implicit bonuses from that shrine aren't meant to be enough to support a build on their own and are supplements. Overall crafts power level is pretty good, especially buffing spell shrines makes no sense.

- Mana cost: not that I'm making excuses, but the way mana works in d2 will never be perfect because you're trying to approximate an exponential curve (your mana pool) with a straight line (mana cost formula). Also there are A LOT of options to sustain mana for all types of builds and anyone who claims it's "impossible" just hasn't invested some of their stats into mana sustain rather than damage. That being said Enfilade's cost has been reduced since Ultimative and I'll reduce it a bit more for next patch. The goal is to make most builds focus at least a small fraction of their stats into some form of mana sustain, but like I said above it's not something that can be achieved in 1 update since it's hard to find a balance with such a blunt instrument between "no mana to cast anything" = boring & "mana is irrelevant" = bad design, wasted opportunity.

- Summons: max numbers were reduced by 40% across the board in 2017. The only real offenders of huge minion spam are necromancers and that's mostly due to some items which give an unnecessarily large amount of extra minions. That will be addressed with those items. Also I disagree that summoners can't do hard ubers, pure summoners like barb are great and can actually kill bosses unlike every patch pre 2017.

- Why are many ubers poison immune? Because punishers and many extremely generous poison passives exist. Poison skills in general have always been tuned over the top precisely because of this. Nowadays we actually have the capability to counter insane poison duration stacking so theoretically we could remove the poison immunity from the ~10 bosses who have it. But this will require gutting those aforementioned problem areas and I'm not so sure people would be so keen on poison once it's normalised to the level of the other elements.

- Procs: will get an overhaul with reduced chances on most items in Sigma, to prevent items without them being inferior to those with them 95% of the time. A big improvement to visual clutter and excessive offscreening is coming next patch.

- Potions: we've thought about systems like that - for example putting them on a cooldown. Unfortunately it's just not possible right now.

- Town portal: I've said it before but this is already addressed in Sigma. Corpse running bosses to death will no longer be a thing.

- Immortality skills: a big overhaul on this subject was done and you'll get to see the changes next patch.


Thanks for the feedback, a good second post by all accounts.
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HechtHeftig
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Tokii wrote:First of all i´d like to say, really good job so far, it´s nice to see so much happening with new areas and balance rework :D

-------
Bugs
-------
Launcher: have to press settings every time to launch diablo in fullscreen..

was reported multiple times, still no changes :( Guess they'll only release a new launcher when sigma comes out.

Multiplayer extreme lag even on local games with no1 else connected.. :(

Try changing gameserver with /gs (number) Look at the number here: https://tsw.median-xl.com/info

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Some old D2 bugs, not sure what you can do about this, just wanted to include it since atleast the equip part is quite gamebreaking..
-------------------------------------------------------------------------------------------------------------------------------------------------------------

%life only affects base life and not bonus life lika amz uber skill f.e

intended. else you'd easily go through the roof with your life.

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General feedback / suggestions
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Duncraig drops feels very low :( :(

quantity--> TA; Quality--> Duncraig

Hatred needs a huge buff in difficulty, dying is what makes this game fun! 8-)

It was made easier so the newbs get pulled in and don't stop playing after act 1

Separate charm inventory?? Bye bye to full inventory 24/7, yesplxtyverymuch

won't happen for now (read sigma threads for the reason)

Su swords, clubs and all shitloot?? (Pretty much all 1hswords suck ass, axes are a little better but only druids use axes? :P )
80% of javelins have killprocs which imo is very strange and the #1 reason that java sux,
does any class even use swords, clubs, maces and axes??
All X-bows are absolute shit (imo)
All helmets suck (pretty much, or there´s just sooo much better class specific ones)
Boots are nice but they seem to have extremely low droprates

Barb uses axes as well. Swords are intended to be weaker due to barbarian merc. That merc is one of the strongest.

Melee weapons durability, might be related to multihitting abilities i dunno, but alot of weapons seem to break very fast, requiring repair once per hour or even more..

It's because of our fast attack speed. Get a jewel with the indestrucible modifier.

Make crafts not suck, weird shrine 1-5 dmg, trinity 1-3, fascinating, sacred.. 3% -res, also shrine drops seem abit low

Agree, shrines should drop more often considering just how many shrines there are.

buffing and resummoning are also a pain in the ass, my melee sorc uses 3x her mana pool to buff up every time =(

Summon rebalancing: Sumons are broken imo! The cost and cooldown is neglible when resummoning,
these 2 sentences kinda contradict each other

the amount you can have is way too high and stacking up some auras can rly break the game.. Atleast it should, but hey this is median, so all hard ubers have a way to 1shot minions or make them useless in other ways :lol: My suggestions: There should be a cost for summoning minions ( requiring corpses, feedback on death, a.k.a you take dmg, reducing your max life/ summoned minon) also the amount needs to be reasonable, so you actually have to make a choice on which minions you want to bring for next fight.

There are ubers where you need summons to tank for you. It's not a good idea to make them cost you more than mana tbh. Judgement day would be a pain in the ass if you'd receive damage when a minion dies. Same goes for Kingdom of shadow ofc.

Why are almost all ubers poison immune??

Hav you ever seen the damage spikes of Necromancer's Graveyard? 3,5 million damage with -140 enemy poison resist. And that gear isn't close to perfect at all. Many characters have high amounts of poison damage, that's why bosses are immune so you can't just walk in, hit once and instantly die afterwards.

Never-ending disenchant for arcane crystals

If I remember correctly, each cube recipe takes (at least) 1 line. So having the ability to disenchant up to 10 items means there are at least 10 lines. Plus, you have to add the possible lines like
Arcane crystal--> arcane shard (4) + Arcane shard (1)
and vice versa.


Proc chances needs to be reduced even more imo (arrows n shit are okay, i mean the general "fills the whole room lag- instaclearing the room 5 screens away" kindof procs :D)

Sigma will get a better engine, that completely negates lagg. So you don't need to reduce proc chances. Increase them! They are fun!

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Anti-cheese
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Town portal: The #1 cheesemaster tool of doom, i understand it is there to reduce walking time, but it also breaks the game in so many ways, way too many ubers can be cheesed with tp spam imo, ureh goes from a nice kinda hard uber, to a portal fest that is very boring :cry: and the same goes for alot of others..
My suggestions on balancing TP: Max 5 -> maybe 20 charges that refills on making a new game, exiting through a tp heals monsters around you (not to full hp, but a significant amount), upon entering from a tp you gain a debuff (some curse, lower def, hp, get stunned for 1sec or whatever)

Tp scrolls will be removed in sigma. Instead you'll have a timered tp creating skill.

That´s all i had for now :P
P.S I rly like this game and i´m not here to throw shit, i know that i have alot of opinions on everything, but it´s my opinions (some stupid ones included :bounce: ) and i rly like to share them, even if ppl often take them for something else.. peace out! :flip:


Just answering the ones I can
Tokii
Acid Prince
47 | 3
Great stuff, just some question marks left :mrgreen:

suchbalance wrote:
- %life: paragon's (and other skills) numbers are tuned with this in mind

What i meant here was that the modifier itself doesn´t rly reflect that this is the intended way it should work %Max life could perhaps be renamed %Base life or have this included somewhere, cuz during all my years of d2/median this is something ive never reflected over and i´m a big theorycrafter :D

suchbalance wrote:- Durability: was increased a lot last patch, haven't heard other reports that it's still low?

My starhawk while having quite nicely increased durability to 140 is still depleted in around 30 mins of farming (i just tested it to confirm) I guess i can get an indest jewel so it´s not a biggie tbh :P

suchbalance wrote: buffing spell shrines makes no sense.

I guess youre right that crafts are still quite good for casters, but for wdm it´s extremely hard to get good sources of -res.. I must say however that i prefer it this way compared to what it was before ^^


About the mana cost, i roll with 1p enfilade(+some all skills), 120% increased mana regen from gear, early game charms +a few midgame, i even tried investing points in energy but it´s very much not worth it.. Enfilade drains all my mana in ~15 sec, which will barely put a scratch in most bosses aswell, enfilade has definitely seen better days.
Tokii
Acid Prince
47 | 3
HechtHeftig wrote:Try changing gameserver with /gs (number) Look at the number here: https://tsw.median-xl.com/info


I´m talking about local as in hosted on my machine here at home, i have no idea why that should be lagging.

HechtHeftig wrote:quantity--> TA; Quality--> Duncraig

1 drop every 5 partial clears feels very wrong, i also did a couple of full clears with not so much better results. :(
Also the old map had sooo much better density, speed and overall feel.


HechtHeftig wrote:It was made easier so the newbs get pulled in and don't stop playing after act 1


What pulled me in was the difficulty tbh, seeing a game that is even easier then vanilla d2 would definitely have a hard time hooking me tbh, that and the early introduction to challenges and the like really adds spice to this old classic.

Summon rebalancing: Sumons are broken imo! The cost and cooldown is neglible when resummoning,
these 2 sentences kinda contradict each other

I didn´t say they are broken as in under or overpowered, right now i feel it´s a mix of both and the game is trying the compensate for it, which makes creating challenging content very complex, summons needs more interaction imo.

Judgement day and ureh (maybe u meant bremmtown?) are doable without summons, but a complete joke with summons, so why not fix it :?:

Tokii wrote:Never-ending disenchant for arcane crystals

What i meant here was that it´s boring and time consuming to pick up and disenchant all TU:s all the time, it´s just a neverending shitquest imo
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archon256
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suchbalance wrote:- Why are many ubers poison immune? Because punishers and many extremely generous poison passives exist. Poison skills in general have always been tuned over the top precisely because of this. Nowadays we actually have the capability to counter insane poison duration stacking so theoretically we could remove the poison immunity from the ~10 bosses who have it. But this will require gutting those aforementioned problem areas and I'm not so sure people would be so keen on poison once it's normalised to the level of the other elements


I can think of some changes that should put poison in a better spot.

1. Make all sources of poison have a low duration (~2s) and a narrow damage spread. This is enough to keep it functionally distinct from other elements because you don't need to hit enemies multiple times per second to deal your full damage, and at the same time it prevents people from just being able to hit bosses once and then run away for a long time while dealing the full damage.

2. Make various single-target WDM skills have unusually high WDM. That way WDM poison builds will have designated boss killing skills instead of just spamming the same skill that they use for clearing. The skills could be given higher ND or fewer hits per cast to avoid making other types of damage too strong.

3. Add a Purify-style oskill that you can get during the endgame from various sources which fires a slow-moving projectile at a boss which pierces their poison immunity for a few seconds and has a high cooldown. The harder the source of the oskill is to get, the higher the level of the oskill and the lower the cooldown. So there could be a Xar RW (for example) that gives you lvl 1 of this skill with a 20s cd (so you'll basically do 2s of poison damage to the boss every 20s) or a difficult ubercharm that can reduce it to 6s. Could also scale how much poison pierce and how fast the projectile moves.
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Crash
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please no more purify-like mechanics.
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archon256
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L H wrote:please no more purify-like mechanics.

Right now poison does 0 damage to those bosses. A Purify-like mechanic, while awkward, would be a way to allow players to do damage to them without making them OP against normal monsters.

If you can think of other ways to balance poison for both bosses and regular monsters, I'm all ears. :bounce:
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archon256 wrote:
L H wrote:please no more purify-like mechanics.

Right now poison does 0 damage to those bosses. A Purify-like mechanic, while awkward, would be a way to allow players to do damage to them without making them OP against normal monsters.

If you can think of other ways to balance poison for both bosses and regular monsters, I'm all ears. :bounce:


It's just that I, along with probably countless more people, cannot stand purify bosses. If I remember, purify was added to simulate high HP bosses (similar to heroic shields). I might be recalling this wrong, but I just hope Purify will get removed over time since damage and numbers were reworked, and hopefully Sigma has a larger accessibility in its functions to be able to change (or remove) stuff like Purify.

point being, many people hate purify now, and I think would be pretty meh to introduce a new skill with similar mechanic just to apply poison damage, which already in its state is too strong. Will wait to see what suchbalance has in store for poison reworks.
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archon256
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Well you'd have to nerf poison duration like I said, so it's not like I'm just saying make it so that you can poison bosses freely. But sure, if there's a better solution I'm all for it. I just hope that if there's nothing else that can be done then we at least get a poison piercing debuff instead of leaving it as it is.

It doesn't have to be exactly like Purify either, just some timered debuff. Maybe a melee-range nova? That way you need to get close to the boss to apply it, but it'd be easier to hit than Purify.

Plus since Sigma can have separate timers for skills a Purify-like skill doesn't have to be as annoying as it is right now. You could be able to cast it in conjunction with your usual timered skills.