1.13 Public Test Realm online!

Re: 1.13 Public Test Realm online!

Meh - it avoided most of my worse fears for the patch, so by and large I'm cool with it.

Being that planning builds is perhaps my favorite D2 activity, I'm not happy about the nerfing of IM and gloams - accounting for those forced some compromise in a lot of builds.

Still undecided on respec - I love the idea of building a great twinking suit to drag a character up to scratch, and in that vein I would have liked to see the respecing capped at some point (level 30 or 60?), so you could get a character through normal/nightmare, but would have to settle into the final build for hell. Part of the lure of unique builds is the process of getting them there, but even today I don't frown on people who MP their wolfbarbs up to 79 or use an enchantress to get their ridiculous idea through the early game - so I'll probably be ok with most respec cases. I think the dedicated players here will use it with some pretty good discretion.

Definitely with Morathi re: inferno & blast - I was hoping to see a whole wave of new builds once they got fixed.
 
Re: 1.13 Public Test Realm online!

Once i connect battle.net and install the patch, can i revert back to 1.12? I am not ready for a permenant switch but i am also curious about it.

It downloads and installs 1.12 if you change the gateway to a normal one and connect after that.


 
Re: 1.13 Public Test Realm online!

Why couldn't they fix the Inferno and Artic Blast bugs?

Oh man I had totally forgotten about those... they really really should be fixed. I have wanted to make an artic blast druid for so long (I can't explain why)... but the bug makes it totally impossible.


 
Re: 1.13 Public Test Realm online!

Well .....

Sad Smile :(

Becouse really, respecing is the single least lame change in this Awesome Epic Fail.

No IM? No Gloams? No FE boom? WTF? WSK drawn down to a Baal pussy level.
Rebalancing ... what exactly? Three skills or five? OMG inferno still does third of its listed damage for gods sake! I dont care if blood golem is useless or crapseless, this is what youve been working on almost a year now Blizz? Orange runes?

We are not amused ............
 
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Re: 1.13 Public Test Realm online!

Bad time for them to release this...I'm leaving the country on Monday to go on a 3 month honeymoon :D

Ah well. Looks like nothing should be broken, I mean they didn't actually make any changes oO

I'd be a bit careful though, just to be on the safe side. All I can see from the patch notes is that there may be some issues with displaying things. But probably not.

Gonna look into the rune drop rate thing this afternoon.
 
Re: 1.13 Public Test Realm online!

Not really a fan here. I wouldn't back a higher rune rate (IMO the problem with the rune system is that the best runewords are overpowered, not that the runes to make them are/were too rare. Still, at least as far as SP is concerned Pandora's Box was opened a long time ago), and I don't think respeccing is particularly needed. Plus, I guess there's no way of verifying whether or not it's been used or not on a character.

Many of the changes seem to remove the character of some elements of the game. There'll be much less reason to fear Oblivion Knights as a melee character, and although a quirky skill anyway the two way health transfer of the Blood Golem I thought made it stand out from the others more.

Also, I don't like how most of the changes seem to be geared towards making the game easier. All but two of the skill changes are buffs and some of those to skills that arguably don't even need them (was Whirlwind unviable in 1.11/1.12?). Not because I'm some old timer who'll relish saying "You kids don't know how tough D2 was in my day, we had mana costs for skills and started out without any Lo runes" (although I will), but because from what I can tell the last patch to introduce a major difficulty spike was 1.10. Even if there hadn't been a large time since the release of that patch, there's also been 'major' patches. If the difficulty was intolerable there's been ample opportunity to fix it before.

I'm hoping this isn't the last beta version.
 
Re: 1.13 Public Test Realm online!

The game seems to be dumbed down with the monster nerfs. I could buy the ability to respec a point or two, but THREE complete respecs! *shudder* I've started a new character, I don't want to contaminate any of mine, and the first thing I noticed is the the gold stash storage ability starts at 2.5 mill! I took an assassin to the end of the den of evil found that I was one hit killing both Fallen and Quill Rats the majority of the time on /players8. Do the monster have fewer HP?
 
Re: 1.13 Public Test Realm online!

Like most of you, I can't say that I like some of the features being tested. With that being said, I totally understand why Blizzard would make these changes. They seem to be catering more to FORMER diablo players, not the people like us who still play the game.

1. Notoriously tough WillowWisps are now not as tough.
2. Removal of IM makes melee builds more "playable".
3. Increased drop rates for higher runes.

Don't these seem like mods that will get people to come back to the game for a bit? I have many friends who quit playing and are now talking about playing again after hearing of 1.13.

I think they are trying to recreate some buzz and use this to springboard their next big game launch...Diablo 3. Just my $0.02.
 
Re: 1.13 Public Test Realm online!

Depending on what the exact limits are for how much gold you can stash on your person/in your stash, it might give a somewhat significant boost to gold finding speed (such as the Piles of Money tournament). If you didn't have to unload gold from your person every single run, for instance, that would speed up run time averages by a second at least.
 
Re: 1.13 Public Test Realm online!

I never thought gloams were over powered, but you do have to learn to dodge the wave of lightning a pack sends out.

I actually think the IM change is very good. Though I would leave it on in CS if possible to keep that place unique. Having it in the WSK makes it exceedingly difficult to run those areas with a melee character. With the change a melee character can be a good baal runner.
 
Re: 1.13 Public Test Realm online!

They make some new event that no one cares about (what? Super Diablo in some other recycled area?)

And they take the challenge out of the game.

blood golem + thorns + amp now has no drawbacks. None. Especially with all the monster nerfs.

Blizzard just killed the fun.
 
Re: 1.13 Public Test Realm online!

first thing I noticed is the the gold stash storage ability starts at 2.5 mill! I took an assassin to the end of the den of evil found that I was one hit killing both Fallen and Quill Rats the majority of the time on /players8. Do the monster have fewer HP?

The gold stash just isn't level-dependent anymore, it stays at 2.5mil (as you'd know if you read the patch notes :p ). All that does is decrease how often we need to transfer money to Atma/GoMule while levelling. Not sure what's going on with your p8 1-hit kills, though; the patch notes don't say anything about reduced monster hp.


 
Re: 1.13 Public Test Realm online!

Rhone or anyone else, any idea what the max gold you can store on your person is? Not the stash.

Edit:

Code:
There are four new items to be found: 
Twisted Essence of Suffering(Andy/Duriel) 
Charged Essense of Hatred(Meph) 
Burning Essence of Terror(Diablo) 
Festering Essence of Destruction(Baal) 

Found at random at the Hell Bosses in the brackets. 

Once you have one of each, cube them to get a Token of Absolution 

Which allows you to respec both stats and skills on right click.

If the above is correct, ugggggggh. Three respecs per character wasn't enough, was it?
 
Re: 1.13 Public Test Realm online!

You know, the more I think about the missing IM, the less I like it.

I'm all about making IM not unavoidable-instadeath... but they could have just nerfed the damage you take. An IM that kills you in 5 hits is still scary enough to make you pay attention, but doesn't feel like you are playing dice.

I still think the gloam nerf was stupid. The dolls in durance needed nerfing if anything. Gloams were totally manageable and made the game interesting.
 
Re: 1.13 Public Test Realm online!

The stat rerolling at least sounds like a bit of fun. You can mess around with builds without going through too much work, and you can at least fix mistakes...


Question now though. (Newer with Diablo here, so patch changes are new to me).

If I go to the realm, it will download 1.13 (This pre-version? what is it, a beta?), will my SP game convert to 1.13? Do I have to convert my characters/items somehow (Since I know there are differences in older versions)

Once the test realms are done with, can I just continually play this patch until the official 1.13, which will just basically be like another upgrade?

If I'm missing something here, tell me please- I'd like to try this out.
 
Re: 1.13 Public Test Realm online!

Why is everyone crying foul over the removal of IM? IMO, Iron Maiden was one of the most broken moves in the game, and I'm glad to see something was finally done. Its effects either needed to apply to casters and ranged attackers so that they could feel the sting of lame, one-click, self-inflicted deaths in a spread-the-joy fashion OR it needed nerfed. (And it looks like completely removing it was easier for the programmers than trying to rebalance it.) Now perhaps more melee characters will attempt the long haul to ninety-nine and the world will get a little more balanced.

And just so we are crystal clear before I take the plunge and actually download, ATMA and GoMule appear to be working fine with this patch, yes?
 
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