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	<title>The Toonari Post - News, Powered by the People! &#187; Diablo 3 beta patch 13</title>
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		<title>Diablo III Beta: Patch 13 Review Part 2</title>
		<link>http://www.toonaripost.com/2012/02/entertainment/diablo-iii-beta-patch-13-review-part-2/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=diablo-iii-beta-patch-13-review-part-2</link>
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		<pubDate>Thu, 23 Feb 2012 13:00:31 +0000</pubDate>
		<dc:creator>Jason Loch</dc:creator>
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		<guid isPermaLink="false">http://www.toonaripost.com/?p=35074</guid>
		<description><![CDATA[<p><p><a href="http://www.toonaripost.com">The Toonari Post - News, Powered by the People!</a></p><p>Welcome back to our coverage of Patch 13! In the last installment, I talked a bit about the new rune system that Blizzard unveiled. That was by far the biggest single change, but Patch 13 made a host of smaller changes to the game as well. Every character has had the order of their skills [...]</p></p><p>The article <a href="http://www.toonaripost.com/2012/02/entertainment/diablo-iii-beta-patch-13-review-part-2/">Diablo III Beta: Patch 13 Review Part 2</a> appeared first on <a href="http://www.toonaripost.com">The Toonari Post - News, Powered by the People!</a>.</p>]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.toonaripost.com">The Toonari Post - News, Powered by the People!</a></p><p>Welcome back to our coverage of Patch 13! In the last installment, I talked a bit about the new rune system that Blizzard unveiled. That was by far the biggest single change, but Patch 13 made a host of smaller changes to the game as well.</p>
<p>Every character has had the order of their skills adjusted. Few of the changes were terribly dramatic. In most cases, it is just a matter of getting a skill a little bit sooner or a little bit later than you did before. But a few skills (such as the Wizard’s Disintegrate) have been taken out of the beta entirely since they are now beyond the level 13 cap. Similarly, a few skills that used to be above that cap have now been moved down into beta territory.</p>
<p>The Wizard continues to be my favorite character. This time around, instead of relying on my tried-and-true combo of Spectral Blade and Arcane Orb, I experimented with using Shock Pulse as my main attack. Shock Pulse is a lot like Charged Bolt from Diablo II, in that it sends out bolts of energy that move randomly. It can be difficult to hit specific targets, even if you are standing right in front of them. But it does have two redeeming features.</p>
<p>First, because it is a Signature Spell, you do not have to use Arcane Power to cast it; this is even more important now that the Wizard’s Arcane Power regeneration has been reduced. Second, when you use the Explosive Bolts rune, enemies killed with Shock Pulse will explode, doing lightning damage to nearby monsters.</p>
<p>But the stars of the show were undoubtedly Electrocute and Arcane Torrent. Electrocute is not new, but it now unlocks at level 11 instead of level 13, which makes it much easier to reach without a bunch of grinding. It is sort of like a combination of Lightning and Chain Lightning from Diablo II.</p>
<p>You cast it by holding down the mouse button, and it will leap from monster to monster. It will even leap to destructible pieces of the environment, such as urns and tree stumps. In its un-runed state, it only does 70% of  weapon damage as lightning damage, but since it is a Signature Spell, you can spam it all you want. When you add Arcane Orb and Wave of Force, you can handle almost anything in the beta.</p>
<p>Arcane Torrent is a newcomer to the beta, however, and it allows you to bombard a location with a bunch of purple arcane projectiles. Its base damage is lower than Arcane Orb, but in some respects it is easier to use because it casts faster and, unlike Arcane Orb, you do not have to worry about it detonating prematurely, in case a monster comes between you and your target.</p>
<p>The biggest surprise was probably the Witch Doctor. I had played her a little bit in previous versions, but she just did not ‘click’ with me the way the Wizard or the Monk did. But I like her a lot more in Patch 13. As I mentioned in Part 1, her Poison Dart skill benefits greatly from the addition of runes.</p>
<p>Grasp of the Dead also seems improved, though the Patch Notes only mention an increase in the amount it reduces enemies’ movement speed. Of course it could be that Grasp of the Dead is just more noticeable now, because the new guided mode automatically binds it to your left mouse button when you unlock it at level 2. Before, I had to make a conscious effort to choose it.</p>
<p>Sadly, the Demon Hunter remains the runt of the litter. Not only do his initial skills lack the flashy pyrotechnics of the Monk or the Wizard, but he also has the hardest time killing monsters. Part of the problem is that he does not really have a good area of effect skill at first. Hungering Arrow can hit multiple enemies, but it is still too linear.</p>
<p>Bola Shot can damage nearby enemies when it explodes, but I have not found it to be terribly effective in dealing with groups. The closest thing he gets to a proper AOE skill is something called Caltrops, but all it does is slow enemies who walk over it. You would think that something named after sharp metal spikes would do some sort of physical damage to enemies! As much as I would like to see D3 released ASAP, I hope they will take some extra time and polish the Demon Hunter a bit more.</p>
<p>I had hoped that Patch 13 would do something to make crafting seem less overpowered, but in that respect I was sorely disappointed. The stuff the blacksmith makes for you is still much better than most of the magical loot you find. There is no real downside to crafting either. The average crafted item at this level costs around 150 gold pieces and requires three Subtle Essences, yet my five characters have around 15,000 gold pieces and 50 Subtle Essences between them.</p>
<p>Once my characters have leveled-up enough to wear crafted items, loot becomes little more than a source of raw materials. Crafting just feels cheap, both literally and figuratively. I hope that things balance out later on in the game, so that the blacksmith’s items end up being either more expensive or less powerful.</p>
<p>Patch 13 has been a lot of fun, and the game continues to shape up nicely. Even though I have run through the same areas dozens of times now, the gameplay still manages to be addicting, which definitely bodes well for game’s long-term prospects. Blizzard has said it is shooting for a second quarter release, so with any luck we are already in the home stretch!</p>
<p>The article <a href="http://www.toonaripost.com/2012/02/entertainment/diablo-iii-beta-patch-13-review-part-2/">Diablo III Beta: Patch 13 Review Part 2</a> appeared first on <a href="http://www.toonaripost.com">The Toonari Post - News, Powered by the People!</a>.</p>]]></content:encoded>
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		<title>Diablo III Beta: Patch 13 Review Part 1</title>
		<link>http://www.toonaripost.com/2012/02/entertainment/diablo-iii-beta-patch-13-review-part-1/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=diablo-iii-beta-patch-13-review-part-1</link>
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		<pubDate>Wed, 22 Feb 2012 19:30:59 +0000</pubDate>
		<dc:creator>Jason Loch</dc:creator>
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		<guid isPermaLink="false">http://www.toonaripost.com/?p=35070</guid>
		<description><![CDATA[<p><p><a href="http://www.toonaripost.com">The Toonari Post - News, Powered by the People!</a></p><p>Last weekend, Blizzard released Patch 13 for the Diablo III beta. At long last, fans have a chance to try the new skill and rune system the developers have been working on over the past few months. The introduction of runes is probably the biggest change in Patch 13. Like almost every aspect of the [...]</p></p><p>The article <a href="http://www.toonaripost.com/2012/02/entertainment/diablo-iii-beta-patch-13-review-part-1/">Diablo III Beta: Patch 13 Review Part 1</a> appeared first on <a href="http://www.toonaripost.com">The Toonari Post - News, Powered by the People!</a>.</p>]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.toonaripost.com">The Toonari Post - News, Powered by the People!</a></p><p>Last weekend, Blizzard released Patch 13 for the Diablo III beta. At long last, fans have a chance to try the new skill and rune system the developers have been working on over the past few months.</p>
<p>The introduction of runes is probably the biggest change in Patch 13. Like almost every aspect of the game, runes have had a rather convoluted history. Originally introduced as ‘runestones’, they were supposed to be loot items that could be socketed into skills in order to modify that skill in some way.</p>
<p>They came in five colors, and their effects ranged from the mundane (putting an Alabaster runestone into the Wizard’s Magic Missile increased its damage) to the bizarre (putting a Crimson runestone into the Witch Doctor’s Zombie Charger turned it into a zombie bear). Each stone had seven ranks, with the higher-level ones becoming progressively rarer. This system was never incorporated into the beta, and few people outside of Blizzard had the chance to experiment with it.</p>
<p>But Patch 13 unveiled a dramatically-revamped system. Runestones have become ‘skill runes,’ and they are no longer droppable items. Now, they are part of the redesigned skill interface and they automatically unlock based on your character level. The color-coding is gone too, as are the different ranks. Each skill still has five possible runes that can be applied to it, but you will not be able to level them up. But their base effects remain more or less unchanged.</p>
<p>Given the limited scope of the beta, players only get to experience a fraction of the total number of runes. Even though the sample is limited, I was impressed with how they radically altered the gameplay. Take the Witch Doctor’s Poison Dart skill, for example. It is the first skill a Witch Doctor receives, but there is nothing particularly special about it to begin with.</p>
<p>Before Patch 13, I usually switched to something else as soon as possible. But when you equip the Splinters rune, you shoot several darts in quick succession, sort of like a machine gun. It is a dramatic improvement, and I kept Poison Dart as my main attack throughout the beta.</p>
<p>Runes can also alter a skill’s basic properties. Adding the Bounding Light rune to the Monk’s Fists of Thunder skill removes the knockback and adds a chain of lightning that strikes nearby foes, so players have to decide if they would rather have added damage or knockback. In theory, runes will help keep skills viable throughout the entire game, unlike in Diablo II where most skills became obsolete at some point. They also add a welcome element of customization.</p>
<p>Because runes offer so many potential changes, you can eventually adjust every skill to fit your play style. Of course not everybody is happy with the new rune system. Some fans are up in arms, claiming that there is now less customization since everybody automatically gets the same runes instead of having to find them as loot. I disagree. Chances are, lower-level runes would have dropped quite frequently, so it would have been easy for players to get all five colors.</p>
<p>Higher level runes of each color would have been rarer, but they would only increase the skill’s power. The rune’s underlying mechanic would stay the same. So the difference between individual rune levels would probably not have been terribly dramatic, and I am not sure they constituted meaningful customization (“Your Wizard’s Magic Missile can do 126% weapon damage? Ha! Mine can do 128%!&#8221;). The rune system <em>does</em> allow players to adjust a skill to fit their preferred play style, and I think that is much more important than fussing over numbers.</p>
<p>The only real complaint I have about the system is the new skill interface. It is horrible. Horrible, horrible, horrible. Part of the problem is that Blizzard has decided to implement a new ‘guided mode’ where certain skills are automatically mapped to certain buttons. Now, skills are divided into categories. There are three general categories that all characters share (primary, secondary, and defensive), plus three class-specific categories (in the Wizard’s case, they are arcane, conjuration, and mastery).</p>
<p>When you are in guided mode, primary skills are bound to your left mouse button, secondary skills to your right mouse button, defensive skills are bound to the ‘1’ key, and so on and so forth. But if you want to bind primary skills to both mouse buttons, or put a defensive spell on the mouse instead of the keyboard, you are out of luck unless you go into the game options and check the box for ‘Elective Mode.’ Even then, the process of switching skills from one button/key to another is terribly awkward.</p>
<p>I am not one to QQ about things, but this new skill interface needs to go. While they are at it, I think they could safely do away with guided mode too. I realize they are just doing it to make life easier for casual gamers and people who are brand new to action RPGs, but I think they are offering help where it is not really needed.</p>
<p>The game already assigns skills to certain keys by default. If you do not want to mess around with your keybindings, you do not have to. But forcing people to use the defaults unless they enable a different game mode is just stupid. Check back soon for the second part of our coverage of Patch 13, including a look at how each character’s skills have changed.</p>
<p>Image Courtesy of   <a href="http://eu.battle.net/" target="_blank">http://eu.battle.net</a></p>
<p>The article <a href="http://www.toonaripost.com/2012/02/entertainment/diablo-iii-beta-patch-13-review-part-1/">Diablo III Beta: Patch 13 Review Part 1</a> appeared first on <a href="http://www.toonaripost.com">The Toonari Post - News, Powered by the People!</a>.</p>]]></content:encoded>
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