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[攻略] 【S13赛季牙膏】平衡变动!没啥大的变化啊!

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流亡指引者

As with every league, we are making some changes to a few key mechanics that outclass alternatives or provide too much power with too little investment. This helps to keep a fresh metagame, encourage players to consider alternatives and prevent us having to raise the difficulty of Path of Exile's content to compensate for the small subset of builds that can trivialise content.
就像每个联赛一样,我们在一些关键的机制上做了一些改变,以提供更多的动力。这有助于保持一个新鲜的元游戏,鼓励玩家去考虑其他选择,并防止我们不得不提高《流放之路》内容的难度来弥补可能使内容变得琐碎的一小部分构建。
As we mentioned earlier here, here and here, we're making changes to some existing skills and introducing new ones. Outside of these changes we're only making a small number of balance changes in Heist. You'll be able to read them in detail in the patch notes tomorrow but in the meantime, this manifesto outlines what you can expect.
正如我们之前在这里、这里和这里提到的,我们正在对一些现有技能进行更改并引入新的技能。除了这些变化,我们只做了少量的平衡变化在抢劫。你可以在明天的补丁笔记中看到详细内容,但与此同时,这个宣言概述了你可以期待的内容。
Path of Exile: Heist Balance Manifesto
Ascendancies
We've lowered the Offering Effect on the Necromancer’s Mistress of Sacrifice and on the Ascendant back to its past value of 50%. We've also lowered the critical strike chance and multiplier on the Assassin's Deadly Infusion, and the Critical Strike Multiplier on the Assassin's small passives. These two passives were making these classes too generically powerful for too many builds.
我们降低了对亡灵法师的牺牲情妇的献祭效果,并且上升到原来的50%。我们还降低了刺客致命灌注的致命一击几率和致命一击乘数,以及刺客的小被动伤害的致命一击乘数。这两个被动式使得这些类对于太多的构建来说功能过于强大。
Glancing Blows
We've changed Glancing Blows to cause more damage to pass through your block. You now take 65% of damage from blocked hits. The keystone combined with effects that recover life or energy shield on block were providing too much survivability for too little investment.
斗转星移
我们改变了掠击在穿过你的方块时造成更大的伤害。你现在有65%的伤害被阻挡。拱顶石加上在格挡上的生命恢复或能量护盾的效果以很少的投入提供了太多的生存能力。
Divine Flesh
The Divine Flesh keystone provided an extremely strong defensive layer against elemental and chaos damage, provided you could get enough chaos resistance. We’ve lowered the amount of maximum chaos resistance the Keystone gives to +5%, making investment into maximum chaos resistance more necessary to get the same defensive outcome.
神圣血肉
神圣血肉拱心石提供了一个极其强大的防御层来对抗元素和混沌的伤害,前提是你能获得足够的混沌抵抗。我们已经降低了拱顶石给予的最大混沌抵抗的数量到+5%,使得投资最大混沌抵抗更有必要得到同样的防御结果
Enduring Cry
This warcry combined with the Call to Arms keystone gave convenient defence with little or no player interaction. We're increasing Enduring Cry's cooldown to 8 seconds and requiring at least one enemy to be in range to generate endurance charges in order to increase the importance of positioning and timing during gameplay.
坚决战吼
这种战斗呐喊结合了拱顶石的号召,在很少或没有玩家互动的情况下提供了方便的防守。我们将持续呼叫的冷却时间增加到8秒,并且需要至少一个敌人在射程内产生耐力费用,以增加在游戏过程中定位和定时的重要性。
Ball Lightning
Ball Lightning combined with Slower Projectiles outclassed the damage of other spells, so has had its damage and area lowered slightly.
天雷之珠
球状闪电加上较慢的投射物的伤害超过了其他法术,所以它的伤害和范围略微降低。
Spellslinger
Triggering spells with Spellslinger was faster and more convenient than other methods of casting spells while leveling. It now has a longer cooldown but gains more cooldown recovery as it levels making it more rewarding to reach higher gem levels. The skill now starts with a reservation override of 30%, scaling down to 25% at gem level 20.
法术节魔
在升级过程中,用施法者触发法术比其他施法方法更快更方便。它现在有一个更长的冷却时间,但是当它升级的时候会得到更多的冷却恢复,这使得它在达到更高的宝石等级时更有价值。该技能现在以30%的保留覆盖开始,在宝石20级时降低到25%。
Redemption Sentry Spectre
This monster variety had superior damage scaling and clear speed compared to most other Spectres, so has had its damage and life lowered.
救赎哨兵
与大多数幽灵相比,这个怪物有更好的伤害等级和清晰的速度,所以它的伤害和生命降低了。
Cluster Jewels
We've made a few numeric tweaks to specific cluster jewel notables that provided a little too much power. This time we're only lowering values on Precise Commander, Vicious Bite and Vengeful Commander but may make further changes in the future.
我们对特定的集群宝石做了一些数字调整,提供了一点太强大的功能。这次我们只降低了精确指挥官,恶毒咬和复仇指挥官的价值,但可能会在未来做进一步的改变。
Vitality, Precision and Clarity
Vitality has always had a value that seemed low compared to the power of other auras with similar mana reservations, which meant it has seen little use outside of enabling powerful Vitality specific Watcher's Eye modifiers. We’ve changed the skill to have a flat mana reservation and grant flat life regeneration instead of percent life regeneration. It is now available at level 10. Their attribute requirements are now consistent, only requiring their primary attribute and at 75% the value of standard attribute requirements for skills.
活力、精密度和清晰度
与其他拥有同样法力储备的光环相比,活力的价值似乎很低,这意味着它除了启用强大的活力特定于观察者之眼调整外没什么用处。我们改变了该技能的法力保留为平直,并且给予平直的生命回复,而不是百分比的生命回复。它现在可以在10级时使用。他们的属性需求现在是一致的,只需要他们的主要属性,75%的技能标准属性需求值。
Various powerful Watcher's Eye modifiers for the auras that reserve a flat amount of mana (Vitality, Precision, Clarity) have had their values lowered to match the low investment required to use these auras. At the same time, we've changed a small number of other specific Watcher's Eye modifiers that were providing large values of recovery rate.
各种强大的观察者之眼调整值(活力、精准、清晰)为光环保留一定的法力值,它们的值降低了,以匹配使用光环的低投入。与此同时,我们改变了一些其他的特定的观察者之眼修正,这些修正可以提供很大的恢复率值。
Vaal Impurity Skills
These skills have been changed to grant maximum elemental resistances instead of less damage taken. This is mostly to prevent clever use of game mechanics with Standard items that could completely prevent taking certain types of damage. 瓦尔不洁技能(瓦尔.不净之火、瓦尔.不净之冰、瓦尔.不净之雷
这些技能现在改为给予最大元素抗性,而不是减少受到的伤害。这主要是为了防止游戏机制与标准物品的巧妙使用,这些物品可以完全防止遭受某些类型的伤害。
Ailment Effect
We've changed some ailment modifying stats like Chill Effect, Shock Effect, Chill Duration and Freeze Duration to instead apply to all Cold and Lightning Ailments.This will allow them to affect the alternate elemental ailments, Sap and Brittle. This affects some unique items, passives and other item modifiers.
元素伤害和异常效果
我们改变了一些疾病修正属性,如寒气效果,震击效果,寒气持续时间和寒气持续时间,以代替所有寒气和闪电疾病。这将允许他们影响交替的元素疾病,Sap和脆性。这影响一些特殊物品,被动物品和其他物品修正
Projectile behaviour ordering
We've changed the order that projectiles will perform special behaviours so that Splitting now occurs first, followed by Piercing, Forking, Chaining then Returning. For specific mechanics that had chances to occur or not occur, you'll now be able to fall back on another behaviour the projectile has. Previously if a projectile had a chain remaining, the skill couldn't return until it had chained the last time even if there were no enemies in range to chain to. Now the projectile will return, and could still make use of the remaining chain if it hits an enemy during that return.
投射物优先级/型态顺序:
我们已经改变了投射体执行特殊行为的顺序,因此现在首先发生分裂,然后是穿透、分叉、链接,然后返回。对于有机会发生或不发生的特定力学,你现在可以依靠弹丸的另一种行为。以前,如果一枚投射物留下了锁链,即使没有射程内的敌人,技能也不能返回,直到它最后一次被锁链锁住。现在弹射物会返回,并且如果它在返回过程中击中了敌人,它仍然可以使用剩余的链。

Reduced Visibility and Stealth
Sources of Reduced Visibility have now been changed to Stealth. Previously reaching 100% reduced visibility would make you unable to be detected by any enemy, while now 100% Stealth will halve the range that monsters detect you at, while 200% stealth will reduce it to one third of their standard range. Values of Stealth have been adjusted to compensate for this.
降低能见度/潜行属性:
降低可见度的来源现在改为潜行。以前达到100%会降低你的能见度使你无法被任何敌人发现,而现在100%潜行会将怪物发现你的距离减半,200%潜行会将其降低到标准距离的三分之一。潜行值被调整来弥补这一点。

Changes to Mods which Provide Flat Life Regeneration
Flat life regeneration mods provide a substantial amount of defensive power at low levels, but their values are notoriously low for endgame play. The values of many mods which provide flat life regeneration have been increased by as much as 100%, making these mods more competitive with percentage-based life regeneration at higher levels. Life regeneration mods also roll slightly less commonly on items.
改变了提供单位生命回复的属性
扁平生命回复插件在低等级时提供了大量的防御能力,但是在游戏结束时它们的价值是非常低的。许多提供单位生命回复的属性值增加了100%,这使得这些属性在更高等级的时候比基于百分比的生命回复更有竞争力。生命回复功能在物品上也不太常见。

Changes to the Mod Tag System
During Harvest, we added the ability to view the tags of mods on an item by holding ALT with advanced mod descriptions enabled. However, further changes to the mod tagging system were required in order to support displaying tags in the long term.
Mod标签系统的更改
在收获的过程中,我们增加了查看道具上mod标签的功能,只要按住ALT键启用高级mod描述即可。但是,为了支持标签的长期显示,需要对mod标签系统做进一步的修改。
We have standardised existing systems that use mod tags to use the same set of tags, applied a simpler and more consistent philosophy to categorising which mods should receive a tag and we've also made a few changes to fossils. The primary goal of these changes is to make the effects of crafting functions that rely on mod tags more clear and predictable.
我们已经标准化了现有的系统,使用mod标签来使用相同的标签,应用了一个更简单和更一致的哲学来分类哪些mods应该得到一个标签,我们也对化石做了一些改变。这些修改的主要目的是使依赖于mod标签的功能更加清晰和可预测。
From 3.12.0 onwards the tags displayed when holding alt (which were previously used for fossil and Harvest crafting) will also be used by catalysts, the “Cannot roll Attack Mods” and “Cannot roll Caster Mods” meta-crafts. The new enchantments available in Heist will also use these tags, as will all future uses of the mod tag system. Mod tags will also be displayed on unique item mods.
从3.12.0开始,持有alt(以前用于制造化石和收获)时显示的标签也将被催化剂、“不能滚动攻击mod”和“不能滚动施法者mod”元工艺品所使用。Heist中的新附魔也会使用这些标签,mod标签系统的未来使用也一样。Mod标签也将显示在唯一的物品Mod上。
New tags have been added to support this merger. These are:
添加了新的标签来支持合并。这些都是:
Ailment异常
Attribute属性
Curse诅咒
Damage伤害
Gem宝石
Resistance抗性


The changes made to systems which use mod tags are as follows:
使用mod标签的系统的变化如下:
Turbulent Catalysts will affect mods with both the Elemental and Damage tags. Other Catalysts will use these new tags or existing tags normally.
Corroded Fossils and Prismatic Fossils now affect mods with both the Physical and Ailment or Chaos and Ailment tags rather than the Bleeding and Poison tags. The Bleeding and Poison tags are no longer used.
Faceted Fossils now use the new Gem tag (which has been applied to all mods that directly affect gems), and the Gem Level tag is no longer used. This opens up new uses for Faceted Fossils while minimally impacting their existing functions.
Bound Fossils now also increase the likelihood of rolling Curse mods in order to expand their range of uses.
Prismatic Fossils no longer separately affect the weightings of Fire, Cold and Lightning mods, as these mods are now always also tagged as Elemental. The same is true for Jagged Fossils and Bleeding mods, and Aberrant Fossils and Poison mods. These aren’t functional changes, but provide greater clarity as Fossils no longer have effects that aren’t explicitly described.
The “Cannot roll Attack Mods” and “Cannot roll Caster Mods” meta-crafts now simply use the Attack and Caster tags.
催化剂会同时影响元素标签和伤害标签。其他催化剂将正常使用这些新标签或现有标签。
腐蚀化石和棱柱化石现在以物理和疾病或混乱和疾病标签影响mod,而不是流血和毒药标签。流血和毒药标签不再使用。
雕琢面化石现在使用新的宝石标签(它已经应用到所有直接影响宝石的mod),宝石等级标签不再使用。这为多面化石开辟了新的用途,同时最小化了对其现有功能的影响。
绑定化石现在也增加了滚动诅咒mod的可能性,以扩大它们的用途范围。
棱柱化石不再单独影响火、冷和闪电的重量,因为这些属性现在总是被标记为元素。锯齿状化石和流血模型、异常化石和毒药模型也是如此。这些并不是功能上的变化,而是化石不再具有未被明确描述的影响,从而提供了更大的清晰度。
“不能滚动攻击模块”和“不能滚动施法者模块”现在只需要使用“攻击和施法者”标签即可。
Finally, the rationale used to tag mods has been simplified and all existing mod tags reviewed for consistency, in order to allow players to reasonably infer what tags a mod may have even without viewing them directly. In summary, tags are now only added to mods which specifically and directly affect the subject of the tag. Some of the main implications of this include:
最后,我们简化了标签mod的基本原理,并检查了所有现有mod标签的一致性,以便玩家能够在不直接查看mod的情况下合理地推断出mod可能有哪些标签。总之,标签现在只添加到特定的和直接影响标签主题的模块中。这方面的一些主要影响包括:
Conditional mods do not receive tags based on the condition. For example, a mod that grants damage while on full life does not receive the Life tag, and a mod that grants attack speed if you have dealt a critical strike recently does not receive the Critical tag. A mod that grants a power charge on critical strike would receive the Critical tag, since that is directly modifying the effect of the critical strike.
条件模块不接收基于条件的标签。例如,一个在满生命状态下给予伤害的mod不会得到生命标签,而一个在你最近的暴击中给予攻击速度的mod不会得到暴击标签。一个在暴击上获得能量充电的mod将会得到暴击标签,因为这直接改变了暴击的效果。
Any tag that is necessarily a subset of another tag receives both tags. Currently this just means that all Fire, Cold and Lightning mods are now also Elemental mods. This isn’t a functional change to Prismatic Fossils — as mentioned above, they used to also apply to Fire, Cold and Lightning modifiers without explicitly describing this. A related concept is that all bleed-related mods now receive the Attack tag as well as the Physical and Ailment tags, since bleed can only be applied by attacks.
任何必须是另一个标签子集的标签都会同时接收这两个标签。目前,这只意味着所有的火,冷和闪电属性现在也是元素属性。这不是棱柱化石的功能变化-正如上面提到的,他们过去也适用于火,冷和闪电修饰,但没有明确描述。一个相关的概念是,所有与流血相关的mod现在都将获得攻击标签以及物理和疾病标签,因为流血只能在攻击时使用。
Mods granting skills or keyworded buffs do not grant tags matching the stats of those skills or buffs. Previously it was very inconsistent whether these tags were granted, but a more minimalist approach was chosen in order to prevent many mods which grant buffs from requiring enormous numbers of tags. Mods granting notable or keystone passives do grant tags matching the stats of those passive skills — while this is inconsistent with our approach to buffs and skills, it was judged necessary for the sake of cluster jewels.
授予技能或关键字增益的mod不授予与这些技能或增益相匹配的标签。以前这些标签是否被授予是非常不一致的,但是为了防止许多授予buff的mod需要大量的标签,我们选择了一种更简单的方法。授予显著或关键被动技能的mod会授予与这些被动技能属性相匹配的标签——虽然这与我们对魔法和技能的方法不一致,但这被认为是为了集群宝石的需要。
Thousands of individual changes have been made to mod tags, so to assist with understanding the implications for item crafting we’ve prepared a full list of the mods which can roll on items and their new tags. Click here to check them out. It must be stressed that most crafting methods are not significantly affected by these changes, but specific methods for crafting items with certain combinations of mods may be impacted, and you will undoubtedly be able to find new methods with a little investigation.
成千上万的mod标签已经被修改,所以为了帮助理解物品制作的含义,我们准备了一个完整的列表,可以在物品上滚动的mod和它们的新标签。点击这里查看。必须强调的是,大多数制造方法不会受到这些变化的显著影响,但特定的制造方法与特定的mod组合可能会受到影响,毫无疑问,你可以通过一些调查找到新的方法。
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伊泽洛

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这个太强了所以我们削弱了它,那个伤害太高了所以我们降低了它。。。
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所以唯一不变的就是一直在变。。。。
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为什么不是:这个太弱了,所有我们加强它

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隔壁伤害以京为单位就是这样来的  详情 回复 发表于 2020-9-15 10:34
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可以,为了更多玩家去尝试冷门技能 或者新技能而削弱大部分人使用的技能,保持游戏活力,个人认为非常好,poe本就是一个探索思考为主,刷刷刷来验证想法的有趣游戏

点评

冷门是因为高投入也过不了关,不是因为玩起来不爽的原因,砍强的理解但不加强弱,就会像5捷刚出来一样一出每个都去玩,更加没多样性了。  详情 回复 发表于 2020-9-15 10:34
冷门是因为高投入也过不了关,ddd注重多样性确没那么多精力估计冷门技能,大部分冷门技能不是因为玩起来不爽的原因,砍强的理解但不加强弱,后过就是出现现象级5捷类的就每个都去玩,更加没多样性了。  详情 回复 发表于 2020-9-15 10:37
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我看到了之前一直关注的2个重点:

元素异常的变化,具体有哪些,还不明朗,不过看得出GGG在谨慎调整。

-----------------------------
投射物返回:

如果剩余有连锁,并且怪的距离超过连锁范围,仍然可以返回,并且触发连锁(这点无疑在增强返回的额外收益的范围),很好,一点点在调整尝试。
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机翻好难受,需要润色一下
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伊泽洛

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你这机翻迷惑性太强了(
斗转星移是受伤又65%伤害穿透格挡,刺客是致命专注被砍
173的敏感词系统直接导致我无法更新编年史,就这样吧,原本还想整理流放的资料,搞了几个小时全都白忙活,谁爱整理谁整理去
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现在GGG就这套路,生存太强的全部削弱,一键游戏的 继续削弱。

然而召唤又无辜躺枪~  下个赛季估计不用看世界满屏求哨兵了。
Redemption Sentry Spectre
This monster variety had superior damage scaling and clear speed compared to most other Spectres, so has had its damage and life lowered.

点评

你想多了,召唤一直是国服的主流BD,除了军团赛季稍显疲态以外,其他的各个赛季,召唤都是T0级别的存在。即便哨兵被削弱了一点,但相信很快就会有替代灵体出现,活着被大神玩家开发出新的套路。例如迷雾赛季的蜘蛛捷  详情 回复 发表于 2020-9-15 10:19
不会 哨兵只是削了防御 伤害还在 你削任你削 你反正一直是神  发表于 2020-9-15 10:49
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圣物之盾

发表于 2020-9-15 10:13
现在GGG就这套路,生存太强的全部削弱,一键游戏的 继续削弱。

然而召唤又无辜躺枪~{:311 ...

你想多了,召唤一直是国服的主流BD,除了军团赛季稍显疲态以外,其他的各个赛季,召唤都是T0级别的存在。即便哨兵被削弱了一点,但相信很快就会有替代灵体出现,活着被大神玩家开发出新的套路。例如迷雾赛季的蜘蛛捷等等

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所谓的主流,是从加强召唤那个赛季说起,加强以前召唤都是百分之3左右,妥妥的下水道  详情 回复 发表于 2020-9-17 22:34
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圣物之盾

双倍格挡那个是削了嘛?50%减伤变成35%了?

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是的受到65%伤害,上面的是机翻 翻译错误  详情 回复 发表于 2020-9-15 12:57
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[color=#999999*·帝皇王 发表于 2020-9-15 10:07
为什么不是:这个太弱了,所有我们加强它

隔壁伤害以京为单位就是这样来的
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发表于 2020-9-15 10:09
可以,为了更多玩家去尝试冷门技能 或者新技能而削弱大部分人使用的技能,保持游戏活力,个人认为非常好,p ...

冷门是因为高投入也过不了关,不是因为玩起来不爽的原因,砍强的理解但不加强弱,就会像5捷刚出来一样一出每个都去玩,更加没多样性了。
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发表于 2020-9-15 10:09
可以,为了更多玩家去尝试冷门技能 或者新技能而削弱大部分人使用的技能,保持游戏活力,个人认为非常好,p ...

冷门是因为高投入也过不了关,ddd注重多样性确没那么多精力估计冷门技能,大部分冷门技能不是因为玩起来不爽的原因,砍强的理解但不加强弱,后过就是出现现象级5捷类的就每个都去玩,更加没多样性了。
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砍了好几种防御机制。。下赛季还想玩HC来着呢
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还好火刀速刷没啥消弱,下赛季速刷靠这个了,新技能看着挺爽了,效果满满的,地雷有新花样了,地雷开荒
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召唤砍了点生存,救赎玩不了,换个灵体
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真的希望这游戏的生存能简单一点……再强的BD,猝死多了也受不了啊
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有大神来分析下 活力的改动是不是更方便正火了
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现在的斗转到底是65%的伤害被格挡还是65%的伤害穿透啊,ggg说是要削弱,应该是穿透吧。
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