1.13 Public Test Realm online!

Re: 1.13 Public Test Realm online!

Perhaps now that hammerdins have been nerfed paladins are back to being not too popular, .09 style, and the paladin forum will be deserted but for the occasional Smiter build questions to handle Uber Tristram :scratchchin:

Heh, this is the first post I see after testing out my Tesladin on a WSK run in 1.13 and being painfully reminded of the real reason I don't MF with him (and haven't gotten around to making a second paladin): Attack being stuck on left-click. :\

I hope some people will be happy to know that, even with 95% lightning resist, big packs of gloams still forced my Tesladin to chug an occasional healing potion. :p


 
Re: 1.13 Public Test Realm online!

Looks great to me, except one thing.


Why in the whole world would anyone think of INCREASING the damage of Corpse Explosion?


Immolation Arrows and Fire Walls will probably see some visit from me too. Fire Wall is insanely powered already.
 
Re: 1.13 Public Test Realm online!

I hope some people will be happy to know that, even with 95% lightning resist, big packs of gloams still forced my Tesladin to chug an occasional healing potion. :p

I'm not happy.

And whoever said gloams were glass cannon - they have 90 physical resist, and are dual immune. Also, they're invisibe, very fast, and have great range. With those stats they should do barely any damage for it to be a fair fight.

Looking on the positive side, I've made an untwinked immozon(with FA backup). I love it that Immolation arrow is a level 24 skill, which means you get it at the end of act2 instead of the start of act5.


 
Re: 1.13 Public Test Realm online!

Well, 1.13 brought one good thing at least - when I downloaded it and went on b.net I was greeted with whiners, lag, server down, disconnect, wait in line to create game etc etc, which kinda reminded me why I left for SP in the first place. :)
 
Re: 1.13 Public Test Realm online!

Perhaps now that hammerdins have been nerfed paladins are back to being not too popular, .09 style, and the paladin forum will be deserted but for the occasional Smiter build questions to handle Uber Tristram :scratchchin:

Yeah, I think Blessed Hammer was hit too hard... just not ignoring demon magic resist would've been fine. I mean, the skill does require 80 points + prerequisites to be effective, so there's litte room for backup. That, and it's already hard enough to use it. Although Enigma solves that part. Which brings us to: why haven't they nerfed Enigma/Teleport? I think Enigma is fine for it's cost of a Ber and a Jah, but Teleport could've used a range limit/cooldown (even a fraction of a second would've done the trick).



 
Re: 1.13 Public Test Realm online!

Wait, they'll still need somehow convert a population of 500,000+ ten to thirty year old players who engage in mindless griefing from morning to night due to the protection of the internet's anonymity into nice people who know when to use "you're" versus "your" versus "ur" versus "u". Yeah, that'll take a long while.
Maybe something for a 1.14 patch? :badteeth:

Well, most (if not all) of my thoughts have already been vented by various people in this thread. So i'll keep it short and simple: If the patch stays the way it is, i'm sticking with 1.12.



 
Re: 1.13 Public Test Realm online!

Infinity merc Enigma Summoners are now promoted to gods of CS.

Does Nilly whip even more donkey now?

The changes tailor pretty well to untwinked play. Maybe it will be the patch for tournaments? I know I may get flamed, but being able to use skill points instead of hoarding will be a new experience. My idea always was a respec after you beat Baal/Nilly/Council/Izual, as they seem like better roadblocks/transitions (Izual especially). The unlimited thing could be lame, but most with most RPG's now you become your character and don't make multiple builds, so you have the ability to just keep playing one character, and respec after you finally achieve each piece of elite gear without having to change your character's entire persona.
 
Re: 1.13 Public Test Realm online!

If you've bothered to get 'nigma and Infinty legit, then you deserve to own the CS.

Bear in mind, people, that this is a beta patch. We may still get SP ubers.

Yeah, I don't believe it either...
 
Re: 1.13 Public Test Realm online!

Can anyone, please, check if CE is still half physical and half fire damage? The only thing that would make sense when they decided to buff it is if they also made it less effective in some other way.

The easy part of the test would be to equip Magefists and check if they added a +1 to CE to determine is CE still half fire damage (not all that reliable).

But the best way is to use it on some PI monsters with and without AD.

I have no idea what might be the reasoning behind increasing PN damage tho..
 
Re: 1.13 Public Test Realm online!

Can anyone, please, check if CE is still half physical and half fire damage? The only thing that would make sense when they decided to buff it is if they also made it less effective in some other way.

If they were trying to make it more effective in full games then it makes some sense to boost it like this (though there are other approaches than what they used that could work just as well, especially considering what they did probably wouldn't have that much effect in full games anyways).



 
Re: 1.13 Public Test Realm online!

:wipes brow:

Finally read through this thread in its entirety. I want to take a nap.

Not much new to add, so this will be short. Overall, there's nothing on that list of changes that I hate 100%, but there's a lot that doesn't please me, and what makes me more upset is what isn't fixed/changed.

I'm with Rhyme in terms of respecs. I won't use it to completely change end-game characters. But I think that using it to make new characters more effective in the early-game is just too cool to pass up. Dumping early stat/skill points into Charged Bolt, energy, and Warmth means a sorceress can kill early and often, and then when reaching Nightmare she can switch to a different skill in the lightning tree and use those points in energy somewhere more applicable. I think there's obvious ways to abuse the system, like starting out with a trapper and then making a full synergized MA sin once you reach clvl reqs... but there will be none of that from me.

Most of what I kinda don't like (no IM, gloams & FE nerfed) is more about me holding onto the past and not letting go. As Roland Deschane knows, the world moves on. Either we move with it or we don't. Personally, I'm not touching 1.13 until its finalized, but I'll upgrade.

And is there any surprise at the lack of SP love? Honestly, I'm surprised they didn't enable the higher rune drop rates for b.net only and leave SP with the old numbers. :coffee:
 
Re: 1.13 Public Test Realm online!

I like most of the changes...
IMHO, Iron Maiden and OP gloams didn't make the game hard, they made it annoying.
Instant death is not fun. There's a thin line between making a game challenging, and making it annoying.
Maybe they could've just reduced the damage from IM.

For the skills, I don't have any say.. Immolation Arrow buff just makes me want to make a M'avina FA/Immo more. And I never liked (never made one) the hammerdin.

3 respecs is a bit much. Maybe 1 per character? For the not-so-dedicated players.

EDIT: will the increased rune drop rates affect LK running?
 
Re: 1.13 Public Test Realm online!

My plans for respec are to start playing 1.09, take a javazon to 99, and then come forwards to 1.13 and respec to a fuzzy dodger. (This will of course have to wait for me to make a beast. :p)

Its not as if anyone would ever take a fuzzy dodger to 99 the normal way. :yes:
 
Re: 1.13 Public Test Realm online!

So now you can get a HR for 20 pgems? (Online :P)
Now everyone can run with enigmas!
 
Re: 1.13 Public Test Realm online!

Does Nilly whip even more donkey now?

I doubt so as he didn't do that in 1.12 either. What is deadly in his temple are the snakes; Nilly is a pussy.

If you don't know how to handle him, google the forums or pm me and I tell.

Ulla


 
Re: 1.13 Public Test Realm online!

IM could have been easily fixed.

Instead of 100% damage reflected for all levels, simply scale it. For example, 5% per level. OK's cast the curse at level 1 so it wouldn't be instadeath even for a zealot.
That doesn't patch the issue regarding the misplacement of excrement (or how was it maareek put it?) that certain seasoned melee players suffers when hearing a certain sound of a certain curse. Seriously, if I'd ever get old with a dodgy heart and someone would want the insurance money, all they would have to do is to bring a tape recorder, and I’d be a goner. :yes:

Some bold moves with this patch me thinks. But no new content!? ...as in items!? That’s a bummer.:hanky:



 
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