1.13 Public Test Realm online!

Re: 1.13 Public Test Realm online!

EDIT (squid strike):


The resolution itself isn't actually changed when you maximize the window (this is a windowed mode only fix). Instead, it allows the window to fill the largest possible 4:3 area and uses a technique called blit stretching to make the textures fill the area. Obviously this degrades image quality, but this is only visible to the user, the game views it as if it were in tiny 800x600.

To see this in action, stretch the window so it looks hideous then take a screenshot. Go look at said screenshot and you'll see that it is in fact 800x600, not the ungoldy monstrosity you were looking at. To each his own when it comes to blit stretching, but I think my stance on the subject is clear ;).
It's probably worth mentioning that how much the image degrades will vary depending on the individual monitor, and its own native resolution. Some monitors have built in scaling options, as will most modern graphics cards. As an example, my monitor displays all 4:3 full screen images over 1600x1200 pixels, so an 800x600 resolution stretched over that doesn't look too bad (each pixel output by the game occupies 4 on the monitor).

I know this fix only applies to windowed mode, just thought it worth mentioning. Besides, everyone knows CRTs are superior to LCDs anyway:evil2:



 
Re: 1.13 Public Test Realm online!

You mean (as a group) we're bitter that we got the shaft again, so we're ignoring the things they did that might be good? Yeah, probably.

Agreed. I'm not too bothered about not having Ubers and whatnot in SP, and implementing that given that it's currently all server side logic would have been a big undertaking, but they could have at least enabled the ladder runewords. It'd have taken no effort at all, and would have pleased a lot of people (at least around here).

Increased rune drops are welcome, although I don't think they're going to make that much difference to SP (twice or triple an infinitesimally small amount is still insignificant). Changing rune colour is also welcome. However, if they went to the effort of doing that, again, they could have enabled the ladder runewords at the same time... it doesn't make sense to me.

It would have been nice if RRM and RWM functionality had been folded into this patch. No reason for a modified game any more, at least from my perspective.

Seems to me that Blizzard games are converging. Respec is/was a necessity in WoW due to the insane amounts of grinding required to maintain a high level character. D3 looks like it has similar talent trees to WoW, and now D2 has respec capabilities.

I'll probably end up using the respec functionality at some stage - for low level respecs to ease Normal, and even recovering some unoptimised Mats/Pats, but it will depend on the consensus reached in the SPF.

At this stage, I see the new patch as an opportunity for me to try and get started in HC. Not having IM there is definitely a plus. Yes, it can be managed, planned for and worked around, but a 1-hit kill is a bit much in HC, in my opinion (maybe I'm just not made of HC material...).



 
Re: 1.13 Public Test Realm online!

I don't see what the big deal about the respecing is. First, it makes leveling a high-level skill character tolerable. Second, it has some actual rarity, so it's not like you can just switch your Sorc build for every Baal wave for all eternity. Third, it's damn useful for redistributing those Dex points or altering that synergy placement, etc.


Hahahaha! Hi-five, I fixed one of my Sorcs and accidentally forgot Teleport.


Jesus CHRIST, my 60-point Firewall deals 20k damage a second.
 
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Re: 1.13 Public Test Realm online!

I have not tested the patch, but overall it seems to me the benefits outweigh the problems.

IM gone: Phew. It was bloody annoying for all but the best. I have always been a fan of melee chars, but casters in general has been far to versatile. Now a major stumbeling block has been removed.

Gloams will be Gloams. Boss Gloams don't need the extra damage to be scary, so I'm content.

Poison Nova: I think a lot of the negative statements comes from lucky owners of Death's Webs. In fact I don't remember seeing Poisonmancers without at least -25% ePR from Trang Head. This change might make Poisonmancers without DW and Trangs viable chars.

Fire Wall: Was a niche before, now it seems like a main skill.

Hydra: I want to try this out. Could this replace FW as a backup skill now?

Respec: I cannot figure out whether it is a boon or a curse. But I guess that 'no respec' will be a stapple of Mat/Pat/Guard-threads in the future for bragging rights, along the lines of the other self imposed rules. Like untwinked, but not nearly as big an achievement in most cases.
 
Re: 1.13 Public Test Realm online!

I wonder if the Firewall offered by the Trang's Set gets the boost - that way, my Venomancer will be even more powerful!!

He would have a buffed Poison Nova, Corpse Explosion and Firewall!

Shame he can't kick over an urn without having a stroke though ...
 
Re: 1.13 Public Test Realm online!

kanonfutter said:
Respec: I cannot figure out whether it is a boon or a curse. But I guess that 'no respec' will be a stapple of Mat/Pat/Guard-threads in the future for bragging rights, along the lines of the other self imposed rules. Like untwinked, but not nearly as big an achievement in most cases.

I believe the respec thing could completely kill any achievement if we don't have an agreement here. Let me explain, some builds are harder to play than other. with 1.13 as it is now, "everyone" could just play "super easy build" through the game twinked to teeth, then simple respec. Now suddenly there are wicked "underpowered" guardians/pat/mat. And where does it stop? My current active high level necromancer, how many guardian could I count on this single character? It won't be hard for me to claim handful of different guardians. Part of the achievement is went through all the way from level 1, deal with stage when you are either unable to use your main attack, or your main attack isn't strong yet.

IMO, a "build" has to include the stage when it was building, not just pop out from a completely different character.
 
Re: 1.13 Public Test Realm online!

I believe the respec thing could completely kill any achievement if we don't have an agreement here. Let me explain, some builds are harder to play than other. with 1.13 as it is now, "everyone" could just play "super easy build" through the game twinked to teeth, then simple respec. Now suddenly there are wicked "underpowered" guardians/pat/mat. And where does it stop? My current active high level necromancer, how many guardian could I count on this single character? It won't be hard for me to claim handful of different guardians. Part of the achievement is went through all the way from level 1, deal with stage when you are either unable to use your main attack, or your main attack isn't strong yet.
Yeah, well, duh. The point of an underpowered build is an underpowered build. Generally, if you want to play an underpowered build, you don't make it a strong build, you see what I'm saying?


 
Re: 1.13 Public Test Realm online!

Tubba Blubba said:
The point of an underpowered build is an underpowered build. Generally, if you want to play an underpowered build, you don't make it a strong build, you see what I'm saying?

That was not my point. I'd better explain in an example. Say my sorc (guardian) is tri-tree, a rather rare one compare to these days pure lightning/blizzard or duel-tree power build. part of it, is three main attacks, none is strong by itself, which makes the game play a little different than the powerful version build. With respec, even you don't do complete change of skills (fast skip normal/NM and half of hell with pure blizzard for example), you skip the build stage. Just kill baal with your final skill set doesn't count as played the build.

Or maybe this would explain better: play a particular build that is particular hard in certain area. so respec just to pass those "annoying" areas, then change back to the original plan. This does not count as completed the build IMO.
 
Re: 1.13 Public Test Realm online!

Well, yes, so obviously completing without respec would be counted as a greater achievment. Remember, we set our own rules here.



By the way, I found two essences of suffering. What do you do with them? Get a few and cube them?
 
Re: 1.13 Public Test Realm online!

I believe the respec thing could completely kill any achievement if we don't have an agreement here. Let me explain, some builds are harder to play than other. with 1.13 as it is now, "everyone" could just play "super easy build" through the game twinked to teeth, then simple respec. Now suddenly there are wicked "underpowered" guardians/pat/mat. And where does it stop? My current active high level necromancer, how many guardian could I count on this single character? It won't be hard for me to claim handful of different guardians. Part of the achievement is went through all the way from level 1, deal with stage when you are either unable to use your main attack, or your main attack isn't strong yet.

IMO, a "build" has to include the stage when it was building, not just pop out from a completely different character.

I don't quite agree with this. If you use your current guardian to claim a handful of different guardians, then that becomes almost the same as using a character editor to claim a handful of guardians. Although the first is easier to do with the respec addition, the latter is also possibly to do without much hassle with all the versions. So the archivements displayed by the members of this forum is credited based on trust in all cases anyway. People post their archivements to share with the community, if there is nothing to share (as in respecing a build after making it guardian) why post about it.

Also about no-respec being a bragging right requirement, surely abusing the respecs is another mater but i don't see any mat/pat/guardian threads that brag about not using Ravenclaw bug to run through normal difficulty. I for instance don't like the idea of bringing forth items from earlier patches, therefore i don't do it. But i never see the mat/pat of someone using it as a lesser archivement than mine. Its just a preference. As long as all the pat/mat threads define where and why they used respec option in their threads, just like RC users, it will be fine in my opinion. Because then there will be no intention of tricking others for a false archivement and those threads will receive the credit they deserve, no more if you don't think using respecs is praiseworthy. And again it all depends on trust.

I also don't like the idea of infinite respecs, three are more than enough. But if Blizzard releses the final patch without changing those, respecs will not be something to hold me from upgrading.



 
Re: 1.13 Public Test Realm online!

Honestly, in the metagame, it doesn't matter all that much. Changing your sorc once in a while isn't very different from having two sorcs. It will be useful to fix mistakes, and alleviating when you want to speed a character through the game.
 
Re: 1.13 Public Test Realm online!

NacRuno said:
If you use your current guardian to claim a handful of different guardians, then that becomes almost the same as using a character editor to claim a handful of guardians. Although the first is easier to do with the respec addition.

I won't name it, but certain mod was banned here because it allows "editing" character points to "correct mistakes". Now we have build-in character editor. This is sadly but this is what effectively unlimited respec is.

@Tubba Blubba: you are referring to the good side of respec I agree with. But the dark side is far stronger. As you stated yourself, you play certain build then you'd not respec it from something else. But if by "helping fast skip" you change the build skill set for the reason you are not going to play your planned build, then as you said, why play it. Unless I completely misunderstood your point.
 
Re: 1.13 Public Test Realm online!

I won't name it, but certain mod was banned here because it allows "editing" character points to "correct mistakes". Now we have build-in character editor. This is sadly but this is what effectively unlimited respec is.

That editor's character editor was far more liberal than the one we have now, like it or not.


It was also an issue of "features not being in the game".


 
Re: 1.13 Public Test Realm online!

I have something very smart to say, but don't know how to put it. I just know that every person here needs to try to play an untwinked character and see how it feels. And don't shut down your brain while going through the boring parts(act1-4), but take a look at your screen. You shoot a level 5 fire arrow, it hits fallen, fallen twists in the air and falls to the ground. This is what the game is about! Killing monsters. Not builds, not achievements, not grails.

Say you repec your level 90 character, how many monsters can you obliterate with your new skills, without your character growing, before it gets boring. Not for material reasons, like greens, golds and runes, but for the sheer fun of it?

Am I making any sense here?

EDIT: Ah, I got it! This game is not about beating it with a certain character, it is about playing the game with a certain character!
 
Re: 1.13 Public Test Realm online!

I have something very smart to say, but don't know how to put it. I just know that every person here needs to try to play an untwinked character and see how it feels. And don't shut down your brain while going through the boring parts(act1-4), but take a look at your screen. You shoot a level 5 fire arrow, it hits fallen, fallen twists in the air and falls to the ground. This is what the game is about! Killing monsters. Not builds, not achievements, not grails.

Say you repec your level 90 character, how many monsters can you obliterate with your new skills, without your character growing, before it gets boring. Not for material reasons, like greens, golds and runes, but for the sheer fun of it?

Am I making any sense here?

EDIT: Ah, I got it! This game is not about beating it with a certain character, it is about playing the game with a certain character!

Very well said.


 
Re: 1.13 Public Test Realm online!

@Pijus: You phrased it very nicely in the last sentence. However there is something else to consider, and that is the bragging rights you earn for doing something. This applies to almost the entire SPF, if we are to look at the IFT's and pat threads. This is a good thing, because competition keeps the game going, even when you have to watch Pindle buying the farm the 5000th time.

Respec'ing will change the difficulty of achievements within the 'game that is SPF', and it will take some time to find out how to react to recycled characters. This will be quite troublesome, and the respeccing is a lot harder to place on the cheesyness scale than Blessed Hammer, because it can be anything from a few points corrected to a full scale rebuild.

....mmmmm...Pindle... /rushes off to shut down questing game and start Pindlerunning for a change.
 
Re: 1.13 Public Test Realm online!

- Respecialization is now possible!
Good! People are complaining about this? I think it's a fantastic idea. I hate how the early levels feel more like a chore than a game, because I have to save skill points so I'll *maybe* have a fun character by level 50. Some of you talk about leveling characters to 80 in a day, and if you can do that, great. I can't do that though, it takes me significantly longer. I've beaten Hell in expansion with only one character. Being able to invest heavily in lower level skills early on and then respec in Nightmare and then Hell sounds like it'd be a lot of fun. I will absolutely be using this, especially for sorcs. Frown on it all you want, but I'm playing to have fun first and foremost. Dying repeatedly and being told that your build needs to be completely redone isn't fun when that means I need to spend a week building the character back up to where I was. I don't play this game to brag about how hardcore awesome I am, because I'm not. I play it because I want to enjoy it.

- Increased the drop rate of high runes.
Good, maybe single players will actually get to create some of the useful runewords now. Well... probably not. The increase is probably minimal. Anything helps though.

- Some rare drop items now have an orange color. i.e. Runes and items required for Uber Tristam.
Looks like they took Red Rune Words to heart. Nice to see this implemented in game, as I don't think I can use RRW (I run a different mod and don't think they can be stacked).

- Nightmare/Hell WilloWisps champions/uniques have had their damage greatly reduced.
They were pretty ridiculous so I'm glad to see it toned down.

- Greatly reduced the explosion damage dealt by Fire Enchanted monsters.
Also good. Not a big deal on /players 1 but on /players 8 it can mean instant death.

- Removed Oblivion Knight's Iron Maiden curse.
This is great. I understand the idea of the spell but I found it utterly aggravating to never be able to enter Chaos Sanctuary with a melee character (or merc) other than the three times it's absolutely necessary. And damn I hated running all the way to the Throne and having to save/exit and reroll because there were OKs in Baal's room. Major boost to the game's enjoyability right here.

- Users can now toggle the display of text over the Health and Mana globes by clicking on the bottom area of each orb.
Nice.

As for the window mode related stuff, its all pretty moot for me. I don't just want a larger window size, I want a larger resolution. I eventually stopped playing Diablo II back in the day because I couldn't stand the claustrophobic resolution (even 800x600 is awful). When I discovered a mod I assume I can't mention here, new life was breathed back into the game. Suddenly, Diablo was fun again.

I am very disappointed (not surprised, just disappointed, because they should have done it long ago) that Blizzard didn't code something along those lines in as part of the official game. Heck, restrict it to solo play if unfair advantages is a concern. As it is, I can't start using 1.13 (and need to roll my install back to 1.12 now) until that mod is compatible with it. Playing 800x600 to test the patch was downright painful.

Not much to say on the skill rebalancing. Most are either skills I don't use or didn't change much. Not sure why Lit mastery was reduced when Lit-based sorcs seem to be very much in the minority as it is, probably due in part to the crap 1 damage min and many immunes. It looks like they attempted to boost Hydra but I'm guessing it won't result in it being used much more.

Well, I'm most excited about respecs, removing IM, and the increased rune drops. But as mentioned, this patch is a no-go for me until I can use the resolution mod with it.

Edit: I do still wish Blizzard would quit it with the realms/ladder-only stuff. Seriously, keeping things from solo players is incredibly annoying. Sure we can RWM our Insights and such, but why should we have to? Meh.
 
Re: 1.13 Public Test Realm online!

- When creating a single player game, pressing the 'Enter' key now automatically creates a Hell difficulty game if possible.


Somebody said that it dosen't work. Is it true? Maybe SP content will come only later in the final version. with Ubers of course:)
 
Re: 1.13 Public Test Realm online!

Edit: I do still wish Blizzard would quit it with the realms/ladder-only stuff. Seriously, keeping things from solo players is incredibly annoying. Sure we can RWM our Insights and such, but why should we have to? Meh.

This is more a marketing and money making idea, so I don't see Blizzard changing this at all. When someone buys the game and plays single player, there is little information the company can gather other than X number of units were sold. When people play BNET, they can gather much more information including...

a) How many people are currently playing
b) Duration of play length
c) Lasting effect (replay)
d) Effects with patches - do people return or is the population relatively constant

The Realm and Ladder patch changes are more of an attempt for Blizzard to gather more data sets. This helps their marketing department and is valuable information for those that sit on the board of directors, since Blizzard (specifically Vivendi) is publicly traded. More information on the business side of things here.


 
Re: 1.13 Public Test Realm online!

Hello everyone,
I have not read the entire thread and do not know if this has been said or not, but here is my thinking on why blizzard did what they did. Blizzard saw all the characters going from level 1 to the high 80s(?) within a matter of hours(?). What with rushing and Uber Tristram. Which is why they eliminated the Uber Tristram as a leveling spot. Blizzard knew there would be other such spots in the future which is where respec comes into play. I see repec as a way of Blizzard trying to encourage players to play through the game rather than being rushed to a higher difficulty. I have seen a few guides out there (I'm not going to name names but they are on other forums than the single player forum on diii.net) that suggest that you just get rushed to hell difficulty and rushed to a higher level. Once you are level 80+ you can spend your stat and skill points as described in the guide. There is no mention of leveling through the game at all and if there is the author notes that most will get rushed anyway. This to me is kind of sad, but I'm glad that in single player at least we can choose which patch we play.

Good luck everyone with your characters on the test server.
 
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