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PBE Patch Notes for 1.0.8

Discussion in 'Diablo 3 Community Forum' started by konfeta, Apr 9, 2013. | Replies: 21 | Views: 3274

  1. konfeta

    konfeta IncGamers Member

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    http://us.battle.net/d3/en/blog/9425564/public-test-realm-patch-108-notes-4-8-2013

    The Wizard teleport is finally as good as Barb's Leap!

    Starting to wonder when is the big class rebalance. Seems like the one patch thing they wanted to do back in the summer and did very little overall work on, just some basic number adjustments.

    Most of other major complaints at least got a nebulous "we are discussing it."
  2. jamesL

    jamesL IncGamers Member

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    CRAFTING
    Players can now craft multiple items and gems at a time within the same tier, so long as they possess the necessary materials
    Players can now craft items using materials located in the shared stash

    YEA !

    MONSTERS
    Players should now encounter more monsters in Acts I, II, and IV in Inferno difficulty when playing at Monster Power 1 or greater

    YEA !

    BUG FIXES
    Male barbarians no longer run faster than the other heroes while feared.

    ok, this is my major gripe with D3
    they could keep everything else the same if they would make this one change

    Barbarians should be IMMUNE to FEAR

    everytime I play a barb and he turns cowardly and runs away it just ...
    ARGH ! ! !

    you're a freaking Barbarian. You're supposed to CHARGE into battles that others fear
    not run away
  3. fsj

    fsj IncGamers Member

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    These patch notes are what I was expecting. My favourite change is the monster densities. Can't wait to get back to playing other acts and not feeling as punished for it. There are a few little nice conveniences as well in the notes as well such as idendity all, crafting changes etc.

    However in my head this just feels like another hurdle we've leapt over getting towards the big itemisation patch, which for me could turn the game into the fun, REWARDING loot hunting game that I hoped for.

    The major balance patch you mention I think probably was in there plans 4-6 months after release, but then it turned out they needed to attend to other broken aspects of the game ahead of class balance.

    Game changing items, class balance allowing great build variation and a rewarding item hunt are the three things that I expected from the game at launch. We are nearly a year on from that now and we are closing in on maybe 1, potentially 2 (depending on if they alter drop rates with the itemisation patch) of those goals.

    I still have an inkling of faith they will get there. Better late than never!
  4. InteNuIgen

    InteNuIgen IncGamers Site Pal

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    This is good news. I spent some time yesterday combining better topazez from 300 flawless square ones... click click click click click click click click gaaaaah :)
  5. Arninja

    Arninja IncGamers Member

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    haha! spot on!
  6. Ivan E

    Ivan E IncGamers Member

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    Meh, this is a pretty lame planned patch, for me, anyway. Absolutely no new "content" or anything that could be construed as content. The monster density improvement kind of qualifies, but I was running other acts anyway.

    Kind of a bummer since I'm getting disinterested in D3 after playing for 11 months and getting to that point where, even though I'm self-found, I can go an entire run without an upgrade or even a sidegrade/marginal downgrade. And with drop rates continuing to be not be a source of joy in and of themselves, I was really hoping for a new "something" to give me some added incentive.
  7. Apendecto

    Apendecto IncGamers Member

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    What's the point of the test ream on this patch? I know I sound like a broken record when I say this, but it feels like we are in beta.
  8. Katniss

    Katniss IncGamers Member

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    Testing density. They need to know if they got the numbers right in each act and whether there needs to be more or less. Also, the PTR is up as of last night. Has anyone done any testing?
  9. HardRock

    HardRock IncGamers Member

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    My posts from the comment section of the relevant news article:

    Two important things they left out of the patch notes:

    - You can disable the Rare salvage confirmation dialog from the options.
    - The experience bonus from Nephalem Valor now stacks multiplicatively with other XP bonuses, just like the new bonus you get when playing with others. One guy on the PTR had about 1200% bonus XP because of this. This is not a bug, Lylirra confirmed that this is an intentional change here: http://us.battle.net/d3/en/forum/topic/8569328225#3

    Also, the monster density changes are simply amazing. I encourage everyone to get on the PTR and have a run through the Weeping Hollow, which should now be renamed to Zombie Breeding Grounds. This combined with the many new quality of life improvements made the game fun again for me.

    I haven't done any extensive testing yet, but Act 1 is swarming with monsters now. I've heard good things about Act 2 as well in the general chat.

    That was what I thought at first too when I saw the patch notes. I changed my mind after trying things out on the PTR though and this may become my favorite patch since launch. While it indeed didn't change any important game systems (except maybe social, depending on what you deem important) it made the game much less tedious (no more Rare salvage confirmation, ID all, craft materials used from stash, etc.) and more fun (they looked at the monster density and then doubled it, at least). More content will most likely come in the expansion (no surprises there, Bashiok said this would most likely be the case before launch) and we'll get another round of itemization (and hopefully balance) changes probably in the next patch.

    The point is that same as for having a beta test for the game itself: thousands of players will find more bugs than even the best dev team could and this way you can voice your opinion on changes before they go live. I wish more big game companies would do patch releases like this.
    Last edited: Apr 9, 2013
  10. Ivan E

    Ivan E IncGamers Member

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    HardRock:

    Good to hear that you're enjoying it. Have you tested it enough with the monster density to indicate whether drop rates are positively affected? Obviously, killing 3x the white mobs really does increase the drop rates a lot, which may be pretty cool and make me more excited. Not really a fan of pushing bars to the right (Paragon), but drop rate increases are something which could go a long way towards adding more enjoyment, regardless of how they're achieved.
  11. InteNuIgen

    InteNuIgen IncGamers Site Pal

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    I have to agree with what some Blizz dev said in the Dev journal: Decrease the drop rates, but make the actual drops worthwhile. Right now we are drowning in trash items
  12. HardRock

    HardRock IncGamers Member

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    I didn't do extensive testing yet, I just ran through some of my favorite areas of Act 1, 2 and 4 to see how they were affected. I don't think drops were nerfed however, so the increased monster density should mean more drops over time. What I can definitely say is that gold drops are through the roof. :)

    As far as I could tell, density is greatly increased in Act 1 as a whole. Weeping Hollow and the Halls of Agony are crazy fun this way, you're literally fighting through almost endless waves of monsters.

    I think Act 2 wasn't buffed all around like that. I barely noticed a difference, if any in the Sewers of Caldeum, Desolate Sands and the Black Canyon Mines. The contrast between the outdoor areas of Act 1 and the Desolate Sands is very noticeable. The Vault of the Assassin also seems unchanged, not that it needed any buffs. The Archives of Zoltun Kulle however did seem much more crowded.

    Act 4, just like Act 1 received a comprehensive buff, but not to the extent of Act 1, which is good, because it would have been absolutely brutal that way. I'm still not sure it will be a good place to farm, just because of how dangerous some of the monsters can be in larger groups. I think the monsters in Act 4 should have received an XP buff, not a density increase.

    Overall, I think Act 1 will be a strong contender for runs if things don't change, but like I said, I didn't do extensive tests yet. More testing will be needed to figure out the best farming routes. I'm not sure I will care however, I'm having way too much fun in Act 1 to care about optimal routes at the moment. :)

    Yeah, I really like Blizzard's plan to make Rares more... rare and better in general. Legendaries should also be tweaked across the board. Their problem is that they can spawn with wide affix ranges, which means that when you finally find one, it will most likely be worse than your Rares, even if your Rares are crap in the grand scheme of things, like mines are.
  13. Apendecto

    Apendecto IncGamers Member

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    I'm with you guys. The densities probably need tweaking. I was just being a smart-*** by suggesting the devs should just hotfix the changes in there.
  14. HardRock

    HardRock IncGamers Member

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    As it turns out, Act 2 is much improved as well in terms of enemy density, but they are more spread out in large chunks, at least compared to the Weeping Hollow in Act 1, which is currently just a sea of zombies.

    They may very well tone down the density in WH eventually, because there are so much zombies currently that if you enable item labels to show automatically sometimes you can barely click anywhere without picking up some trash. It's kinda aggravating, but still crazy fun to thrash the whole place. :)
  15. InteNuIgen

    InteNuIgen IncGamers Site Pal

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    Downloaded the PTR client and copied my characters. Ran through Weeping Hollow, Field of Misery and Festering woods.
    Did not see any density changes at all and was very confused.

    Then i saw in the patch notes that you had to do inferno in at least MP1, so i changed to that.

    ....aaaaand... JESUS JETFUEL CHRIST! :D

    I had troubles before with keeping Archon up, that problem just disappeared! WH was flooded with mobs, as was FoM.
    It was really fun, since i like WH, FoM, FW etc in act 1, and i am really, REALLY, fed up with act 3 runs.

    The increase seems to be white mobs though, not packs. But my archon doesn't mind, a kill is a kill :)
  16. HardRock

    HardRock IncGamers Member

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    Yep, the number of Elite groups wasn't increased from what I've seen either.
  17. slyraje

    slyraje IncGamers Site Pal

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    Did the devs ever give a reason why they thought they should exclude Inferno mp0 from the monster density change? It would be really helpful for the self found folks who can't jump up to mp1 right away.
  18. Ivan E

    Ivan E IncGamers Member

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    Seems kind of like a weird corner case of a thing -- I think A1 is easy enough in terms of mobs that you can get to MP1 right away as soon as you clear Hell Diablo. While the jump from lvl60 mobs to lvl63 mobs might be tough at first, very few of the mobs in A1 are very problematic for any class because they're easily kitable/etc. So I don't think this is really something to worry about -- if you have been able to clear Hell Diablo, you should easily be able to do most of A1 MP1 without dying. Tough scavenger elites may give you problems, but other than that, you should be golden.
  19. slyraje

    slyraje IncGamers Site Pal

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    I should've mentioned I had the HC crowd in mind... I know when I first tried mp1 in act 1 I did not feel safe at all. I felt better in act 3 mp0. It would just lead to farming act 3 mp0 until you could do mp1 comfortably, which could take some time depending on how lucky you are with crafting/drops.
  20. Ivan E

    Ivan E IncGamers Member

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    In that case -- cheers. I can definitely see how it's a hole for HC.

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