1.13 Public Test Realm online!

Re: 1.13 Public Test Realm online!

Actually, as a 9 year old, I would have prioritized a nude patch for the Amazon above all else. And probably letting the Necromancer have unlimited summons because I was so into the whole RTS scene when I was 9.

(Nice to see you back Flayed)

I wonder what the trade value of a Token will be once 1.13 kicks up and all.
 
Re: 1.13 Public Test Realm online!

Hey omg;)
Okay, I may have exaggerated those 9 years, but 10 would probably be a good estimate;).

Let's see those tweaks:

Amazon

-Immolation Arrow - Increased radius of Explosion effect by 33% and Immolation effect by 50%.
-Immolation Arrow - Explosion effect damage increased by 20%.
-Immolation Arrow - Increased base duration by 33%.

No change here. IA still gives no means of killing non-FI en masse. The only way to fix this is to either lower the cooldown, or make the radius meteor-like.

Assassin

-Shadow Master - Increased resistance range per point from 5-80 to 5-90.

What the heck? Is that even a change?

Barbarian

-Whirlwind - Reduced initial mana cost by 50%.
-Masteries - Changed critical strike chance from 0-25 to 0-35.
Again - no bearing on the game whatsoever.

Paladin

-Blessed Hammer - No longer ignores resistances of undead and demons.

ME LIKEZ!^^

Druid

-Werebear - Damage bonus increased by 15% across all ranks.
-Werebear - Increased health by 25% and armor by 1% per point.
-Shockwave - Synergy from Maul adds 5% damage per point.

Cool! Bears got a boost! They now have 25 defense and 50 life more!:P

Necromancer

-Blood Golem - Removed negative shared life effect (player no longer loses life when golem takes damage).
-Corpse Explosion - Increased base damage dealt from 60% - 100% to 70% - 120% of corpses health.
-Poison Nova - Increased base damage by 15%.

Way to go Blizzard! CE desperately needed a boost!
But really... Again - nothing changed. Okay, maaaaaaaaaybe Blood Golem will become usable.

Sorceress

-Firewall - Synergy receives 1% damage per point of Inferno and Blaze and 4% per point of Warmth.
-Blaze - Synergy receives 2% damage per point of Firewall and 4% per point of Warmth.
-Hydra - Increased base damage by 15% per rank.
-Hydra - Increased base speed of Hydra projectile.
-Hydra - Reduced cooldown by 25%.
-Lightning Mastery - Reduced overall effect by 15%.

Here we have some funky tweaks. Firewall will become a decent backup skill to FO, Nova and CB...Oh, wait! Nova and CB got a 15% nerf, so they just went from "decent" to "underpowered"! That leaves us with FO/FW as the only fair build utilising FWs new boost. The funny thing is, the skill was decent before, and it won't get better than decent no matter it's damage, because of the way it works...
Lightning just got an unnecessary nerf... At least in SP, where Infinity costs quite a bit to get.

The only part of this patch, that actually seems to be promising is the Hydra boost. It was a good skill before albeit a bit on the slow side(took some time to set up enough hydras). Will this boost suffice to bring Hydra to FOs level?

Overall - total disappointment, especially lack of bugfixes. I hope the final patch will be better than this...
 
Re: 1.13 Public Test Realm online!

@Rhone:Well, while looking back, i have to admit, that i was not yesterday in good mood and therefore my responses were a bit agressive, so my apology for that...I did not meant to call You noob or something like that, i just felt responsibility to defend pre 1.13 Barbs as MFers because of my injured pride...

I'm just a man at the end, You know...
 
Re: 1.13 Public Test Realm online!

I did a quick calculation. Assume the drop chance is 1 essences for every 16 boss run. Also assume the player already have several high level MFer/power runner (eg. runner for lvl99). The quickest time to run baal is under 2:30, let's double it to 5mins. Andy run would be easily under 5mins for a sorc. Meph run can be done easily under 2:30. Diablo run (with removed IM in 1.13) shouldn't take more than 10min for a powerful melee.

It is safe to say 20min to run all four bosses. 20x16=320min which means you should cube one token average every 5h20min. Plus you could very well pick up something else useful as well as some nice exp. If this is doesn't mean unlimited tokens, I don't know what is.

Just check the amount of baal runs people do to reach lvl99, the new token run would be nothing compare to those who had done lvl99 in 1.10+

On the positive side, maybe with boosted firewall, we can now truly make a powerful tri-tree socr?
 
Re: 1.13 Public Test Realm online!

If tokens are tradeable, and I'd assume they would be, the Baal and Meph tokens should be very common. These two have "perks" that would make them frequent targets even without tokens. They'll be passed around like the keys are now on battlenet, and will not be the limiting factor in SP play either. It will be Duriel's token that is the most rare, and these might replace perfect gems for trading purposes.

Also, I think the modification of most of these skills was made to benifit the monsters that use them, rather than to tweek character skills. In fact, I doubt they even realized how these chages might affect characters. Hydra boost was made to make the council stronger... not to make Hydra a better build.
 
Re: 1.13 Public Test Realm online!

DeathMaster said:
On the positive side, maybe with boosted firewall, we can now truly make a powerful tri-tree socr?
Well, I'm more partial to Hydra myself, and it's nice it got a boost.

However, now that they've nerfed Lightning Mastery, a tri-elemental sorc becomes less viable. I'd rather they had nerfed individual lightning skills rather than everything, via nerfing the mastery. I also would really (and I mean really!) like to see a significant boost to Thunderstorm. It should get a hefty boost to damage, and fire much more frequently. Compare it to the pulses from Holy Shock. Assuming maxed T-Storm and LM for the sorc, and maxed HS and RL for the pal, and no +skills, T-Storm does 924 average damage to a single target each time it fires, while HS will do an average of 266 damage to everything in a decent-sized radius. Thus, it will tend to kill hordes faster, since it can hit multiple enemies at a time.

Never mind that HS also boosts your physical attacks by a huge amount and can be fully maximized for two fewer skill points and six character levels sooner, and T-Storm just gets kicked to the curb.

Of course, the most important reason I'd like to see T-Storm get a little love is because it's got style points in spades. C'mon, Blizz! Listen to the people!

[edit] On another note, at this very moment, the Arreat Summit is down for maintenance. Apparently it's the whole web server at battle.net, but I'm not sure if b.net is down for games as well. This could mean that they're updating things for the final version of the patch, so perhaps we'll see what the end result is very soon. [/edit]
 
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Re: 1.13 Public Test Realm online!

Can anyone explain to me how much the nerfing of LM really is? 15% of LM doesn`t seem to drastically alter the build, but I could be wrong.
 
Re: 1.13 Public Test Realm online!

^ From what I've heard, as long as you own an 'Infinity', it's a minimal nerf, but it actually hurts if you don't own one. I also recall someone saying how a fully tweaked out Lightning Sorceress will lose around 9k damage once 1.13 comes out officially.
 
Re: 1.13 Public Test Realm online!

The sad thing is that the Lightning Tree is not overpowered on its own, but Infinity made it overpowered and that's what have should been toned down (e.g. lower Conviction level).

In my understanding this is definitely the end of Lightning Hybrids for budget to medium rare (Full Tal's) gear, where they already weren't that great anyway.
 
Re: 1.13 Public Test Realm online!

However, now that they've nerfed Lightning Mastery, a tri-elemental sorc becomes less viable.

Nope. I believe I read somewhere that Lightning Mastery was only dropped down from 50% at slvl 1, with +12% per slvl after that, to 40% at slvl 1 and 9% perhaps per slvl. Can't remember the new increments for sure..

Think synergies. If they haven't dropped the 8% synergies from Lightning, that slight nerf to Mastery will not hurt your damage all that much. Why? Because Lightning Mastery is just the final touch to the final damage. Hence no-one really tries to get +% lightning damage on their light sorc gear. It's just thrown on top of LM's bonus.

So rest assured that this is no huge nerf. I personally blame Denton. I bet Blizzard workers were shocked by his <2.30 solo Baal run video.



 
Re: 1.13 Public Test Realm online!

Nope. I believe I read somewhere that Lightning Mastery was only dropped down from 50% at slvl 1, with +12% per slvl after that, to 40% at slvl 1 and 9% perhaps per slvl. Can't remember the new increments for sure..
That's a huge nerf. If those numbers are correct you lose ~20-25% of your total damage.

Think synergies. If they haven't dropped the 8% synergies from Lightning, that slight nerf to Mastery will not hurt your damage all that much. Why? Because Lightning Mastery is just the final touch to the final damage. Hence no-one really tries to get +% lightning damage on their light sorc gear. It's just thrown on top of LM's bonus.
The first is wrong and the second is not related to it.



 
Re: 1.13 Public Test Realm online!

In my understanding this is definitely the end of Lightning Hybrids for budget to medium rare (Full Tal's) gear, where they already weren't that great anyway.

Yep. I haven't tested it yet, but I think this will reduce Nova damage enough to make the FO/Nova Tal's sorc no longer effective.

Seems a bit silly to make this particular change, when as already mentioned, the issue here is with Infinity. Fixing the runeword would have been a more logical solution.



 
Re: 1.13 Public Test Realm online!

[edit] On another note, at this very moment, the Arreat Summit is down for maintenance. Apparently it's the whole web server at battle.net, but I'm not sure if b.net is down for games as well. This could mean that they're updating things for the final version of the patch, so perhaps we'll see what the end result is very soon. [/edit]

This link though works very well.

Ulla


 
Re: 1.13 Public Test Realm online!

RTB said:
-Lightning Mastery - Reduced overall effect by 15%
Old was 50% Slvl 1, +12% per Slvl, new is 40% Slvl 1, +10% per Slvl. A reduction of about 15% indeed, and an absolute difference of 68% at Slvl 35.

From the man himself.
 
Re: 1.13 Public Test Realm online!

So basically my 3 tal cold/light hybrid sorcys have been nerfed to the point where on 2 lightning wouldn't damage anything and the last one has a weak cold attack and a moderate lightning one. Great. There is hardly anything that will bring me back to the game now, unless they change the patch a lot before its final release.. and that won't happen :)
 
Re: 1.13 Public Test Realm online!

So basically my 3 tal cold/light hybrid sorcys have been nerfed to the point where on 2 lightning wouldn't damage anything and the last one has a weak cold attack and a moderate lightning one. Great. There is hardly anything that will bring me back to the game now, unless they change the patch a lot before its final release.. and that won't happen :)

[sarcasm]
It's OK though, you can respec them to FO/Firewall, FO/Hydra and FO/Fireball...
[/sarcasm]



 
Re: 1.13 Public Test Realm online!

Shagsbeard said:
It will be Duriel's token that is the most rare, and these might replace perfect gems for trading purposes.

My understand from reading here is, no one would run duriel. Andy will be the target. She is also good source of charms, rings/amulets. With the boosted fire skill, a sorc would kill her in no time.

Shagsbeard said:
Also, I think the modification of most of these skills was made to benifit the monsters that use them, rather than to tweek character skills. In fact, I doubt they even realized how these chages might affect characters. Hydra boost was made to make the council stronger... not to make Hydra a better build.

Fully agree.
 
Re: 1.13 Public Test Realm online!

Did some rough numbers in my head just now while looking at the german skill calculator, and it seems like the LM nerf is quite severe:( I`ll have to look closer at it when I get home.

I fully understand why they didn`t do anything to infinity. There would have been an absolute riot on Bnet if they nerfed that. Nerfing equipment that people have spent a ton of time collecting (of course most of the runes are duped, but it`s still a high end item) ,and that is useful outside of a light sorc, seems like a horrible idea.
 
Re: 1.13 Public Test Realm online!

The problem lies elsewhere. The nerf won't hurt infinity lightning sorces that much, becuse the difference between for example 10 000 and 13 000 isn't that severe, especially if you also have -100% to enemy res. You will still kill most things in 1-2 hits.

What gets hurt are infinity-less lightning sorceresses, and all the less powerfull skills using ones - CB and Nova which are decent in 1.12.The difference between 4 and 6 hits to kill something with Nova is huge, as well, as it makes it much more difficult to make Nova trigger HR. Same with CB - it's a matter of several casts more per monster, which is a huuuge difference in killing time.

If they wanted to nerf L and CL because they seemed too powerfull, they should've nerfed L and CL, and leave mastery alone...
 
Re: 1.13 Public Test Realm online!

They had better not nerf my Infinity :rant:

I doubt the lightning mastery nerf will kill any lightning hybrid. I think what once took 6 shots to kill, will now take 7. Not too bad.
 
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