Re: 1.13 Public Test Realm online!
Smips said:
No one's going to die because Arctic Blast still doesn't work
Tell it to Mistress_Halitosis, my HC Inferno sorceress! She died because of the damn Inferno bug.
All kidding aside, your point about them not being required to support such an old game is well taken. However, as others have pointed out, priority really should have been given to bug fixes, rather than adding content that generates mixed reviews.
omgwtfbbqpwned said:
By the way guys, Bashiok said that they will add more features to the final patch based on popular threads on b.net forums. :unimpressed: That is, the thread on b.net forums with the most suggestions and feedback (aka most posts) to the beta patch might have their ideas and suggestions incorporated. I suggest we all spam the thread asking for bug fixes.
Good plan. Everyone, tell them to give T-Storm some oomph! Synergies, more base damage, auto-stun on things it hits, whatever it takes. T-Storm is a seriously underpowered skill, and desperately needs an upgrade.
Oh yeah, fix the nextdelay thing (Strafe, Inferno, Arctic Blast) thing, too, and make it so Telekinesis can once again pick up non-junk items. Give it auto-knockback like Psychic Hammer has, too.
omgwtfbbqpwned said:
@poops: At the moment, there are no mechanisms stopping a 1.13 SP character to go back into 1.12a. The thing is, if you join b.net's test realm, it automatically upgrades to 1.13, and if you join the normal realms, it switches you back to 1.12a. So I just made a test character in 1.13, reverted back to 1.12a via joining the nornal servers, and then my 1.13 character was back as a 1.12 character. I also deleted said character.
The way beta versions of v1.10 worked, if I recall correctly, was to make a backup of your save folder when you installed the patch, then copy it back when you rolled back to the previous version. I expect that if you created the character in v1.13, and it was still there (as in 'available at the character selection screen', not merely 'save file present on disk') after you rolled back, it's because the character save files share the same file structure as previous versions. To my knowledge, v1.10 final, v1.11, v1.11b, and v1.12 character files are all the same, as far as the game is concerned. This is also why ATMA and GoMule cannot distinguish between them.
So, to put it another way, there are no mechanisms in place preventing version switching between v1.10 final through v1.12, and likely v1.13 final as well, save for making a conscious effort to avoid doing it.
omgwtfbbqpwned said:
Also, just a quick question: I've already upgraded a selected few characters into 1.13 beta (an old LFZon, an old Meteorb, and several 1.10-based builds). Should 1.13 final come out, and I simply upgrade those characters into 1.13 final, are they really "1.13 beta" tainted? Wouldn't it just be the natural flow of patches, and thus no taint at all? Just curious.
A mod has already commented, but here is my view on the matter.
Given the forum's stance on 'any character that touches a tainted item is tainted, and any item touched by a tainted character is tainted, ad infinitum', it would seem to be, yes- if the concept of taint applied. However, while it is a beta, it is still an official Blizzard release. It's not a third-party add-on like RWM, so I'd argue the idea of taint really doesn't apply. If it did, then anyone using any v1.07 items (let's face it, v1.07 was buggy as hell, beta- nay, alpha- in everything but name, and Blizzard knew this because they released the marginally less buggy v1.08 in very short order) would also have to declare this before they MPed with others. Anyone who exploited the classic gambling order to get easy Stones of Jordan and Eyes of Etlich would have to declare it. Anyone using a pre-v1.10 Ravenclaw would have tainted that character and anything it touched, and so on.
I know for a fact that some people have used cheese from previous patches, including v1.10s, to get something no longer available. I know this because I'm one of them, and I'm not the only one with a beta CtA. We're not shunned for it, though some people consider it cheesy, and I don't see why it should be different in this case.
On another note, regarding the respec, I don't really have a problem with it. However, something I've not seen addressed yet is whether the cube-a-respec will be limited in any way. It may well happen that, in the final patch, it is limited like other one-shot quest consumables. As an example, the Golden Bird quest: you get the elixir that adds 20 life, but even if you were to mule it over with ATMA, and give more than one to a character, they would not be able to gain the benefit of it. It could turn out, then, that a character can have, at most, 6 respecs, or less if he/she had already advanced past Normal at the time of patch application. This, coupled with the tedium of hunting down the cube ingredients, means that the respec is hardly likely to be used as frequently as some are claiming. It's not going to be like Eastern Sun, where one can go "Okay, I'll max out Enchant and synergies, buff myself, my minions, and the rest of the party, and then respec for real skills".
veryfakename said:
I can back this up. They claim to have weakened FE explosions but I'm almost certain they made it more dangerous.
It wouldn't be the first time that a bug has been introduced in the process of fixing another. Hopefully, they'll get it sorted by the time the final patch goes live.
veryfakename said:
And if the hydra upgrade also applies to the Council's hydra, that's definitely not a good thing. Hydra has always been the #2 merc killer for me after IM even if I max their fire resistance. I don't know why but it just tears them apart in no time.
Try some fire absorb, and/or MDR. They will wonders, since the council Hydra spells are deadly to mercs not because of large damage per shot, but because of very rapid, low-damage shots.
SiTro said:
I really wish they would fix Inferno type skills - IIRC don't Balrogs use a different skill to the sorc that doesn't share the bugged damage cone?
Seems so, yeah. Also, every time I've played a character with lots of point-based PDR and MDR (ES sorcy, 'abbot' paladin, etc), those infernos seem especially deadly, almost as though the MDR has the opposite effect. Fire absorb (or cold absorb for the much less dangerous frozen scourges in ActV) works wonders, though.