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.
前言
總之就是說在詳細改版資訊出來之前先放改動大方向
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.
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.
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.
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.
讓手施玩家可以從符文匕首的詞綴中拿到更多的施法速度,另外也給戒指和項鍊的施法
速度追加了新的階級.
Give Orb of Storms more damage and a mechanical redesign to solidify it as a
great supplemental lightning damage skill.
給風暴漩渦更多的傷害和重製他的機制,將他定位成一個優秀的額外電傷來源技能.
Give Flameblast, Lightning Tendrils and Ice Spear some improvements to make
them great skills for dealing high damage against a single target.
優化火焰爆破,電能釋放和冰矛,使他們更能對單體目標造成大量傷害.
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.
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.
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.
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.
Orb of Storms no longer requires splitting from the caster when they cast a
Lightning spell in its area. Instead it will zap an enemy in range every time
you cast a Lightning spell from within the Orb of Storm's area, making
positioning much more flexible.
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.
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.
解決:
給弓同等於雙手武器的點商詞綴,這會比之前的弓專用詞綴還強
增加各類弓基底的傷害,有些基底跟以前比有50%更多傷害
強化弓圈專精天賦
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.
詳細改動
Instead of their own line of modifiers, bows now use the two-handed weapon
versions of local Added Fire, Cold, Lightning and Chaos Damage prefix
modifiers.
Quivers can no longer roll "Increased Elemental Damage with Attack Skills"
modifiers. Instead, they can now roll "Increased Damage with Bow Skills".
An example of the new highest tier modifier on quivers is: 43-50% increased
damage with bow skills
Essences of Woe no longer roll "Increased Elemental Damage with Attack Skills
on Quivers". Instead, they now roll "Increased Damage with Bow Skills".
Deafening Essence of Woe now provides values of 43-50%.
Quivers can now roll "Bow Attacks fire an additional Arrow" as a Suffix. The
Shaper- and Hunter-influenced prefix versions of this modifier can no longer
be rolled.
前面提過的前綴勢力+1箭矢詞改為通用後綴
Quivers no longer share the same modifier progression for "Added Physical
Damage to Attacks" as those on Amulets. They now have their own line of
modifiers, with increased values. For example, one of the new highest tier
modifiers on Quivers is, "Adds 17-23 to 34-39 Physical Damage to Attacks."
We have replaced the Bow Mastery stats that gave "Movement Speed while
Phasing" and "Phasing on Kill". We've also replaced the mastery that gave
"Increased Damage while you are wielding a Bow and have a Totem".
New mastery: "Increases and Reductions to Arrow Speed also apply to
Damage with Bows"
New mastery: "+100 to Accuracy Rating per Green Socket on your Bow"
Existing mastery: "100% increased Mirage Archer Duration" (previously 50%)
Existing mastery : "Blink Arrow and Mirror Arrow have 100% increased
Cooldown Recovery Rate" (previously 60%)
New Quivers
Previous versions of quiver base types no longer drop. This is the new set of
quiver base types, including their drop level and level requirement.
Level 4: Serrated Arrow Quiver (1-4 Added Physical Damage with Bow
Attacks)
Level 9: Fire Arrow Quiver (3-5 Added Fire Damage with Bow Attacks)
Level 14: Sharktooth Arrow Quiver (6-8 Life gained for each Enemy Hit by
your Attacks)
Level 20: Feathered Arrow Quiver (20-30% increased Arrow Speed)
Level 25: Penetrating Arrow Quiver (Arrows Pierce an additional Target)
Level 31: Blunt Arrow Quiver ((7-9) to (13-16) Added Physical Damage with
Bow Attacks)
Level 36: Two-Point Arrow Quiver (20-30% increased Global Accuracy Rating)
Level 40: Spike-Point Arrow Quiver (20-30% increased Critical Strike
Chance with Bows)
Level 45: Blazing Arrow Quiver ((12-15) to (24-27) Added Fire Damage with
Bow Attacks)
Level 49: Broadhead Arrow Quiver (8-10% increased Attack Speed)
Level 55: Vile Arrow Quiver (Gain 10-15% of Physical Damage as Extra
Chaos Damage)
Level 61: Heavy Arrow Quiver ((12-16) to (24-27) Added Physical Damage
with Bow Attacks)
Level 66: Primal Arrow Quiver (20-30% increased Elemental Damage with
Attack Skills)
Sources of Added Damage
點傷來源
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.
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.
Local added Fire, Cold, Lightning, and Physical Damage Prefix modifiers on
Weapons have been increased by roughly 8% at the highest tier and increased
by more at lower tiers. The difference between tiers has been lowered, so
that there's less of a jump between tiers as you progress towards the
highest.
Tier 2 local added Fire, Cold and Lightning Damage has been increased by
roughly 26%, with tier 3 being increased by roughly 40%.
Tier 2 local added Physical Damage has been increased by roughly 8%, with
tier 3 being increased by roughly 10%.
T2的火冰電點強化了26% , T3的強化了40%
T2的物點強化了8% , T3的強化了10%
Local tier 1 added Chaos Damage Prefix modifiers on Weapons have also had
their values increased:
Added Fire, Cold, and Lightning Damage to Spells Prefix modifiers on Weapons
have been increased by roughly 35% at the highest tier, with lower tiers not
seeing as much of an increase. The lowest tier modifiers saw no increase.
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.
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.
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.
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.
讓印記變成永久的,所以打單體王時你只要放一次,且增加一顆輔助寶石可以在擊中橘黃
怪時觸發印記.
詳細改動:
Mark curse skills are now permanent.
Mark curse skills no longer have the "Duration" tag.
印記現在是永久的了
印記拿掉持續時間的標籤
Added a new Dexterity Support gem - Mark on Hit: Trigger Supported Mark Skill
when you Hit a Rare or Unique Enemy with an Attack. This support adds a
cooldown and a small curse effect penalty to the triggered Mark skill, but
does not need to be linked to the triggering attack.
增加一顆敏捷的輔助寶石: Mark on Hit
在擊中橘黃怪時觸發印記,有少量的冷卻時間和詛咒效果弱化
但是不用跟觸發的攻擊連在一起(蛤? 不用連? 花惹發? 有人看得懂?)
The Deadeye Focal Point Ascendancy Passive Skill no longer has "Marks you
inflict are not removed from Dying Enemies". Instead, it now has "Your Mark
transfers to another Enemy when Marked Enemy dies".
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.
問題:現在護體疊層看單擊傷害量,所以打一些超爆幹硬的怪(礦坑,瞻望,特殊機制怪)
幾乎疊不起護體
Solution:
Fortification generation now ignores the target's damage reduction.
解決:護體疊層會以敵人減傷前的傷害量去計算
Skill Balance
技能平衡
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.
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.
詳細改動:
Desecrate and Corpse Walk now have a static 15% chance to spawn a Spectre
Corpse, rather than a 2x relative weighting compared to all other possible
corpse types.
褻瀆跟屍術矢現在有15%機率叫出幽魂屍體 , 不再是以前的兩倍權重.
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.
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.
解決:
讓範圍效果以一定趴數影響總範圍大小,這會讓稱範圍效果的增傷幅度減少.
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.
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.
降低高等級的腐蝕毒雨傷害來抵銷受益的部分,讓他跟其他技能更平等.
詳細改動
腐蝕毒雨:7.9秒傷(Lv1) 238(Lv20,285.1)
Unique Item Balance
傳奇物品改動
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.
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.
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.
Improve the aura level granted by March of the Legion so the item excels at
using a Blessing aura.
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.
Change Blood Magic to also grant 10% more life to compensate for the removal
of the efficient life passives behind the keystone.
Change Supreme Ego to not limit you to one aura and instead give more aura
effect based on how much mana an aura reserves.
The full values for all of these changes will be available in the patch notes
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.
問題:
暗影姿態(晦暗的屍布)可以在高投資下,持續時間超過冷卻時間,進而使你完全免疫
物理傷害.
Solution:
Change Shade Form's cooldown to pause while the skill is active. Reduce the
cooldown from 45 seconds to 40 seconds
讓暗影姿態在持續時不冷卻,然後CD時間從45秒改成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.
Solution:
Strength of Blood's damage reduction no longer scales with modifiers to life
recovery rate.
這減傷量不再跟生命回覆率互動.
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.
問題:
狂舞德爾維希因為暴怒機制的關係打王不容易觸發,而且這些招換物清圖又很遲緩
Solution:
Change The Dancing Dervish to cause you to gain rampage on melee hits and
improve its minion behaviour.
解決:
讓狂舞德爾維希給予你命中堆疊暴怒的功能,然後強化AI
詳細改動:
The Dancing Dervish's "Rampage" modifier has been replaced with "Melee Hits
count as Rampage Kills", allowing players to easily build up a new rampage
streak without having to kill monsters. This stat will not affect you while
rampaging as Dancing Dervish disables itself on rampage but the existing
behaviour where the minion generates rampage kills on unique hits is still
present.
The minions summoned by Dancing Dervish now use the new, channelled version
of Cyclone. Their movement speed and AI have also been adjusted to feel more
proactive while clearing.
狂舞德爾維希的招喚物現在使用新的,引導型的旋風斬,他們的移動速度和AI都調整到
更舒服的清圖程度.
Problem:
Perfidy's Dread Banner Fortification duration mod was causing issues with the
new Fortification system that could not be reconciled.
問題:
背信忘義的恐懼之旗增加護體持續時間詞綴會讓新的護體系統出問題.
Solution:
Replace Perfidy's Dread Banner mod.
解決:
改成其他效果
詳細效果
Perfidy no longer has "Dread Banner has 100-200% increased Fortification
duration". Instead, it now has "Dread Banner grants an additional +2-4 to
maximum Fortification when placing the Banner". This change affects existing
items.
Problem:
Voidfletcher outclasses rare quivers for many builds.
虛眼箭矢強到打爆一堆其他箭袋
Solution:
Review the damage of Voidfletcher arrows. This balance is still being
reviewed in comparison with all other changes to Rare Quivers, so specifics
will be included in the patch notes when confirmed.
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.
前言
总之就是说在详细改版资讯出来之前先放改动大方向
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.
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.
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.
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.
让手施玩家可以从符文匕首的词缀中拿到更多的施法速度,另外也给戒指和项链的施法
速度追加了新的阶级.
Give Orb of Storms more damage and a mechanical redesign to solidify it as a
great supplemental lightning damage skill.
给风暴漩涡更多的伤害和重制他的机制,将他定位成一个优秀的额外电伤来源技能.
Give Flameblast, Lightning Tendrils and Ice Spear some improvements to make
them great skills for dealing high damage against a single target.
优化火焰爆破,电能释放和冰矛,使他们更能对单体目标造成大量伤害.
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.
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.
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.
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.
Orb of Storms no longer requires splitting from the caster when they cast a
Lightning spell in its area. Instead it will zap an enemy in range every time
you cast a Lightning spell from within the Orb of Storm's area, making
positioning much more flexible.
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.
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.
解决:
给弓同等于双手武器的点商词缀,这会比之前的弓专用词缀还强
增加各类弓基底的伤害,有些基底跟以前比有50%更多伤害
强化弓圈专精天赋
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.
详细改动
Instead of their own line of modifiers, bows now use the two-handed weapon
versions of local Added Fire, Cold, Lightning and Chaos Damage prefix
modifiers.
Quivers can no longer roll "Increased Elemental Damage with Attack Skills"
modifiers. Instead, they can now roll "Increased Damage with Bow Skills".
An example of the new highest tier modifier on quivers is: 43-50% increased
damage with bow skills
Essences of Woe no longer roll "Increased Elemental Damage with Attack Skills
on Quivers". Instead, they now roll "Increased Damage with Bow Skills".
Deafening Essence of Woe now provides values of 43-50%.
Quivers can now roll "Bow Attacks fire an additional Arrow" as a Suffix. The
Shaper- and Hunter-influenced prefix versions of this modifier can no longer
be rolled.
前面提过的前缀势力+1箭矢词改为通用后缀
Quivers no longer share the same modifier progression for "Added Physical
Damage to Attacks" as those on Amulets. They now have their own line of
modifiers, with increased values. For example, one of the new highest tier
modifiers on Quivers is, "Adds 17-23 to 34-39 Physical Damage to Attacks."
We have replaced the Bow Mastery stats that gave "Movement Speed while
Phasing" and "Phasing on Kill". We've also replaced the mastery that gave
"Increased Damage while you are wielding a Bow and have a Totem".
New mastery: "Increases and Reductions to Arrow Speed also apply to
Damage with Bows"
New mastery: "+100 to Accuracy Rating per Green Socket on your Bow"
Existing mastery: "100% increased Mirage Archer Duration" (previously 50%)
Existing mastery : "Blink Arrow and Mirror Arrow have 100% increased
Cooldown Recovery Rate" (previously 60%)
New Quivers
Previous versions of quiver base types no longer drop. This is the new set of
quiver base types, including their drop level and level requirement.
Level 4: Serrated Arrow Quiver (1-4 Added Physical Damage with Bow
Attacks)
Level 9: Fire Arrow Quiver (3-5 Added Fire Damage with Bow Attacks)
Level 14: Sharktooth Arrow Quiver (6-8 Life gained for each Enemy Hit by
your Attacks)
Level 20: Feathered Arrow Quiver (20-30% increased Arrow Speed)
Level 25: Penetrating Arrow Quiver (Arrows Pierce an additional Target)
Level 31: Blunt Arrow Quiver ((7-9) to (13-16) Added Physical Damage with
Bow Attacks)
Level 36: Two-Point Arrow Quiver (20-30% increased Global Accuracy Rating)
Level 40: Spike-Point Arrow Quiver (20-30% increased Critical Strike
Chance with Bows)
Level 45: Blazing Arrow Quiver ((12-15) to (24-27) Added Fire Damage with
Bow Attacks)
Level 49: Broadhead Arrow Quiver (8-10% increased Attack Speed)
Level 55: Vile Arrow Quiver (Gain 10-15% of Physical Damage as Extra
Chaos Damage)
Level 61: Heavy Arrow Quiver ((12-16) to (24-27) Added Physical Damage
with Bow Attacks)
Level 66: Primal Arrow Quiver (20-30% increased Elemental Damage with
Attack Skills)
Sources of Added Damage
点伤来源
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.
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.
Local added Fire, Cold, Lightning, and Physical Damage Prefix modifiers on
Weapons have been increased by roughly 8% at the highest tier and increased
by more at lower tiers. The difference between tiers has been lowered, so
that there's less of a jump between tiers as you progress towards the
highest.
Tier 2 local added Fire, Cold and Lightning Damage has been increased by
roughly 26%, with tier 3 being increased by roughly 40%.
Tier 2 local added Physical Damage has been increased by roughly 8%, with
tier 3 being increased by roughly 10%.
T2的火冰电点强化了26% , T3的强化了40%
T2的物点强化了8% , T3的强化了10%
Local tier 1 added Chaos Damage Prefix modifiers on Weapons have also had
their values increased:
Added Fire, Cold, and Lightning Damage to Spells Prefix modifiers on Weapons
have been increased by roughly 35% at the highest tier, with lower tiers not
seeing as much of an increase. The lowest tier modifiers saw no increase.
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.
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.
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.
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.
让印记变成永久的,所以打单体王时你只要放一次,且增加一颗辅助宝石可以在击中橘黄
怪时触发印记.
详细改动:
Mark curse skills are now permanent.
Mark curse skills no longer have the "Duration" tag.
印记现在是永久的了
印记拿掉持续时间的标签
Added a new Dexterity Support gem - Mark on Hit: Trigger Supported Mark Skill
when you Hit a Rare or Unique Enemy with an Attack. This support adds a
cooldown and a small curse effect penalty to the triggered Mark skill, but
does not need to be linked to the triggering attack.
增加一颗敏捷的辅助宝石: Mark on Hit
在击中橘黄怪时触发印记,有少量的冷却时间和诅咒效果弱化
但是不用跟触发的攻击连在一起(蛤? 不用连? 花惹发? 有人看得懂?)
The Deadeye Focal Point Ascendancy Passive Skill no longer has "Marks you
inflict are not removed from Dying Enemies". Instead, it now has "Your Mark
transfers to another Enemy when Marked Enemy dies".
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.
问题:现在护体叠层看单击伤害量,所以打一些超爆干硬的怪(矿坑,瞻望,特殊机制怪)
几乎叠不起护体
Solution:
Fortification generation now ignores the target's damage reduction.
解决:护体叠层会以敌人减伤前的伤害量去计算
Skill Balance
技能平衡
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.
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.
详细改动:
Desecrate and Corpse Walk now have a static 15% chance to spawn a Spectre
Corpse, rather than a 2x relative weighting compared to all other possible
corpse types.
亵渎跟尸术矢现在有15%机率叫出幽魂尸体, 不再是以前的两倍权重.
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.
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.
解决:
让范围效果以一定趴数影响总范围大小,这会让称范围效果的增伤幅度减少.
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.
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.
降低高等级的腐蚀毒雨伤害来抵销受益的部分,让他跟其他技能更平等.
详细改动
腐蚀毒雨:7.9秒伤(Lv1) 238(Lv20,285.1)
Unique Item Balance
传奇物品改动
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.
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.
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.
Improve the aura level granted by March of the Legion so the item excels at
using a Blessing aura.
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.
Change Blood Magic to also grant 10% more life to compensate for the removal
of the efficient life passives behind the keystone.
Change Supreme Ego to not limit you to one aura and instead give more aura
effect based on how much mana an aura reserves.
The full values for all of these changes will be available in the patch notes
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(晦暗的尸布)可以在高投资下,持续时间超过冷却时间,进而使你完全免疫
物理伤害.
Solution:
Change Shade Form's cooldown to pause while the skill is active. Reduce the
cooldown from 45 seconds to 40 seconds
让暗影姿态在持续时不冷却,然后CD时间从45秒改成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.
Solution:
Strength of Blood's damage reduction no longer scales with modifiers to life
recovery rate.
这减伤量不再跟生命回覆率互动.
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.
问题:
狂舞德尔维希因为暴怒机制的关系打王不容易触发,而且这些招换物清图又很迟缓
Solution:
Change The Dancing Dervish to cause you to gain rampage on melee hits and
improve its minion behaviour.
解决:
让狂舞德尔维希给予你命中堆叠暴怒的功能,然后强化AI
详细改动:
The Dancing Dervish's "Rampage" modifier has been replaced with "Melee Hits
count as Rampage Kills", allowing players to easily build up a new rampage
streak without having to kill monsters. This stat will not affect you while
rampaging as Dancing Dervish disables itself on rampage but the existing
behaviour where the minion generates rampage kills on unique hits is still
present.
The minions summoned by Dancing Dervish now use the new, channelled version
of Cyclone. Their movement speed and AI have also been adjusted to feel more
proactive while clearing.
狂舞德尔维希的招唤物现在使用新的,引导型的旋风斩,他们的移动速度和AI都调整到
更舒服的清图程度.
Problem:
Perfidy's Dread Banner Fortification duration mod was causing issues with the
new Fortification system that could not be reconciled.
问题:
背信忘义的恐惧之旗增加护体持续时间词缀会让新的护体系统出问题.
Solution:
Replace Perfidy's Dread Banner mod.
解决:
改成其他效果
详细效果
Perfidy no longer has "Dread Banner has 100-200% increased Fortification
duration". Instead, it now has "Dread Banner grants an additional +2-4 to
maximum Fortification when placing the Banner". This change affects existing
items.
Problem:
Voidfletcher outclasses rare quivers for many builds.
虚眼箭矢强到打爆一堆其他箭袋
Solution:
Review the damage of Voidfletcher arrows. This balance is still being
reviewed in comparison with all other changes to Rare Quivers, so specifics
will be included in the patch notes when confirmed.