As we now know, the PTR was brought down in order to upgrade the patch to 1.13b. With 1.13b, a host of bug and exploit fixes have been added, along with several minor changes to character skills.
To make reading of the patch notes easier, any changes from the previous patch have been removed. If you wish to view the previous changes, see here.
Official Blizzard Quote:
The 1.13b PTR update is now live and available for testing!
- Fixed an issue where some players could kill other players while in town
("TPPK").
- Fixed an issue where some players could disconnect other players when
they had too many active states.
- Fixed two issues where players could stack auras in an unintended way.
Minor Bugs
- Fangskin should now properly drop loot in Hell difficulty.
- Fixed an issue where auras were not re-applied to your mercenary after
it was resurrected.
- Fixed an issue where if you had two items which provided two auras to
a mercenary and you unequipped one, the aura from the remaining
item never became active.
- Fixed an issue where the Paladin class runeword 'Principle' wasn't
having all of its stats applied properly.
Revised Skill balance for Player Character classes
Assassin
- Dragon Claw - Synergy receives 4% additional damage per point of Claw Mastery.
- Dragon Talon - The bonus to Attack Rating per point has been increased to 35.
- Combo points awarded by combo moves now last 15 seconds, up from 9.
While we won't be seeing the same magnitude of changes that the first version brought, many inconveniences have been changed for the better. The most notable of which, is TPPK.
Assassin players should also be quite happy, as you will now be able to stack multiple combos easier. Before, it was difficult to break past 2 simultaneous combos, now, with the duration nearly doubled, it will be easy to attain 3, possibly even 4 combos at once.
One thing to keep in mind, is that this may not even be the last revision we see. Keep that feedback flowing, and you might even see your suggestion up on the patch notes next time around.
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Quote from "Sixen" »
"One in every 10 million people can potentially have a headache from this pill." God forbid she is the 0.000000001% of having a headache.
You know I never played on B.net and thus never experienced TPPK, but if it's as bad as you all make it to be, then this sounds like a good improvement.
And Blizzard even said they couldn't fix that some months ago...
PlugY for Diablo II allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please use it.
Supporting big shoulderpads and flashy armor since 2004.
You know I never played on B.net and thus never experienced TPPK, but if it's as bad as you all make it to be, then this sounds like a good improvement.
And Blizzard even said they couldn't fix that some months ago...
Maybe they hired someone new to the legacy team
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On Strike and supporting Fallout 4 Mod Makers
Some fallout 4 mod makers have had their mods stolen and uploaded and downloaded on Bethesda's site for the Xbox One.
the will-o-wisp nerf= fail, since they nerfed the physical hand to hand attack rather than the ranged lightning attack. Good choice in removing failed nerf from 1.13
I hope they re-fixed this, as the first fix caused double damage in Hell rather than half:
- Greatly reduced the explosion damage dealt by Fire Enchanted monsters.
SWEET NO MORE TPPK I CAN PLAY HARDCORE SAFLEY!!!!!! lol
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www.myspace.com/mpotatoes for all your Trans Siberian Orchestra listening pleasure
If you want to arrange it
This world you can change it
If we could somehow make this
Christmas thing last
By helping a neighbor
Or even a stranger
And to know who needs help
You need only just ask
I wish class and item balance were more focused you kno...
Imo the change in the assassin combo is meanless. I'm not asn expertt, actually i'm quit noob with this class, but i see no advantage in charging up a bunch of combos. As far as i kno sin's must take the minimal number of frames possible so they can unleash a full combo before enemies have a chance to attack back.
Every time I use the charged skills. I would only use one and never bothered to go for 2 or more full charges. I would rather have the one charged released instead of waiting the extra few seconds to discharge a 2 or 3 fully charged multi strike combo.
Rollback Post to RevisionRollBack
On Strike and supporting Fallout 4 Mod Makers
Some fallout 4 mod makers have had their mods stolen and uploaded and downloaded on Bethesda's site for the Xbox One.
Does this mean Auradin is nerfed? I have never made an Auradin, but still :P. I like the possibilities of all the builds.
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"From the smallest necessity to the highest religious abstraction, from the wheel to the skyscraper, everything we are and everything we have comes from one attribute of man - the function of his reasoning mind." ~ Ayn Rand
I never really understood why they were/are planning to nerf the willo-wisps. Like sure those guys can be strong in hell when you have bad gear but that's the entire point, it's suppose to be Hell mode. If anything they should make all minions in hell stronger, because it's too easy. Or like a mode after hell mode!!!! sadly that'll never happen tho
Every time I use the charged skills. I would only use one and never bothered to go for 2 or more full charges. I would rather have the one charged released instead of waiting the extra few seconds to discharge a 2 or 3 fully charged multi strike combo.
Execly !
It's better to keep unleashing combos cause you can cc mobs with the area ice damage or just kill then with the other options. Theres no advanatage in charge more then one, just loose some burst dps.
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"In time the hissing of her sanity
Faded out her voice and soiled her name
And like marked pages in a diary
Everything seemed clean that is unstained
The incoherent talk of ordinary days
Why would we really need to live?
Decide what is clear and what's within a haze
What you should take and what to give" - Opeth
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TPPK is a thing of the past!
As we now know, the PTR was brought down in order to upgrade the patch to 1.13b. With 1.13b, a host of bug and exploit fixes have been added, along with several minor changes to character skills.
To make reading of the patch notes easier, any changes from the previous patch have been removed. If you wish to view the previous changes, see here.
Official Blizzard Quote:
The 1.13b PTR update is now live and available for testing!
Please refer to the original 1.13 PTR FAQ for general testing information - http://forums.battle.net/thread.html...44778&sid=3000
--------------------------------------------------------------------------
- Patch 1.13b
--------------------------------------------------------------------------
Major Bugs
- Fixed an issue where some players could kill other players while in town
("TPPK").
- Fixed an issue where some players could disconnect other players when
they had too many active states.
- Fixed two issues where players could stack auras in an unintended way.
Minor Bugs
- Fangskin should now properly drop loot in Hell difficulty.
- Fixed an issue where auras were not re-applied to your mercenary after
it was resurrected.
- Fixed an issue where if you had two items which provided two auras to
a mercenary and you unequipped one, the aura from the remaining
item never became active.
- Fixed an issue where the Paladin class runeword 'Principle' wasn't
having all of its stats applied properly.
Revised Skill balance for Player Character classes
Assassin
- Dragon Claw - Synergy receives 4% additional damage per point of Claw Mastery.
- Dragon Talon - The bonus to Attack Rating per point has been increased to 35.
- Combo points awarded by combo moves now last 15 seconds, up from 9.
While we won't be seeing the same magnitude of changes that the first version brought, many inconveniences have been changed for the better. The most notable of which, is TPPK.
Assassin players should also be quite happy, as you will now be able to stack multiple combos easier. Before, it was difficult to break past 2 simultaneous combos, now, with the duration nearly doubled, it will be easy to attain 3, possibly even 4 combos at once.
One thing to keep in mind, is that this may not even be the last revision we see. Keep that feedback flowing, and you might even see your suggestion up on the patch notes next time around.
And Blizzard even said they couldn't fix that some months ago...
Find any Diablo news? Contact me or anyone else on the News team
Maybe they hired someone new to the legacy team
Join the chat!
I hope they re-fixed this, as the first fix caused double damage in Hell rather than half:
- Greatly reduced the explosion damage dealt by Fire Enchanted monsters.
Join the chat!
If you want to arrange it
This world you can change it
If we could somehow make this
Christmas thing last
By helping a neighbor
Or even a stranger
And to know who needs help
You need only just ask
See you in HC! ... "Soon"
Imo the change in the assassin combo is meanless. I'm not asn expertt, actually i'm quit noob with this class, but i see no advantage in charging up a bunch of combos. As far as i kno sin's must take the minimal number of frames possible so they can unleash a full combo before enemies have a chance to attack back.
I hope they will release a 1.13c and d
Battle not with monsters lest you become one.
Execly !
It's better to keep unleashing combos cause you can cc mobs with the area ice damage or just kill then with the other options. Theres no advanatage in charge more then one, just loose some burst dps.