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标题: 3.4Delve Balance Changes [打印本页]

作者: 三日月1234    时间: 2018-8-28 09:16
标题: 3.4Delve Balance Changes

Trap Throw Time, Multitrap, Cluster Trap, Minefield
Traps and, to a much lesser extent, Mines, on certain skills were more powerful than we were comfortable with, invalidating other ways of using many skills. We've increased the throw time on traps and the damage penalty on Multi Trap Support and Minefield Support, while lowering the number of traps thrown by Cluster Trap by one. We'll be increasing the damage of trap skills and mine skills like Lightning Trap and Fire Nova Mine to compensate for this damage loss.

Instant Skills
We've changed what it means to be "instant" to mean the skill can be used while performing other actions. They can't be used while you're unable to take any action, like when you're stunned or frozen.

We've made a large number of effects instant, mostly buff effects. Most of these are reservation effects, to make applying your auras and heralds faster, but we've also applied this to Molten Shell, Phase Run, Blood Rage, Convocation and Righteous Fire.

Most of these have been otherwise untouched other than adding a short cooldown. Only Molten Shell was increased in mana cost at lower levels. We'll be monitoring these skills, and being mindful of adding future instant skills so that they need to be timed well rather than using them every time they're off cooldown.

Spell Block
We've changed how Spell Block is gained, so it is only available from flat sources of spell block. All existing sources of attack block to spell block conversion have been changed to a flat source of spell block, and we've added spell block to more places in the passive skill tree, with higher values than were previously available. The Gladiator passive skill now uses your attack block as your spell block.

This change was made partially to remove some restrictions that impacted design, but also to let spell block be something all characters can have access to, rather than being very powerful for very high block characters and weaker for characters that haven't heavily invested in this.

Movement Skills
Movement skills are a core part of gameplay in Path of Exile, both for survival and efficiency. We've tried to reduce some of the disparity between different movement skills, so builds have different choices on how to approach their mobility. This is just a first step. We intend to make further changes incrementally over time without destroying the feeling of mastery that their speed grants.

Shield Charge
The movement portion of Shield Charge is no longer affected by local weapon speed modifiers on weapons. The total weapon attack time will still affect the build up and end animations of the skill but your travel time will only be impacted by movement speed and global attack speed. This makes using certain weapons (called Brightbeak) far less powerful with the skill, flattening the playing field when it comes to what weapons to use. We'll be further reviewing the effect of attack speed on the skill in future, but for now we're just adjusting this one aspect of the skill.

Flame Dash and Lightning Warp
Flame Dash and Lightning Warp are the two primary caster-based travel skills and they have fallen behind the effectiveness of Leap Slam, Shield Charge, and Whirling Blades. We're shortening the cooldown on Flame Dash, lowering its cast time slightly, and increasing the range it can travel to be consistent with other skills. It also gains cooldown recovery rate as the gem levels. Lightning Warp now has a shorter cast time and starts with 20% reduced duration at level 1 of the gem, scaling slower as it levels. This is so the skill doesn't feel as bad when used at lower levels.

Sunder
Sunder is a very powerful leveling tool that provides strong damage and great crowd clearing from a safe distance. We've left the damage intact but we've lowered the length of the rectangular damage area by 20%. Sorry, Sunderboi.

Kinetic Blast
Kinetic Blast had some mechanical quirks that made it very powerful at area clearing and situationally powerful in some boss encounters. The skill now deals 35% less area damage, from what was previously 25% less. We've also changed how the areas are placed. They can now be placed in slices around the central impact so that they can't overlap. Against walls, some won't be able to spawn at all.

Vaal Soul Gain Prevention Time
We've now changed all Vaal skills that are affected by duration modifiers to have their soul prevention time also affected by the duration modifier. This means that when increasing the duration of Vaal Haste's effect, you're also increasing the soul prevention time. This keeps certain skills that could get very long durations from being recharged during prevention time, and is beneficial for effects like Vaal Storm Call and Vaal Earthquake that would likely already have duration reductions.

Vaal Righteous Fire
Vaal Righteous Fire now takes the combined life and energy shield sacrificed from Energy shield before life, to better support Low Life characters using Vaal Righteous Fire.

Earthquake and Vaal Earthquake
The aftershock damage multiplier is now consistent at all levels, the same value it was at gem level 20. This is to make the skill better to use while leveling, before you've had opportunities to invest in it.

Physical Projectile Attack Damage Support
The Physical Projectile Attack Damage Support has been renamed Vicious Projectiles Support, increasing its readability by 70%. It now grants more chaos and more physical damage to supported attacks instead of Poison and Bleed damage, letting it apply to the damage over time of Caustic Arrow and Toxic Rain.

Passive Tree Changes
We've adjusted a large number of minion passives, added new starting minion passive paths for the Witch and Templar, added a new large minion wheel above the Templar's elemental wheel, as well as reworking the minion clusters near the Templar starting area. These include effects that let increases and reductions to minion damage also apply to you, and the same for minion attack speed. We've also included a number of minion accuracy increases.

The Templar starting area has been significantly reworked, improving bonuses as well as pathing, and better enabling the minion/attack hybrid.

The Witch starting area now has a minion path replacing its existing mana and mana regeneration path. The mana skills have been moved to a path alongside the Energy Shield path, with a new mana notable that grants increased mana, flat mana regenerated per second and flask mana recovery.

The Guardian no longer has a notable that affects Warcries. We've taken those bonuses and placed them on the passive tree. One cluster between the Templar and Marauder grants you and allies attack, cast and move speed if you've used a warcry recently, removes the warcry mana cost, as well as some other smaller bonuses. The other cluster between the Marauder and the Duelist makes Warcries instant, lowers their cooldown slightly, as well as other minor bonuses.

The Guardian Ascendancy
The Guardian now has two new notable skills that reward having minions while being directly involved in combat, as well as empowering the Herald of Purity skill.

The Pathfinder Ascendancy
The Pathfinder now has a four-skill paths replacing its previous two-skill poison path. This path includes more potent poison bonuses, chaos attack damage bonuses, general chaos skill effects, and a bonus for the new Herald of Agony. It is intended to work well alongside the new Chaos bow skills, as well as any poison attack character.

Bow Passives Now Affect Skill Damage Over Time
Previously, almost all weapon passives gave damage from ailments with attack skills while wielding a weapon of their type. They now grant a bonus to damage over time instead, letting them boost the damage of Caustic Arrow, Toxic Rain, and Decay.

Secondary Damage
Sources of Secondary Damage, like corpse explosions or the blasts from Explosive Arrow, can now be blocked or dodged. The block and dodge type required is based on the source of the secondary damage. This is to make Explosive Arrow easier to mitigate in PvP, but also prevents certain monster abilities like corpse destruction bypassing defences of block or dodge based characters.

Frost Bomb
Frost Bomb, in addition to reducing life regeneration rate, also reduces energy shield regeneration and recovery rate. This is to let players have ways to mitigate very defensive energy shield characters, which may also come in handy against certain Grandmasters.




機翻如下:

Trap Throw Time,Multitrap,Cluster Trap,Minefield
Traps,以及在较小程度上,Mines,在某些技能上比我们所熟悉的更强大,使其他使用许多技能的方式无效。我们增加了陷阱的投掷时间和Multi Trap支持和Minefield支持的损失惩罚,同时将Cluster Trap抛出的陷阱数量减少了一个。我们将增加陷阱技能和雷击陷阱和火焰新星矿等技能的伤害,以弥补这种伤害损失。

即时技巧
我们已经改变了“即时”意味着在执行其他操作时可以使用技能。当你无法采取任何行动时,例如当你被击晕或冻结时,它们就无法使用。

我们立即制作了大量效果,主要是buff效果。其中大部分都是保留效果,以便更快地应用你的光环和预示,但我们也将它应用于熔火壳,相奔跑,血怒,召唤和正义之火。

除了增加一个短暂的冷却时间,其中大部分都没有动过。只有熔火壳的法力消耗在较低的水平上增加。我们将监视这些技能,并注意添加未来的即时技能,以便他们需要定时好,而不是每次他们关闭冷却时使用它们。

拼写块
我们已经改变了Spell Block的获得方式,因此它只能从平坦的拼写源块中获得。所有现有的攻击块来进行拼写块转换已被更改为拼写块的平坦来源,并且我们已将拼写块添加到被动技能树中的更多位置,其值高于以前可用的值。角斗士的被动技能现在使用你的攻击块作为你的法术块。

这一变化部分是为了消除一些影响设计的限制,但也让拼写块成为所有角色可以访问的内容,而不是对于非常高的块字符非常强大,而对于没有大量投入的字符则更弱。

运动技巧
运动技能是流亡之路游戏玩法的核心部分,无论是为了生存还是效率。我们试图减少不同运动技能之间的一些差异,因此构建在如何接近其移动性方面有不同的选择。这只是第一步。我们打算随着时间的推移逐步进行进一步的改变,而不会破坏他们的速度所带来的掌握感。

盾牌冲锋
盾牌冲锋的运动部分不再受武器上当地武器速度调节器的影响。武器总攻击时间仍将影响技能的建立和结束动画,但您的旅行时间仅受移动速度和全球攻击速度的影响。这使得使用某些武器(称为Brightbeak)的技能远没有那么强大,在涉及使用什么武器时会使比赛场地变得扁平化。我们将在未来进一步回顾攻击速度对技能的影响,但是现在我们只是调整技能的这一方面。

火焰短跑和闪电翘曲
Flame Dash和Lightning Warp是两种主要以施法者为基础的旅行技能,他们已经落后于Leap Slam,Shield Charge和Whirling Blades的效果。我们缩短了Flame Dash的冷却时间,略微降低了施法时间,并增加了它可以行进的范围以与其他技能保持一致。它还获得了作为宝石级别的冷却恢复率。Lightning Warp现在具有更短的施法时间,并且在宝石的1级开始时减少20%的持续时间,随着它的水平缩放更慢。这样的技能在较低级别使用时不会感觉不好。

Sunder
Sunder是一款非常强大的找平工具,可以在安全距离内提供强大的伤害和清理人群。我们已经完好无损,但我们已将矩形损坏区域的长度降低了20%。抱歉,

Kinetic Blast
Kinetic Blast有一些机械怪癖,这使得它在区域清理方面非常强大,并且在某些老板遇到时非常强大。该技能现在可以减少35%的区域伤害,从之前减少25%。我们还改变了这些区域的位置。它们现在可以放置在中心冲击周围的切片中,这样它们就不会重叠。靠墙,有些根本无法生成。

瓦尔灵魂获得预防时间
我们现在已经改变了受持续时间修饰符影响的所有瓦尔技能,使其灵魂预防时间也受到持续时间修饰符的影响。这意味着当增加Vaal Haste效果的持续时间时,你也会增加灵魂预防时间。这使得某些技能可以在预防时间内从充电中获得很长的持续时间,并且有利于Vaal Storm Call和Vaal Earthquake等可能已经持续减少的效果。

Vaal Righteous Fire
Vaal Righteous Fire现在使用能量盾在生命之前牺牲的生命和能量组合,以更好地支持使用Vaal Righteous Fire的低生命角色。

地震与瓦尔地震
余震伤害乘数现在在所有级别都是一致的,与宝石级别20的值相同。这是为了在你有机会投资之前使技能更好地使用。

物理弹丸攻击伤害支持
物理弹丸攻击伤害支持已更名为Vicious Projectiles Support,可读性提高70%。它现在给予支持的攻击更多的混乱和更多的物理伤害,而不是毒药和流血伤害,让它适用于腐蚀性箭和毒性雨的伤害。

被动树的变化
我们调整了大量的小兵被动物,为女巫和圣堂武士添加了新的起始小兵被动路径,在圣堂武士的元素轮上方添加了一个新的大型小型车轮,以及在圣殿骑士起始区域附近重建了小兵团。这些包括让小兵伤害的增加和减少也适用于你的效果,以及对于小兵攻击速度也是如此。我们还包括了一些精确度增加的精确度。

圣堂武士的起始区域经过了大量的重新设计,提高了奖金和路径,并且更好地实现了小兵/攻击混合。

女巫起始区域现在有一条小路径替换其现有的法术力和法力回复路径。法术技能已经被移动到能量护盾路径旁边的一条路上,一个新的法术力值得注意,它增加法力值,平均法力值每秒再生和法术力恢复。

“卫报”不再具有影响“战争”的显着特征。我们已经把这些奖金放在了被动的树上。如果你最近使用了一个warcry,Templar和Marauder之间的一个星团会让你和盟友攻击,施放和移动速度,消除了warmal法力消耗,以及其他一些小额奖励。掠夺者和决斗者之间的另一个群集使Warcries瞬间降低了他们的冷却时间,以及其他小额奖励。

守护者的支配
“卫报”现在有两项新的着名技能,可以在直接参与战斗时奖励仆从,并赋予“纯正先驱”技能。

探路者优势
探路者现在拥有四条技能路径,取代了之前的双技能毒药路径。这条路径包括更强大的毒药奖励,混乱攻击伤害奖励,一般混乱技能效果,以及新的伤害先驱的奖励。它旨在与新的混沌弓技能以及任何毒攻击角色一起使用。

弓被动现在影响技能伤害随着时间的推移
以前,几乎所有的武器无源器都会在使用其类型的武器时对具有攻击技能的疾病造成伤害。他们现在会给予伤害加成一定的奖励,让他们增加苛性箭,毒雨和腐烂的伤害。

次要伤害次要伤害的
来源,如尸体爆炸或爆炸箭的爆炸,现在可以被阻挡或躲避。所需的阻挡和躲闪类型基于二次伤害的来源。这是为了使爆炸箭在PvP中更容易减轻,但也可以防止某些怪物能力,如尸体破坏绕过阻挡或基于闪避的角色的防御。

冰霜炸弹
冰霜炸弹除了降低生命再生率外,还能降低能量盾的再生和恢复速度。这是为了让玩家有办法减轻非常防守的能量盾牌角色,这些角色也可能对某些大师有用。
作者: 一只拖鞋半支烟    时间: 2018-8-28 09:20
这个 翻译有点蛋疼 不过依旧感谢楼主  辛苦了
作者: .田兽.    时间: 2018-8-28 09:32
两个法系位移技能之前的初始施法前摇和冷却时间让人很难受,不知道改版后手感会不会提升
作者: 烟雨寒城2    时间: 2018-8-28 09:34
别用百度翻译啊  翻译过来也看不懂啊




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