Diablo 3 Beta [Beta withdrawal underway!]

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MrMister said:
AKA some random Blizz employee has a NeoGAF account and is randomly flagging users who beg him the most.

Actually there was no begging. I did not even ask. I stayed active on the board when dealing with Diablo and I was selected.
 
Who is this mysterious GAF diablo 3 inviter? Flagging beta accounts, he must be a kind soul. Wish my account would get flagged.
 
ParityBit said:
Actually there was no begging. I did not even ask. I stayed active on the board when dealing with Diablo and I was selected.

Hmm, this means the silent minimal posting types like myself will actually have to come up with things to say instead of just lurking in/reading the threads.

Let's see...

My anticipation for said game knows no bounds?

Nope, not good enough.

My passion for Diablo 3 burns stronger than a hundred suns!

Hmm, too much.

GIVE ME A BETA KEY.

A bit demanding.



Le sigh, my ability to contribute is lacking. 2012 needs to be here now. I want to play this game.
 
To whom it may concern, I'd love to have my account flagged.

I have already bought the WoW annual pass and have D3 not ready for DL in my account which is killing me :(

Please kind soul, have mercy.
 
dave is ok said:
I'll tell a Diablo themed joke for a key:

What did one Diablo say to the other Diablo?

Diablo!

That's terrible, not only am I not going to give you a key, I'm also going to have to amputate your feet so you'll never say something like that again.
 
cackhyena said:
He doesn't type with his feet, jeez.

I would've thought the mere threat of losing both your feet would be enough to deter oneself from continuing. Apparently GAF-addiction is much stronger than I anticipated.
 
That's my line of thought on it. And doubly so being Diablo related. Take the fingers. Then he at least can't come back for a while until he learns to type with his feet. Then you take the feet.
 
Oh this thread is still around? I thought I had cried myself to sleep enough to forget about this thread and that damned beta that Blizzard wont share with me.

HMMFPH!
 
V_Arnold said:
I will continue worshipping Blizzard.
And I do not have the faith in being flagged anymore :(
I have a feeling we're flagged...just no real "wave" has gone out. And we'll get in with that wave. After the patch.

Have hope!

Edit: The next patch is so huge it wipes characters. This is probably why we flagged people aren't in yet. The real news though is it could be as soon as tomorrow.

http://us.battle.net/d3/en/forum/topic/3424470536#1
 
Well, just in case there is some kind soul here flagging people's account on request: Please flag me for the beta! I have the game paid for anyway, might as well play what I can while I wait for it to ship, lol!
 
At this point I think I have just accepted I am not getting into this beta. Torchlight 2 needs to come out so I can get my loot fix.
 
I wonder if delaying the game's release means they're going to slow down beta invites too.

I've had the goddamn client installed since almost the first day the beta went live, but no invite to play it. :|
 
So I played a Sorcerer in the original Diablo, and a Necromancer, Amazon, and Sorc in D2. For those in the beta (I'm not yet :( ), which of the D3 classes would kind of suit that style the best? I'm thinking witch doctor or wizard but I'm not sure.
 
Welp I had every character at level 13 for the beta until the wipe happened. They gonna add anymore content to test out anytime soon?

Zerokku said:
So I played a Sorcerer in the original Diablo, and a Necromancer, Amazon, and Sorc in D2. For those in the beta (I'm not yet :( ), which of the D3 classes would kind of suit that style the best? I'm thinking witch doctor or wizard but I'm not sure.

Wizard is obviously comparable to the Sorceror. Witch Doctor can be compared to the Necromancer (minions, support-ish type snares / aoe). Demon Hunter is comparable to a Bowazon.

I'd say play both Wizard and Witch Doctor. I find Wizard to be more fun than Witch Doctor ... but my G/F finds Witch Doctor to be the most fun of the bunch for her.

I've found the Monk to be very underwhelming also.
 
New patch

Patch Notes said:
General
All characters have been wiped. As part of this process, artisans, gold, and items (including those placed on the auction house or in a shared stash) have also been reset.
Switching out class skills will now require the use of a new feature known as the Nephalem Altar. Nephalem Altars are currently located in New Tristram, as well as in key locations throughout Act I. Clicking on an altar will open up the skill UI, allowing both active and passive skills to be selected or exchanged.

Quests
Gold rewarded from quests has been significantly reduced
Experience rewarded from quests after level 4 is now based on the number of mobs you’d have to kill to earn the same amount of experience, rather than being a strict percentage of a level


Skills
New passive skills have been added for all classes. See individual class notes below for more information.
AoE (Area of Effect) skills for all classes have had their damage reduced
Single-target skills for all classes have had their damage increased
All skills are now based off weapon damage


User Interface
The in-game UI has been updated with general art and usability improvements


Classes
Barbarian
Active Skills
The Barbarian's Fury Generators have received a tuning pass. Bash, Cleave, and Frenzy now generate more Fury whereas the other Fury Generators now generate less.

Additional changes include:
Battle Rage
Damage bonus reduced from 30% to 20%

Revenge
The chance for this ability to activate has been increased from 10% to 15%

Weapon Throw
Fury cost reduced from 20 to 10
Damage decreased from 210% to 180%


Passive Skills
New passive skills have been added:
Nerves of Steel
Unlocked at level 12
Your defense is increased by 25% of your Vitality



Demon Hunter
General
Maximum Hatred reduced from 150 to 125


Active Skills
The order in which skills are awarded has been adjusted for levels 1 to 13.
Resource management for the Demon Hunter has been reworked significantly. Skills for the class now fall into the three categories: Hatred Generators, Hatred Spenders, and Discipline Spenders
Hatred Generators
Bola Shot: Generates 2 Hatred
Entangling Shot: Generates 4 Hatred
Evasive Fire: Generates 4 Hatred*
Grenades: Generates 2 Hatred
Impale: Generates 6 Hatred


Hatred Spenders
Chakram: Costs 10 Hatred
Elemental Arrow: Costs 5 Hatred
Hungering Arrow: Costs 10 Hatred
Rapid Fire: Costs 30 Hatred (initially) and 1.5 Hatred per second for each additional shot


Discipline Spenders
Caltrops: Costs 8 Discipline
Shadow Power: Costs 20 Discipline
Vault: Costs 10 Discipline
Evasive Fire: Costs 4 Discipline to Backflip


Additional changes include:
Bola Shot
On-hit damage increased from 100% to 105%

Chakram
Damage reduced from 150% to 135%

Grenades
Damage increased from 75% to 80%

Hungering Arrow
Damage increased from 115% to 145%
Pierce chance is once again a fixed 35% rather than scaling with level

Impale
Impale has been given a new spell effect. It is now a thrown dagger instead of a bow shot.

Rapid Fire
Damage increased from 35% weapon damage per shot to 38% weapon damage per shot

Shadow Power
Attack speed bonus reduced from 50% to 30%


Passive Skills
New passive skills have been added:
Tactical Advantage
Unlocked at level 10
Whenever you use Vault, Smokescreen, or backflip with Evasive Fire you gain 60% movement speed for 2 seconds



Monk
Active Skills
Mantras
All Mantras now have a 15 second cooldown and grant a bonus effect for the first 3 seconds after activation


Additional changes include:
Blinding Flash
Spirit cost reduced from 50 to 30
Duration reduced from 5 second to 3 seconds

Breath of Heaven
Spirit cost reduced from 75 to 25
Healing amount reduced

Crippling Wave
Damage increased from 120% to 135%

Deadly Reach
Damage increased from 110% to 120%

Fists of Thunder
Damage increased from 100% to 120%

Lashing Tail Kick
Spirit cost increased from 25 to 30
Damage increased from 130% to 180%


Passive Skills
Transcendence
Healing per Spirit reduced


Witch Doctor
Active Skills
All Witch Doctor skills now do damage based on your weapon damage and cast at a speed based on your weapon attack speed.


Passive skills
New passive skills have been added:
Circle of Life
Unlocked at level 12
Whenever an enemy dies within 12 yards there is a 5% chance that a Zombie dog will automatically emerge

Jungle Fortitude
Unlocked at level 10
Reduces all damage taken by you and your pets by 20%



Wizard
Active Skills
The order in which skills are awarded from levels 6 to 13 has been adjusted. Players will now unlock offensive and defensive spells in an alternating order.
All Wizard skills now do damage based on your weapon damage and cast at a speed based on your weapon attack speed.


Passive Skills
New passive skills have been added:
Critical Mass
Unlocked at level 12
Your critical hits reduce the cooldown of your spells by 1 second



Followers
Templar
Skills
Guardian
Ability now unlocks at level 20, instead of level 5

Heal
Healing provided by this ability will now scale properly
When activated, ability will heal you for ¼ of your total health every 15 seconds
Will only heal when player is below 50% health, down from 67%

Intimidate
Slow amount reduced from 80% to 50%

Intervene
Intervene is the new name for Taunt, and now unlocks at level 5
Radius of monsters to be taunted reduced from 30 to 10 yards
Duration reduced from 10 seconds to 5 seconds
Will now only cast when player is below 50%
Cooldown increased from 15 seconds to 30 seconds

Loyalty
Life regenerated by this ability will now scale properly



Items
General
Players now start with 5 health potions
Health globes now heal you over 1.5 seconds rather than over 5 seconds
The number of chests, shrines, and other interactable items (e.g. bookcases and loose stones) has been greatly reduced across the entire game
Items sold from vendors will now be at least one item level lower than those that are currently available to a player via drops from monsters
The level of an item is now much more likely to match or be close to the level of the monster from which it dropped, and the affixes that appear are much more likely to be from the upper range


Weapons
Several significant changes have been made to weapons and weapon damage affixes:
The damage bonus granted to two-handed weapons over one-handed weapons has been reduced from 15%-38% from level 1-60 to 13%-32%
Wands attack speed has been increased from 1.2 to 1.4
Quivers, Orbs, and Mojos will now always come with +Min/Max damage
Ceremonial Daggers will now frequently come with +Mana Regen
Wands will now frequently come with the +Max Arcane Power

The amount of inherent slow granted by cold weapons has been reduced from 3 seconds to 1 second
One-handed crossbows and daggers now pull from a separate pool of affixes for + damage
The damage variance between weapons of the same type has been reduced.


Bug Fixes
Fixed an issue that was causing two-handed Monk combat staves to not receive the proper damage bonus


Monsters
General
A new Mortar affix has been added to the game. Mortar monsters will lob grenades at enemies outside melee range.
Lightning bolt damage from Electrified-enchanted monsters has been reduced by 40%
Monsters that are enchanted to an element (Molten, Electrified, etc.) now correctly have 50% resistance to their chosen element
Ex: Molten monsters will have 50% damage resistance to Fire at equal level

Wretched Mothers in Act I can now only summon one zombie at a time
Treasure Goblins are now immune to fear


Bosses
Skeleton King
Whirlwind damage increased from 100% to 300%
Cleave damage increased from 80% to 100%


Crafting
Artisans
Blacksmith
Blacksmiths now start with a Fist weapon and a Dagger weapon option to craft
Blacksmith leveling and crafting recipes have received a tuning pass


Items
Pages of Training will now drop starting at level 6, down from level 8
The chance for Magic and Rare items to salvage into higher quality crafting material has been increased from 1% to 5%
Salvaging blue items now has a 1% chance to salvage into Legendary crafting material
 
Was excited about the beta around release...now finding its 3 hours and they aren't extending it. Could care less about playing the beta or any details within it. So when is the now rumoured release date?
 
gillFTR said:
Was excited about the beta around release...now finding its 3 hours and they aren't extending it. Could care less about playing the beta or any details within it. So when is the now rumoured release date?

Soon™

It's rumored will be out in Jan 17
 
ToyMachine228 said:
Is that patch out? We're expecting the next wave of beta invites to go out shortly after the patch rolls out.

Yeah is live on beta servers
 
aznpxdd said:
Haven't kept up with this thread, but I just checked my BNet account and sees this. Does this mean I'm in the beta?!

UhTcZ.jpg
:lol was just going to post this. Guess they trolled me!
 
New patch and I can't even try out the new stuff :lol
 
Gaaah I almost got over not being invited, then the new patch got me excited again. :(
I signed up everywere I could think of. First time in months I actually logged into my Facebook account.

Anyway, gotta go, back to simulating builds and watching the rain fall through the window *foreveralone.jpg*
 
TedNindo said:
Got my invite Yesterday and finished it pretty quickly.

Shortest but most polished beta I've ever played.
Yep, really quick to beat, but you can easily spend 15+ hours just messing with different builds and twinking your guys. It's a great intro to what the full game will have to offer. Sorta wish they'd upped the level cap just a bit, but it's really unnecessary for their purposes.
 
Even with all the games coming out I'd still have loved to get in on the beta. Taking a break from WoW but still need some Blizzard lovin.
 
I am liking these update notes for Barb (thanks for posting them up Gromph.

[barb theory and wank]
Weapon Throw
Fury cost reduced from 20 to 10
Damage decreased from 210% to 180%


This makes my Weapon Throw Barb build I'm working on better.
It's Damage per fury has increased over the older version.
If No Escape is still the same and and Crimson Rune is still the same then
the new weapon throw with a lv.7 rune would be twice as effective than before (oh and battle rage.... can't forget that).

Oh and if you can manage to OHK an enemy then you gain 10 fury. This means that
Weapon Throw in the right circumstance becomes a fury generator that does high damage. If it takes 2 hits then you will break even. Now all I need to know is how Ricochet works with No Escape. If it only counts for the first enemy killed then it is still a good aoe.
If it adds 20 for each enemy killed (I think this is unlikely, but part of me hopes this is the case)
with Ricochet then.... I'll slap on Berserker Rage passive since I'd have a fountain of plentiful fury (just have some good generators for emergency) to kill fodder with (possibly).
[/barb theory and wank]
 
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