S18 版本更新内容人工翻译【带Patch Note】
In Path of Exile: Siege of the Atlas, we're making a number of balance changes and have prepared this information for you to preview ahead of our official announcement livestream at the end of this week. The full details of these changes will be available in the patch notes and are still subject to change but this post should outline our perceived problems with current balance and our intentions for their solutions.在《流放之路:巨人之围》版本中,我们正着手进行一系列平衡性修改,在最终官方的在线直播之前,我们在此放出新版本的前瞻信息。请你注意,所有前瞻信息将有可能在正式发布的版本中进行进一步的修改,我们目前发布的信息只是对未来可能进行的修改进行一个大致的描述。
In general, we're focusing on two particular archetypes that we feel were the least competitive with other builds during Scourge. These are handcast spell builds and hit-focused bow builds.
总体而言,我们主要针对于两种充了钱但是却无法获得良好体验的的玩家流派,它们在上个赛季中完全没有表现出竞争力——手动施法流派与弓箭射击流派(可不是说那些拿着弓玩法术的刁民)。
Hit based Spellcasting
Problem:
Most hit-based Spellcasting builds deal too little damage and have too few defensive and mobility options when compared with alternatives like Traps, Totems, Mines, Triggered Skills or Damage over Time.
带有击中效果的施法技能存在这样的问题:
大部分此类技能实在没什么伤害,而且还容易去世,还特么跑的很慢。相比于陷阱、图腾、地雷、触发类技能、以及持续伤害技能而言,它们太弱了,我们需要对其进行加强。
Solutions:
Adjust the hit damage growth of most spells. The majority of spells gained around 45% more damage at gem level 20, resulting in up to 60% more damage by gem level 25. Some spells have received smaller adjustments or no adjustment. These less affected spells are generally those that provide more mobility or supplemental damage through duration mechanics.
解决方案:
我们调整了大部分法术的击中伤害,在等级20时,它们将提升45% more,在等级25时,它们将提升60% more。你应当注意大部分意味着部分技能伤害提升较小或没有提升,特别是那些跑的很快的技能,或者带有辅助性伤害的技能(比如额外附加了点燃效果之类的)。
Allow casters to obtain more cast speed through the Runic Dagger mod pool, increase some cast speed values and give rings and amulets additional tiers of cast speed modifiers.
我们进一步允许玩家角色通过符文匕首这类武器提升施法速度——现在符文匕首类武器将可以roll出提升施法速度的词缀。同时我们给戒指和项链的施法速度词缀扩张了额外的阶级(这意味着新的t1词缀可能更加强力)。
Give Orb of Storms more damage and a mechanical redesign to solidify it as a great supplemental lightning damage skill.
我们给予技能“风暴旋涡”更高的伤害,并且重新设计了技能机制,现在它将作为辅助性的技能,提供更多的闪电伤害。
Give Flameblast, Lightning Tendrils and Ice Spear some improvements to make them great skills for dealing high damage against a single target.
我们加强了技能“烈焰爆破”,“电能释放”,“冰矛”,现在它们将对单体敌人造成更高伤害。(这些技能除了COC真有人用?)
Improve many skills that rely heavily on unique Threshold Jewels to enhance their damage and remove or change these jewels. For many such skills, this means granting more damage in exchange for efficient sources of extra projectiles. This includes skills like Freezing Pulse, Frostbolt, Heavy Strike and Cleave. For damage-focused spells, the result of these changes means that their damage has increased on top of the damage multiplier noted above.
我们加强了一些严重依赖于特定珠宝的技能——强化了它们的伤害,并尽可能消除它们对于珠宝的依赖性(我特别去看了一下这些技能的绑定珠宝,它们都是提供额外投射物或者提供近战范围增大)。这包括了冰霜脉冲、寒冰蛋、重击、劈砍。在新的版本中我们提升了这些技能的伤害。
Lower the power of the Unleash Support. Because it is the single most impactful support for the kind of build that benefits from the aforementioned buffs, it creates limited options for these builds by feeling like the only option. With these builds otherwise being buffed, there should be more build options available than before.
我们砍了一刀“释出”辅助技能,因为它太强了。(后面一段话都是解释这个技能怎么强)
Lower the damage from Totem, Trap, Mine and Trigger effects to balance out the buff to these spells. The intention is that in general, these builds should deal the same damage at high levels as they did previously. While at face value these changes will look like nerfs, for the most part they shouldn't be due to the buffs to spells. However, we do acknowledge there will be a small number of builds that will be negatively affected by these changes. Additionally, because we've adjusted some support gems that multiply the number of traps thrown, we've provided some compensation for this on non-cooldown trap skills like Fire Trap and Lightning Trap.
我们降低了图腾,陷阱,地雷,触发式技能的伤害。但这更多是为了平衡新赛季我们提升了法术技能伤害所带来的的影响。如果你很不幸是其中一类玩家,大部分情况下你不会发现自己伤害变少了,这是我们此次平衡的目的,但也会有一小部分技能伤害被砍。与此同时我们修改了一些辅助技能使得陷阱投掷数量可以增多,这使得那些没有冷却时间的陷阱很吃亏。我们也为那些没有冷却时间的陷阱技能:火焰陷阱与闪电陷阱提供了一些补偿(可能是伤害变高了?)。
Lower the damage of player Ignite by 28% to partially offset the damage increase that many Ignite-applying spells have received. For the majority of high level spell gems, this is a slight damage buff when combined with the above changes. Burning Arrow, Armageddon Brand, Explosive Arrow and several other skills have received changes to compensate for the lower damage of Ignite. Attack skills and a small number of spells that are not typically aligned with Ignites will have weaker Ignites as a result of this change. We plan to introduce a mechanic for Ignite damage with melee attack skills to give some unconventional Ignite builds a new option for enhancing Ignites. Details about this will be included in the patch notes.
我们将你的点燃伤害系数降低了28%,这将平衡你的法术技能自身伤害提高所带来的影响,也就是说在新的版本中你所造成的点燃伤害应该是不变的。对于大部分高等级法术技能来说,你的点燃伤害甚至还会有小幅度提升。“燃烧箭”、“末日烙印”、“爆炸箭”(它们并非法术技能)与其他一些技能也获得了伤害提升来平衡上述修改。还有一部分技能并不是专注于造成点燃效果,如果你想用它们白嫖点燃,它们将被减弱。我们正策划加入一种新的机制使得近战技能也能玩点燃,更加详细的讨论将在近期的patch notes中发布。
Hit-based Bow Attacks
Problem:
Hit-based bow attacks require an unreasonable amount of investment to reach competitive levels of damage. Builds that want to achieve this must utilise critical strikes and many skills can't sufficiently invest in this mechanic without sacrificing defensive options.
弓箭射击类技能:
这些技能如果想有伤害,需要你冲太多钱了,这使得只有氪金老母猪才会去玩这些技能。这类技能必须强化暴击率才能获得高额伤害,而贫穷玩家强化了暴击率之后,就变得很容易猝死。
Solutions:
Give bows the same local added elemental damage modifiers as two handed melee weapons do, which are much stronger than the bow-specific modifiers used previously.
Improve the damage of bows in general, with some base types getting up to 50% more base damage than before.
Improve the Mastery options on Bow Passive clusters.
新版本中,双手弓可以roll出一种新的添加元素伤害的词缀,它们比原有属性更强。
所有弓的伤害被调高了,部分很菜的弓提升了50%伤害(小鸟弓?)
提升了弓类精通天赋的强度。
Make a number of improvements to quivers so that bows can receive much more damage from rare quivers:
We have reworked the quiver progression with new quiver types that provide a diverse set of useful implicits.
We have greatly improve Added Physical Damage modifiers on quivers.
We have replaced "Elemental Damage with Attack Skills" modifiers on quivers with "Increased Damage with Bow Skills" to allow quivers to roll another way to improve skills dealing Physical or Chaos damage.
We have taken the +1 Arrow prefix off influenced quiver modifiers and added it to the core modifier pool of quivers as a suffix.
We have added an extra tier to the Attack Speed and Accuracy modifiers on quivers.
我们重新设计了箭袋的词缀系统,现在箭袋将从稀有词缀中获得更强大的伤害,当然你得先充钱。
我们大幅提高了“增加物理伤害”词缀的强度。
我们以“提升弓类技能伤害”词缀替换了“武器元素伤害”词缀。
“+1投射物词缀”现在不是一个势力词缀了,它现在是一个普通前缀。
“攻击速度”与“命中率”词缀有了额外的阶数,从而提升强度。
Sources of Added Damage
Problem:
Added Cold, Lightning and Chaos Damage Support Gems provide significant unconditional added damage that outclasses many damage options available to some builds, most notably bow builds. By comparison, many other sources of added damage are relatively weak.
附加伤害的来源:附加寒冰伤害、附加闪电伤害、附加混沌伤害辅助技能太强了,它们提供了太多的元素点伤,让这个游戏里其他的点伤来源黯然失色。
Solution:
Lower the strength of unconditional "Added Damage" Support Gems, and raise the strength of "Local Added Damage" and "Added Damage to Spells" on weapons.
我们砍了上述辅助技能一刀,提升了武器点伤词缀的数值。
Skill interactions with Hydrosphere
Problem:
Certain skills that have a chaining or shockwave effect can multiply their damage against single targets by also hitting Hydrosphere. These skills should not be balanced around using an off-class or off-theme skill like this. Maintaining the ability to use this interaction would prevent us from improving certain bow skills and hit damage spells without their maximum damage output being too high.
水源法球的机制:特定技能可以利用水源法球成倍增加伤害(X倍闪电箭?),如果我们忽视了这一问题继续提升弓类技能的伤害,其结果就是不充钱的刁民伤害要起飞了。
Solution:
Change Hydrosphere to have a one second cooldown before it can be hit again. This maintains the ailment mechanic on Hydrosphere to still allow for some special skill interactions but is no longer such a significant single target damage multiplier for so many skills.
水源法球现在有1秒的触发间隔,现在水源法球仍然具有易伤效果,但是你们别想用它打出成倍伤害了。
Triggering Marks
Problem:
When applied through Mark-on-hit skills or unique items that trigger them, Marks are far more efficient for clearing and easier to sustain on boss fights. Builds that don't have access to these high-end items are disadvantaged in comparison.
咒印触发:我们提供了一些“击中时触发x级咒印”的稀有词缀给一些充钱的玩家,但是总有不充钱的玩家朝我们抱怨说这类词缀太贵了,他们买不起,同时他们也不愿意在BOSS战中手动释放咒印。
Solution:
Make Marks permanent so they only require a single cast for boss encounters. Add a new support gem that lets attacks trigger marks on hitting Rare and Unique targets.
因此我们将咒印改成了永久的,并且添加了一个新的“击中时触发咒印”的辅助技能(充钱玩家:那我走?)
Fortification and Damage Reduction
Problem:
Fortification gain being scaled by the damage dealt by a fortifying hit means that hitting monsters with very high amounts of damage reduction (such as in the Azurite Mine, the Simulacrum or against monsters that have just been spawned by certain league mechanics) can grant little to no fortification, even for builds with very high damage.
护体和减伤机制:护体收益被攻击伤害所限制,这意味着如果怪物巨硬你根本打不动,你也无法获得有效的护体。
Solution:
Fortification generation now ignores the target's damage reduction.
现在,造成护体的伤害无视怪物伤害减免,
Skill Balance
Problem:
Detonate Dead builds can gain significantly more damage by diluting the pool of Desecratable monsters with high-life Spectres. Because of how Desecrate selected monsters, the fewer monsters occurring in the area, the more damage Detonate Dead dealt.
如果你准备一堆高血量灵柩,爆灵术BD可以让你不充钱的同时造成成吨的伤害,这很不好,同时这也与我们亵渎技能的机制有关(我没玩过我不知道啥情况,好像是说特殊手段使用亵渎可以招出一堆高血量灵柩?)。
Solution:
Change Desecrate to have a fixed chance to spawn a Spectre corpse. This means Detonate Dead's damage should be more consistent based on which area in the game you are in. This also means there is no incentive to bring multiple different high-life spectre varieties, although you still benefit from bringing one high-life spectre into areas.
亵渎目前召唤灵柩的概率是固定的,这意味着你将不可能召唤一坨高血量灵柩给BOSS炸死。
Problem:
Seismic Trap has very high damage scaling as its damage scales with increases to Area of Effect. Increasing the area of Seismic Trap impacts greatly increases the chance of multiple large bursts hitting a target, as area increases don't affect the area where the impacts can occur. Though this mechanic is interesting, it provides far too much damage for the investment cost and the damage of the skill would have to be lowered to by so much to offset this that the skill would be very weak without the overlapping mechanic.
问题:如果你扩大了范围效果,震波陷阱将可以对敌人造成多次伤害,获得远高于投入的伤害效果,这使得不充钱的玩家也能刷希鲁斯了。
Solution:
Make modifiers to Area of Effect apply to the area Seismic Trap's bursts can target at a ratio. This will slightly improve the area coverage of the skill while lowering the damage growth from increases to Area of Effect without removing their damage benefit entirely.
现在当你扩大范围效果的同时,我们也将增大震波陷阱的散布范围(参考毒雨),现在你将不能从增大范围中获得那么高的伤害增益效果,尽管它们依然存在。
Problem:
Toxic Rain has very strong damage over time and a low build cost compared to other bow builds. It also benefits from some of the quiver and Mastery changes made to improve hit-based bow skills.
问题:毒雨伤害太高了,而且几乎不需要装备支撑就可以完成BD的核心。在我们本次完成弓类技能修改之后,它将变得更强。
Solution:
Reduce the high-level damage of Toxic Rain in order to partially negate the improvements to quivers and bring it more in line with other skills.
我们直接砍了毒雨的伤害,惊不惊喜?
Unique Item Balance
Problem:
March of the Legion is a very low-cost method to gain four extra auras on some builds due to the change where Mana is not being required in order to cast an aura. It also took full advantage of the Supreme Ego keystone in a way that goes against the intent of the mechanic and gained a significant amount of power in the process.
稀有物品调整:“军团的进击“可以用极低的代价获取额外的光环效果,在搭配上无上自我天赋后这玩意实在强的离谱,并且完全超出了我们的设计初衷。我们原来想的是无上自我可以让你获得一个强力的光环,现在你特么开了5个,还换着开。
Solution:
Rework the Blessing mechanic of March of the Legion to limit the number of Blessings you can have to one. Change the skill to cost mana instead of temporarily reserving mana. The process of making this change also highlighted a number of problems with other mechanics which has led to a ripple effect of other changes being required.
军团的进击鞋子上的祝福效果直接被重新设计了,首先我们限制你通过军团的进击所能开启的光环数量最大为1个,并且开启这个光环将直接消耗魔力,而非魔力上限。这一修改对其他一系列游戏机制也产生影响。
Release Blessing as a Support gem, to make the mechanic available to builds that are not using the unique item. This is intended to be useful for high-mana-use characters who wish to leave their mana unreserved and for characters using the Blood Magic keystone.
我们将“祝福”技能设计为一颗新的辅助宝石,它将以消耗魔力为代价开启有持续时间的光环(环妹、尿布头、血魔法狂喜)。
Improve the aura level granted by March of the Legion so the item excels at using a Blessing aura.
提升了军团进击提供光环的等级。
Remove Mortal Conviction and the life passives from behind the Blood Magic keystone and make a Mortal Conviction-style support gem that makes an aura free, and prevents you reserving mana. It will be mutually exclusive with Blessing skills, so you won't be able to use both simultaneously. This support gem provides slightly less aura effect to the skill than the Blessing Support but has no cost or upkeep involved.
从天赋树中移除了凡人的信念天赋与前面两个血量天赋,同时将凡人的信念做成了一个辅助宝石,它将使得被辅助的光环技能没有消耗,但使得你不可保留魔力。凡人的信念与祝福辅助不能共存。
Change Blood Magic to also grant 10% more life to compensate for the removal of the efficient life passives behind the keystone.
血魔法天赋现在附赠10%最大生命提升。
Change Supreme Ego to not limit you to one aura and instead give more aura effect based on how much mana an aura reserves.
无上自我现在不再限制你只能拥有一个光环效果,而是根据你魔力保留的多少,提升你身上的光环效果。
Problem:
The Shade Form skill (granted by the Shroud of the Lightless and Replica Eternity Shroud unique items) could, with heavy investment, have its duration extended to be longer than its cooldown, granting permanent immunity to physical damage.
问题:暗影姿态技能(可以从一些装备上获得),如果充了钱的话,可以导致长时间无敌效果。
Solution:
Change Shade Form's cooldown to pause while the skill is active. Reduce the cooldown from 45 seconds to 40 seconds.
现在,暗影姿态技能在激活时冷却时间不会减少,同时我们将其冷却时间缩短为40秒。
Problem:
The damage reduction granted by the Strength of Blood keystone (from the Lethal Pride unique jewel) incorrectly scaled with modifiers to life recovery rate, allowing it to reach 100% and for characters to be immune to damage.
问题:天赋鲜血之力(你收到的伤害根据你最近获得的生命偷取而减少)可能给予100%伤害免疫。
Solution:
Strength of Blood's damage reduction no longer scales with modifiers to life recovery rate.
鲜血之力现在提供固定数额的伤害减免。
Problem:
The Dancing Dervish unique item has no accessible way to sustain its mechanic on Boss fights, mostly due to Rampage stacks being difficult to activate in these fights and the summoned minion's behaviour feeling sluggish while clearing.
幻化之刃德尔维西在BOSS战中无法持续,因为你再BOSS战中无法触发暴走效果。
Solution:
Change The Dancing Dervish to cause you to gain rampage on melee hits and improve its minion behaviour.
幻化之刃德尔维西现在赋予你“近战击中时触发暴走”,同时改善了这玩意的AI。
Siege of the Atlas
After defeating Kitava, you will meet Commander Kirac in the Karui Shores and join his militia to safeguard the Atlas of Worlds. The Envoy will inform you that two Eldritch Horrors, The Searing Exarch and The Eater of Worlds, are approaching and will consume everything.
By completing maps affected by their influence, you can hunt down their sub-bosses, The Black Star and The Infinite Hunger, before finally facing The Searing Exarch and The Eater of Worlds themselves. Defeating these formidable foes yields valuable rewards including exclusive new unique items.
The Atlas of Worlds has been revised, and regions have been removed. The regional Atlas Passive Trees have been replaced with one gigantic Atlas-wide Passive Tree that affects all maps you run. You can earn points by completing bonus objectives of maps and finishing certain Atlas quests.
The Watchstone system has also been removed, and replaced with Voidstones which are obtained by defeating The Uber Elder, The Maven, The Searing Exarch and The Eater of Worlds. These Voidstones raise the tiers of maps on your Atlas and can be augmented by Sextants.
巨人之围:在玩家杀死奇塔福之后,你会在卡鲁海岸遇到齐拉克,并加入它的军队保卫异界位面。会出一个特使NPC(好像游戏里已经有这个NPC了,虽然我不太认识),他会带来两条耸人听闻的消息:“燃烧之王”与“世界吞噬者”,都将到来并消灭一切事物。(可能是新BOSS吧...)
通过完成受“燃烧之王”和“世界吞噬者”影响的地图,你可以在这些受影响的地图中遇到一些特殊BOSS:“黑星”和“无尽饥饿”,杀死它们来获得最终面对“燃烧之王”与“世界吞噬者”的权力,并且它们都将掉落一些属于充钱玩家的强力装备。
异界地图已经被重制,并且不再具有区域划分,原有的区域天赋树被新的不区分区域的统一天赋树所取代;同样地你还是可以通过完成特定目标的方式来获得地图天赋点。
守望石这个垃圾系统已经被移除了,毕竟这玩意我从来没用过。取而代之,你将可以获得“虚空石”(通过杀死T18,T20和两个新BOSS获得)。这些虚空石可以提升地图阶级,并且你可以在上面打六分仪。
The Archnemesis Challenge League
Challenge leagues are a great opportunity for a fresh start in a new economy. All of your old characters and items are still present in the Standard and Hardcore leagues, but you're encouraged to join the new leagues, complete challenges and demonstrate your mastery of Path of Exile!
Archnemesis is a challenge league that reinvigorates fights with rare monsters. It introduces around 60 new monster mods and allows you to customise your rare boss fights to control your level of risk and reward. These mods can be combined in over 35 recipes to create new, more powerful and rewarding mods. As you play through the league, you'll discover more recipes and learn how to best utilise them to get the most valuable rewards.
When you slay regular Rare and Magic monsters in the Archnemesis League, they sometimes drop an itemised version of a new Archnemesis monster modifier. You store these in a dedicated inventory panel so that they don't clutter your regular inventory.
Over the course of each area you play, you'll encounter four monsters that are frozen in place, petrified and bound to the Archnemesis statue. When you find such a monster, you can free it by empowering it with an Archnemesis mod. If you're able to successfully defeat the empowered monster, then you will receive the fixed reward that corresponds to that modifier.
The mods you apply will accumulate as you play through the area. When you empower your second monster, it also has the mod you applied to the first monster. This results in a fight that has twice as many dangerous mods, and twice as many rewards. By the time you have empowered and slain four petrified monsters in an area, you will have received the first reward four times.
More than half of the available mods are created by combining other mods together on the same monster. These recipe mods yield substantially more dangerous encounters and have more valuable rewards.
To prevent you having to backtrack, there are more than four possible locations where you may encounter petrified monsters in each area, but only the first four you encounter can be empowered and fought.
Archnemesis mods cannot be traded with other players. Your progress is your own.
With 3.17.0, there are Standard, Hardcore and Solo Self-Found variations of the Archnemesis challenge league available. They have the same core mechanics and items. You can create private league versions of these leagues, with mods that make the game harder.
The new challenge league includes a set of 40 new challenges. There are microtransaction rewards when you complete 12, 24, and 36 challenges. The challenge rewards are only obtainable in this league, and will be revealed in an upcoming news post.
From the 19th challenge onwards and for every third challenge after that, you will receive pieces of the Archnemesis Totem Pole decoration to display in your hideout. The Totem Pole permanently showcases how many of the Archnemesis challenges you completed during the league.
流放之路S18【死敌】赛季:挑战赛季内容一直以来都是贫穷玩家积攒通货的良好途径,我们希望你可以加入到新赛季的寻宝征程中来,完成赛季挑战并向我们展示你拥有驾驭这款游戏的本领。(应该是说他们相信你可以不充钱就能通关)
【死敌】是一个新的挑战赛季,在这个赛季中我们重新设计了稀有怪物,我们设计了多达60种新的怪物词缀,并且我们允许你调整BOSS战的难度。当然,难度越大,你将获得的奖励也越发丰富。新的怪物词缀可以有多达35种以上的【组合】,从而创造出更加具有挑战性,爆率更高的地图。在你通关整个赛季的流程期间,你将不断发现这些特殊的【组合】类型,并且学会如何使用它们,从而获得更好的奖励。
当你击杀普通的稀有怪物和蓝色怪物的同时,它们有些时候会掉落一个【怪物强化装置】,你可以使用该【怪物强化装置】去强化死敌赛季的怪物,同时我们还为你准备了一个单独的储存箱子来保存这些新的【怪物强化装置】。
在你通关期间,你会发现一些冻住【送头四人组】。它们就是S18赛季的特殊怪物,你可以使用死敌赛季的【怪物强化装置】来强化它们,并将他们从冰冻中解放出来,然后再击杀它们,从而获得奖励,奖励与你强化它们的所用的【怪物强化装置】是相互联系的。
最厉害的是,地图中往往有很多【送头四人组】,如果你强化了其中一组,其他所有【送头四人组】也将受到同样词缀强化。这样你就可以通过组合强化效果实现我们所说的:集齐特定怪物词缀,就可以释放出超强的怪物,与之战斗你就可以获得特定奖赏。
为了防止你刷图的时候走回头路,我们在地图里设置了一堆【送头四人组】(多于四个),但你最多只可以在一张地图的解锁四次这样的挑战。
死敌赛季的赛季【怪物强化装置】不能交易。
在流放之路3.17中,标准、专家与独狼三种模式依然存在。
新赛季有新的40个挑战,很适合不充钱的玩家慢慢肝(后面一段是说挑战内容和奖励内容的,我懒得翻译了)。
Major New Content and Features
Added 13 new Divination Cards, designed by our supporters.
Added 14 new Unique Items.
Introduced Lesser, Greater, Grand, and Exceptional Eldritch Ichor, currency items that add an Eater of Worlds implicit modifier to a Body Armour, Boots, Gloves, or Helmet. This replaces any existing implicit modifiers other than Searing Exarch implicit modifiers.
Introduced Lesser, Greater, Grand, and Exceptional Eldritch Ember, currency items that add a Searing Exarch implicit modifier to a Body Armour, Boots, Gloves, or Helmet. This replaces any existing implicit modifiers other than Eater of Worlds implicit modifiers.
Introduced the Orb of Conflict, a currency item that unpredictably raises the strength of one Searing Exarch or Eater of Worlds modifier on an item and lowers the strength of another. Lesser modifiers that have their strength lowered will be removed.
Introduced the Eldritch Chaos Orb, a currency item that rerolls prefix modifiers on an item if The Searing Exarch is dominant, or rerolls suffix modifiers if The Eater of Worlds is dominant. Dominance is determined by which Eldritch Horror has a higher Eldritch Implicit on the item.
Introduced the Eldritch Exalted Orb, a currency item that adds a prefix modifier to an item if The Searing Exarch is dominant, or adds a suffix modifier is The Eater of Worlds is dominant. Dominance is determined by which Eldritch Horror has a higher Eldritch Implicit on the item.
Introduced the Eldritch Orb of Annulment, a currency item that removes a prefix modifier from an item if The Searing Exarch is dominant, or removes a suffix modifier if The Eater of Worlds is dominant. Dominance is determined by which Eldritch Horror has a higher Eldritch Implicit on the item.
Introduced the Oil Extractor, a currency item that destroys an Anointed Ring, Amulet or Map to gain one of the oils used to create its Anointment, chosen at random. This item can be obtained with a specialisation on the Atlas Passive Tree.
Introduced a new type of currency, Scouting Reports, which can be used to reroll the missions offered by Kirac, guaranteeing at least one mission of a certain type.
Introduced the Surveyor's Compass, a currency item that allows you to store a Sextant Modifier.
Added a new Dexterity Support gem - Mark on Hit: Trigger Supported Skill when you Hit a Rare or Unique Enemy with an Attack. Supports mark curse skills.
Added a new Strength/Intelligence Support gem - Divine Blessing: Converts supported Aura Skills into temporary Blessings with increased effect, changing their Reservation to a one-time cost. You will only be able to benefit from one Blessing at a time. This gem cannot convert Banner Skills.
Added a new Strength Support gem - Eternal Blessing: Supported Aura Skills lose their reservations and become Blessings. You will only be able to benefit from one Blessing at a time and while under the effect of a Supported Skill, all Non-Blessing Skills which reserve mana are disabled.
赛季主要内容:
13种新的命运卡,由充钱玩家设计。
14种新的暗金装备。
我们引入了新的【邪恶脓汁】和【邪恶琥珀】通货,它们都有四个版本,可以在你的装备上添加上新赛季专属的【世界吞噬者】词缀或者【燃烧之王】词缀,它们将替换装备的【基底】词缀。
我们引入了新的【冲突之石】,与希鲁斯的觉醒者之石类似,对于拥有两条【世界吞噬者】或【燃烧之王】词缀的物品,它允许你随机牺牲其中一条【世界吞噬者】词缀或者【燃烧之王】词缀来强化另一条词缀。
我们引入了新的【邪恶混沌石】,这玩意只能用在受到【世界吞噬者】或【燃烧之王】影响的装备上,如果你的装备受【世界吞噬者】支配,则邪恶混沌石只重roll后缀,反之则重roll前缀。如果你的装备同时具有【世界吞噬者】和【燃烧之王】词缀,则要看谁的词缀等级高来判断受到谁支配。
我们引入了新的【邪恶崇高石】,与邪恶混沌石机制一样,它具有添加一条词缀功能。
我们引入了新的【邪恶剥离石】,与邪恶混沌石机制一样,它具有移除一条词缀功能。
我们引入了新的【精油提取器】,一种新的通货,可以摧毁一条已经被附魔的装备或者地图,从中提取附魔时消耗的一个精油。
我们引入了新的【斥候密报】,一种新的通货,你可以通过它来重roll齐拉克的地图任务,保证每种任务至少一个。
我们引入了新的【航海家的罗盘】,一种新的通货,它允许你储存六分仪词缀。
我们添加了新的敏捷辅助技能【击中时施加咒印】
我们添加了新的力量/敏捷辅助技能【神圣祝福】:它将一个永久性的光环技能转变成一个带有持续时间的,有魔力消耗的技能,同一时间内你只能受到一个此类光环影响,不能转换战旗技能。
我们添加了新的力量辅助技能【永恒祝福】:它将一个永久性的光环技能转变成一个没有保留效果的光环技能,一旦你使用了【永恒祝福】,你将不能够使用其他任何带有魔力保留的技能。
【神圣祝福】与【永恒祝福】不能共存。
Minor New Content and Features
It is now possible to have multiple Blight Encounters in a single Area.
The Duelist has received audio dialogue for Part Two (acts 6-10) of Path of Exile.
Flasks now refill upon entering or leaving the Azurite Mine Encampment.
Raise Spectre's most recent monster types are now saved to your character and may be Desecrated. The size of this list is capped by your Spectre limit.
Delve monsters that glow now fade their glow on death.
Continued to incrementally improve the sound, art, effects and environments.
次要内容:
你现在可以在一张地图里多次开启【枯疫】遭遇战了。(别逗了,这玩意磨磨唧唧的我一次都不开)
有个叫【Duelist】的NPC,现在它有配音了,我并不知道他是谁。
在你进入矿坑营地时,药水现在将获得充能。
灵体召唤出来的怪物可以被亵渎出来了
矿坑怪物现在会在死亡时不发光...(这个Delve我也不知道啥意思,不过看起来是个很没用的修改)
继续音效,艺术效果,粒子效果,环境效果的其他修缮。
Atlas and Map changes
The following Maps have been added back to the Atlas: Bazaar, Beach, Belfry, Bramble Valley, Burial Chambers, Cage, Channel, City Square, Cold River, Coral Ruins, Coves, Desert Spring, Frozen Cabins, Graveyard, Iceberg, Infested Valley, Ivory Temple, Jungle Valley, Lava Chamber, Marshes, Mesa, Peninsula, Phantasmagoria, Precinct, Primordial Pool, Shipyard, Shrine, and Volcano.
The following Maps have been removed from the Atlas: Alleyways, Barrows, Bog, Chateau, Core, Desert, Foundry, Fungal Hollow, Lava Lake, Leyline, Lighthouse, Mud Geyser, Park, Pit, Plateau, Primordial Blocks, Racecourse, Reef, Relic Chambers, Sepulchre, Siege, Spider Lair, Sulphur Vents, Sunken City, Terrace, Tropical Island, Waterways, and Wharf.
Vaal Temple is no longer on the Atlas, and is now obtained from corrupting tier 16 Maps.
Introduced a new "Synthesised Map" Base Type, which all 5 Unique Synthesis Maps now use. This Map is not found on the Atlas.
Some of the Map Bosses you are required to defeat to upgrade your Pantheon have changed as a result of these Atlas changes.
Crafting Recipes that were previously unlocked in Maps that have been removed are now found within other Maps currently on the Atlas.
Favoured Map slots (formerly known as Favourite Map slots) are now unlocked upon completing specific content or defeating specific bosses.
The Conqueror and Awakener encounters can still be accessed. If you're lucky, Kirac may offer a Conqueror's Map!
Kirac can now offer missions involving Expedition, Ritual, Heist, and Ambush mechanics.
Introduced new modifiers that can roll on Maps, Expedition Logbooks, Heist Contracts, Blueprints and Delve areas.
Introduced new modifiers that can be obtained from Sextants.
Maps, Heist Contracts and Blueprints can no longer roll "Players have Point Blank".
The Maven Orb is now called the Orb of Dominance, and no longer drops from Maven.
The Orb of Unmaking no longer drops from Maven.
The Hook Divination Card has been temporarily disabled, and existing cards cannot be turned in currently.
Added a new Harvest craft that allows you to change a Conqueror Fragment into another random Conqueror Fragment of that type.
Added a new Harvest craft that allows you to sacrifice a Tier 14 Map or higher to create a random Conqueror-occupied Map.
Existing Scourged Maps no longer mention any Scourge gameplay mechanics on the item, as they will now have no effect.
异界地图大修:
添加了一系列新地图:Bazaar, Beach, Belfry, Bramble Valley, Burial Chambers, Cage, Channel, City Square, Cold River, Coral Ruins, Coves, Desert Spring, Frozen Cabins, Graveyard, Iceberg, Infested Valley, Ivory Temple, Jungle Valley, Lava Chamber, Marshes, Mesa, Peninsula, Phantasmagoria, Precinct, Primordial Pool, Shipyard, Shrine, and Volcano.
删除了一系列地图:Alleyways, Barrows, Bog, Chateau, Core, Desert, Foundry, Fungal Hollow, Lava Lake, Leyline, Lighthouse, Mud Geyser, Park, Pit, Plateau, Primordial Blocks, Racecourse, Reef, Relic Chambers, Sepulchre, Siege, Spider Lair, Sulphur Vents, Sunken City, Terrace, Tropical Island, Waterways, and Wharf.
瓦尔密殿不再是一个异界地图(应该就是地图仪上没有它了),但是你可以通过腐化t16地图来获得它。
引入一种新的【合成地图】,主要指忆境那些地图,现在它们将区别于普通地图,成为新的【合成地图】。
由于我们改了地图,万神殿的任务也随之发生了变化,还有工艺配方之类的一些机制也发生了变化。
【最喜爱的地图】现在将在你击杀了特定BOSS或完成特定内容后解锁。
征服者和觉醒者的遭遇战仍然会出现(应该就是指你打着打着BOSS,突然出现个希鲁斯,大喊一声“毫无意义”,一个大激光炸死你这种情况依然会发生)。
齐拉克现在会提供【夺宝任务】、【祭坛任务】、【探索任务】、【伏击任务】,就是之前一些赛季的机制。
有个叫【Players have Point Blank】的词缀被删除了,虽然我并不知道它是什么。
【贤主之石】现在被称为【统治之石】,而且现在贤主不掉这个玩意了。
【粉碎石】贤主也不掉了。
【钩子】命运卡没了,现有物品暂时作废。
添加了一种新的花园工艺,可以让你转换【征服者碎片】
添加了一种新的花园工艺,可以让你献祭一张红图,换取一个【受征服者影响的地图】
现存的所有【二次元地图】(就那个按V可以进去刷怪的地图),熔炉词缀不再生效,熔炉词缀将被直接移除。
Content and Rewards
Rewards from Conquerors
Problem:
Awakened Gems are a significant damage boost for many builds. With Sirus and the Conquerors being moved to optional, less consistent late game content, Awakened Gems will not have a reasonable method of acquisition.
Solution:
Move awakened gems to a different drop location.
内容和奖励机制更改(英文太长我就不贴了):
1. 【觉醒者之石】太强了,同时希鲁斯在整个游戏里越来越菜,现在它们将由贤主掉落。
2. 随着我们调整了征服者的相关机制,势力词缀的获取难度变高了,这使得低等级玩家接触不到这些高级装备,为了方便大家升级,我们挑了几个势力词缀加入了普通词缀库(就4个,分别是箭袋+1箭,项链的+1技能,装备和盾牌上的+最大抗性上限)
3. 贤主掉落的装备太菜了,我们要加强。【变形者外衣-狂虐者束衣】理智状态下减伤40%(曾经是25%),贤主的三个腰带都附赠了+1最大能量球,【愤恨遗产-地蝮鳞长靴】不再降低使用者抗性,同时附加一条属性“你周围的敌人被烧灼”。
4. 异界地图区域被移除了,现在所有地图都没有区域了,这引起了一些改动:【简易六分仪】和【中级六分仪】被移除了,我们提高了【觉醒六分仪】的掉率做补偿。
5. 现存的【简易六分仪】和【中级六分仪】将被直接转换成【觉醒六分仪】
6. 花园里有关六分仪的工艺被移除了。
7. 卡美莉亚的掉落物里加了个【粉碎石】
8. 给六分仪的命运卡现在都直接给【觉醒六分仪】
9. 我们添加了一种新的通货【航海家的罗盘】来保存【虚空石】上的所有六分仪词缀(见前文相关内容),这样你就可以卖钱了。
10. 【瓦尔密殿】变强了,也会掉更多稀有物品。它将会有一个新的词缀“地图带有10个额外的瓦尔容器”,这听起来就很瓦尔。
11. 超级枯疫地图会掉落更多值钱的东西,它们现在会带有一条词缀:地图物品掉落数量*2
12. 命运卡的相关修改,太多了,都是一些地图相关的,反正也不是很有用,就不翻译了。
13. 【预言】系统被直接移除了,原来需要预言获得的装备现在将直接掉落,有些装备属性还进行了修改。
14. 【辛迪加】的相关修正(不好意思不玩这个机制,看不懂在说什么)。
15. 【矿坑】地图词缀现在会让支路上的箱子变成特殊类型的箱子,而不是只转变那些可以炸碎的墙后面的箱子。
16. 【矿坑】地图现在将出现更强力的“此区域中硫酸盐的消耗降低x%”词缀,过去它是20%~50%,现在是25%~100%,层数越深,这一词缀将越发强力。
Monster Balance
怪物修正:
1. 第二章的怪物太菜了,我们给他们加了点血量。
2. 被【受折磨的罪魂】(可能是罪魂的一种,我也不清楚它中文名叫什么)接触的怪物会在死亡时爆炸,这一爆炸伤害受到怪物的单手攻击伤害决定,这会造成不同的怪物爆炸时伤害产生巨大差异。现在这类怪物爆炸的伤害将只收到怪物等级影响。
The Aura radius for "Allies Move and Attack Faster" has been increased to be the same as other Monster Auras.
Caster Monsters are now able to have Extra Damage as a modifier.
The Plated modifier now provides 30% additional Physical Damage Reduction instead of Armour. It still only appears on Monsters that have Armour.
Added new Magic and Rare Monster modifiers for Chaos Resistance for all Monsters.
Added new Magic and Rare Monster modifiers for Extra Lightning Damage for attack Monsters.
Added new Magic and Rare Monster modifiers for Cast Speed and Spell Damage for caster Monsters.
The "Allies Deal Substantial Extra Physical Damage" modifier no longer has the word "Substantial" in it, though the values of the modifier have not changed.
The Evasion Rating modifier for Monsters is now a prefix modifier instead of a suffix, to match the Armour and Energy Shield modifiers.
3. 怪物词缀【周围友军具备更快的攻击和移动速度】被加强了,现在它们揍你更快了。
4. 新增怪物词缀【法术伤害额外提高x%】
5. 怪物词缀【怪物具备30%额外护甲】被加强了,现在是【怪物具备30%物理减伤】。
6. 新增怪物词缀【混沌抗性增加x%】(傻了吧毒雨)
7. 新增怪物词缀【攻击中附加额外闪电伤害】
8. 新增怪物词缀【施法速度增加】,【法术伤害提高】
9. 怪物词缀【周围友军造成额外物理伤害】改名了,改名之后翻译过来还是【周围友军造成额外物理伤害】
10. 怪物词缀【闪避率提高】现在是前缀了。
Mausoleum Map Boss
Problem:
The Mausoleum Map Boss' Detonate Dead is not very well-telegraphed, making an avoidable source of damage hard to identify.
Solution:
Reduce the number of corpses Tolman, The Exhumer, is able to explode at once and add a visual effect wind-up to the skill.
【挖坟】的BOSS有个炸尸体的技能,好像不太强,我们加强了。
Player Balance
角色平衡性修改:大部分内容已经列在了1月24号的修改当中,这里只翻译额外的内容,之前的修改可以查阅本文对1月24日的翻译。
1. 攻击角色只有有限的手段去维持狂怒球充能,这使得他们必须降低狂怒球的消耗。为此我们在【咒印专精】上添加了一种新的专精:当你击中被咒印诅咒的敌人时有10%的几率获得狂怒球。
2. 不再有【箭矢飞行速度】的词缀,全部统一为【投射物速度】词缀。
3. 玩家可以通过赤练熔炉达到极低的抗性,现在最低抗性为-100%。
Item Balance:
物品平衡性修改:大部分内容已经列在了1月24号的修改当中,这里只翻译额外的内容,之前的修改可以查阅本文对1月24日的翻译。
1. 【裂颅-刚猛巨锤】的100%暴击率过去不能由毁灭连接传递给你的羁绊对象,现在它可以了。
2. 【虚空之力-咒术师手套】有个属性是你的技能消耗额外40-80点魔力,但是如果你用了血魔法就会发现你可以绕过这个效果。现在这一词缀被改成了“你的技能消耗+40”,从而你不可以通过血魔法绕开额外的技能消耗。
3. 在戒指上添加了新的词缀【受到伤害的x% 将在4秒内作为生命回收】
4. 腰带上的解密词缀【药剂效果增加】与【药剂充能使用降低】现在是前缀了,现有物品保持不变。
5. 敏捷属性盾牌上的工艺属性【攻击速度提高】,明显比其他类型的盾牌要高一些,现在其他类型的盾牌也具有一样强的工艺词缀了。
6. 星团珠宝天赋【肾上腺素】被修正:不再具有偷取的每秒最大生命回复量提高10%,但额外提高了2%生命上限。
7. 星团珠宝天赋【Conservation of Energy】被修正:不再具有偷取的每秒最大能量护盾回复量提高10%,但额外提高了2%护盾上限。
本帖最后由 玩家U_140714000 于 2022-1-28 14:37 编辑
GGG :喜欢玩XX是吧?劳资给你砍到骨折,叫你玩? DD蜘蛛碎骨不砍没天理 “如果你很不幸是其中一类玩家,大部分情况下你不会发现自己伤害变少了”而是全部情况下都感觉自己伤害减少了{:3115:} 就很离谱,复制弓和复制箭袋又要过时了。
弓有新的元素点伤,箭袋有前后缀加2箭头。 +1投射物词缀”现在不是一个势力词缀了,它现在是一个普通前缀。
它现在是一个普通后缀
不是前缀了 啊!怕了么? 发表于 2022-1-25 13:31
就很离谱,复制弓和复制箭袋又要过时了。
弓有新的元素点伤,箭袋有前后缀加2箭头。 ...
箭袋哪有+2箭啊,势力词缀被移除了,额外箭现在就是普通词缀了,除非你瓦 哈哈,被你逗笑,翻译的很逗 翻译很用心{:3109:} 6666了 在来一个6 {:zhangyu8:} hahhahha 这翻译 很好 感谢大佬整理 我看下来怎么脑袋一直就是充钱,不充钱???确定不是翻译的锅?{:3104:} 牛蛙大佬,人工翻译,牛! 灵体投掷有没有加强啊 没法玩了
这个翻译,国语二十级{:3109:} 我的冰矛是不是可以搏一搏了?? 来顶一下