1.13 Public Test Realm online!

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.
And as an extra bonus, it would make a viable curse for a necro to use as it should scale over 100% at higher levels. eg, level 30 = 150% damage returned.

But no, blizzard took the easy way out. It'll going to make level 99 easy for my schaeferdin now. No need for any restarts at all, ever as their is nothing in baals throne room to challenge him now.

Oh, and my level 75 hydress should rock too now!
 
Re: 1.13 Public Test Realm online!

Asmo: I think your understanding of the artist formally known as IM is a little bit warped. :p.

EDIT: Just to clarify, the returned damage does scale upwards, and at pretty close to what you suggested as well. Level 1 = 200% returned, with each level giving 25% more. It acts at 25% effectiveness against players though, which is why when an Oblivion Knight casts its level 10 IM, you feel 106% instead of 425%.

EDIT 2 @ silo: Even tougher to get qualifiers? :(.
 
Re: 1.13 Public Test Realm online!

Currently updating the drop calculator. Interestingly, more than just rune drops have been modified.

By adding the new item drops to Baal etc, that has modified all his other drop chances.

EG....

Alma negra, Baal Quest, P1, group 1, 0 MF

1.12: 1:2827
1.13: 1:2867

^^
 
Re: 1.13 Public Test Realm online!

I'm actually really exited about this patch... lots of imbalances fixed. I'm really curious about the new event thingy. I bet, to trigger the event, you need to kill every Superunique in the game, which was actually an idea I posted about a year back. Only it was meant as a replacement for Diablo Clone, not a new Event.

It would've been nice if the difficulty in Hell had been bumped up just a little, to compensate for some of the fixes.
 
Re: 1.13 Public Test Realm online!

I'm back, and I've read up on this thread.

Infinite respeccing is rediculous... Heck, even if you had only one chance that'd be stupid. Though I must say that I can't deny seeing some merrit to it, as I want to change some skillpoints on some of my chars. But like poops said: we're all build planners. We don't need a thing like this. The chance to change a few skills (only once) would be have much nicer.

And thanks to some for the testing. And to you silo, thanks for the quick GoMule update!

In order to connect I think you must connect to a regular bnet server and then it'll update your gateway list.
If you can't do this, then you should manually add the server through your registry or using a tool to modify your gateways, the address is classicbeta.battle.net
To the people that have done this, how many of you had to connect manually? A simple logon to BNet didn't do this for me. And I have no idea how to change my gateways :whistling:


EDIT: Yep, I'm an idiot. There's this 'Gateway' thingy under BNet. Next time I'll actually look before asking. Seems I missed this yesterday...


 
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Re: 1.13 Public Test Realm online!

Some changes are actually pretty weird... bumping Corpse Explosion's damage? Like that was needed... also, nerfing Blessed Hammer by not ignoring the magic resist of demons and undead is pretty harsh. I think just not of demons would've been good enough. I mean, what does the skill have going for it now, especially for people not using Enigma? Just lowering the damage would've been fine.

That also means hammerdins are no longer #1. I predict Infinity-wielding lightning sorcs will now be.

Also, that new event had better be for SP too. Also, implementing the other two for SP would be nice, but that would be wishful thinking.
 
Re: 1.13 Public Test Realm online!

An update on the Mac OS / RWM thing... I've had time to do some controlled testing this morning. Here are the results:

- clean 1.12 install, upgraded to 1.13, no ladder runewords (as expected)
- clean 1.12 install, with patched RWM 'Diablo II Patch (Carbon)' file - upgrade to 1.13 works ok, runes are orange and ladder runewords can be created (so RWM still functions)
- clean 1.12 install, with patched RRM/RWM 'Daiblo II Patch (Carbon)' file - upgrade fails with a checksum error on data\local\LNG\ENG\patchstring.tbl. This is kind of expected given they've changed the rune colours inside the game code now.

The loss of RRM is no big deal, given that it's now part of the game.

Note that the above has been done in a limited manner. I created Insight only. I haven't played with either the RWM or vanilla 1.13 versions, so there may be some nasty surprises lurking around for us in the RWM modified 1.13 game.

I figured out what happened last night regarding the ladder runewords 'working' on 1.13 - my backup, vanilla patch file was actually a RWM file, and I was using a RRM/RWM patch file to play. I replaced the patched file with the RWM file, thinking it was vanilla. Doh. Sorry again for that small glimmer of hope that I created in a sea of SP ladder-runeword darkness....

Time to think about the patch itself a little more and decide on how to proceed. I'll be eager to see the consensus within the SPF on this - there currently seem to be quite a few differing opinions on it.

I'm not particularly happy with the way they've gone - IM removal means a zealot can now pretty much walk CS and WSK without fear now. CE and Nova did not need bumping in damage. The Immo change makes me want to ressurect my FA/Immo zon and see if she's any better (stuck in Hell act 3 at the moment, I think). And as for the respecs... I am tempted to use it on my blizzie so she can start carrying a Bonehew, but there's something about it that makes me uncomfortable. I need to give it some more thought before doing anything on that front.

For now, it's back to 1.12.
 
Re: 1.13 Public Test Realm online!

I kind of like the changes, and I think they are good for HC. Well, CE and Gloams didn`t need to change, but IM and FE was just plain stupid. No, those two things didn`t add any strategy, I simply let the merc handle every kill around those so good freaking riddance.

Finally I can get rid of the cheesy RRM and the trade pool will be happy that there will be only one Vanilla version (no need for anything else).

I`m also happy that ATMA won`t be working with this, so we are rid of the e-bug issue. People will still bring it forward, I presume, but at least not a majority of the Griefs will be e-bugged.

Edit: Nooooooo Silo. Free us from the plague:) I guess that was bound to happen, so I was too optimistic.
 
Re: 1.13 Public Test Realm online!

@silospen: Thanks for updating both your own muling application and ATMA!

Wow. Well, I've read the whole thread, and here are my thoughts.

I disapprove of the respecs, and don't plan on using them myself. However, I understand why they were put in. I just wish they weren't infinite. In other words, I really disapprove of the new "content".

IM being gone gives me mixed feelings. It was unfair to melee characters, as there was no caster/ranged equivalent (blood mana isn't close to as effective, and ranged characters are effectively immune to that too). However, I liked the challenge it provided. I guess I'm not strongly opposed to this, but I wish they had toned it down to be more on par with blood mana instead.

Gloams being weakened disappoints me. I never found them unbearably difficult. All it took was some planning and preparation. Sure, I lost a character to gloams back before I knew how powerful they were, but I've adapted, and haven't lost a character to them since.

I'm glad that rune drop rates were upped. I don't run LK or do hellforge rushes, so I've yet to see most of the high runes. I know the odds of finding them are still ridiculous, but I like knowing there's an improved chance.

I'm surprised CE was upped in damage. It was already quite powerful. Not complaining, just surprised.

I've never made a hammerdin, but I'm glad that immunities are no longer ignored due to being undead.

I look forward to trying out a sorceress with Hydra. Hopefully it's been improved enough to be decent!

In summary, I don't approve of all of the changes, but there are some good ones. I'll probably upgrade sooner than later.



EDIT:
Thomh said:
Finally I can get rid of the cheesy RRM and the trade pool will be happy that there will be only one Vanilla version (no need for anything else).
Nope. The guy who tested it was wrong. It's since been confirmed (with Insight) that the realm-only runewords are still realm-only, and that RWM still works in 1.13 for patching that.
 
Re: 1.13 Public Test Realm online!

Nope. The guy who tested it was wrong. It's since been confirmed (with Insight) that the realm-only runewords are still realm-only, and that RWM still works in 1.13 for patching that.

I can get rid of RRM:) RWM isn`t even close to the level of cheeseness IMO, so I`m fine with that. I`m really looking forward to restart in 1.13, although I`m a little torn about re-specs. It`s not really a bad thing, but it takes away some of the uniqueness of that character.


 
Re: 1.13 Public Test Realm online!

I suppose this is not a final 1.13 or what is it? So after the patch is finalized, is it possible that we will still get robbed and we still will not have the BNet only runewords? :devil:

And why the 2 strongest necro spells got boosted? LOL.
 
Re: 1.13 Public Test Realm online!

Interesting read on everyone's thoughts.

Quick question: Any policy about using items found in 1.13? Characters made? Characters transferred?

Also: No Inferno/Arctic Blast fix???!?!?! :rant: I guess my dual-wielding Flamebellow Barb will have to wait...
And why the 2 strongest necro spells got boosted? LOL.
It's the new Hammerdin 2.0, that's why :rolleyes: :P



 
Re: 1.13 Public Test Realm online!

I kind of like the ability to respec. I have a hydra/FO sorc with 10 in cold mastery. Since making her I made Infinity, and now the 10 points in cold mastery are wasted. I'll respec once the patch is final.

My next char will be an Immozon :D

It really bums me out that they show no love for single player. No runewords, no ubers, no nothing :(

Can anyone think of any rational reason why ladder runewords shouldn't be on SP? I can't.
 
Re: 1.13 Public Test Realm online!

In regards to the hammerdin, is anyone able to test if Sanctuary works with hammers & undead?

I'm thinking that although they nerfed hammers for demons, it's very possible that the nerf against undead is going to have a smaller effect (i.e. you loose the damage from having the concentration aura active, but hammers can still work against undead if you use Sanctuary to remove their resists).

... and, I believe the only Magic Immunes in the game are Wailing Beasts (unaffected), whatever those multi-immune demons are in uber runs (a pretty severe effect on BNet), and the rest of the magic immunes you encounter are undead... in other words, if I'm right it wouldn't have much effect on SP hammerdins except they'd be forced to throw a point into Sanctuary (and would slow down a little at times) now... I think.
 
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