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[搬运] 【S15】平衡性改动 英文搬运与手工中文翻译

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Alongside every new league, we aim to make balance changes to a wide variety of character systems to improve build and playstyle diversity. This league, we've focused on rebalancing a few specific game mechanics related to new blood-themed skills and Vaal skills, while lowering the power of specific mechanics that were dominating the metagame and were too far above the level of power we aim for.
We've also made changes to the Atlas Passive trees after reviewing their balance and as a result of both Ritual becoming a core mechanic alongside the upcoming league reward changes.
We haven't included the changes to league rewards described in our announcement here.

一直以来的每一个赛季中,我们都做出大量的平衡性修正来使得游戏玩法更加多样化。在当前这个新的赛季中,瓦尔技能与血液类技能(blood-themed)将成为本次修改的主角,相关的游戏机制将在这个版本中进行进一步平衡。同时我们也看了看都是那些BD在装逼,并且超过了我们所设计的强度,我们砍了这些BD一刀。我们也对异界地图中那个不同区域的天赋树(Atlas Passive trees)做出了一些改变,我们调整了不同词缀的平衡性,并且把S14(Ritual)的祭坛玩法也考虑了进去。

Balance changes related to the new Life-costing skills
Low life, Low Mana and Low Energy Shield now all count as being on 50% or below. This new threshold is both a bit more obvious at a glance, and is large enough a value that a player could survive for a long time on Low Life with the help of the new Petrified Blood skill. As a result, certain skills, passives and items have been rebalanced to compensate. For example, the Punishment curse's effect that causes enemies to take more damage while on low life has been reduced in power as it now takes effect for a larger portion of the monster's life. We've made similar changes to the Assassin's "Ambush and Assassinate" passive, Infernal Mantle, and Replica Last Resort.

血魔法类技能的再平衡
低血低魔和低能量护盾状态的评估阈值被调整为50%及以下,曾经为30%。所以你可以更加放心大胆的开启低血状态去刷怪了,同时我们也设计了一个叫(Petrified)的技能来帮助你丝血反杀。同时我们修改了一些相关的技能、天赋与物品来匹配这一平衡性修正,举例来说:惩戒诅咒将进行很大改动(这个诅咒效果是怪物处于低血状态时,其受到的伤害提高50%-88%),那么既然低血状态阈值提高了,我们就会下调惩戒诅咒的增伤效果。同时我们也对刺客(Assassin,不好意思忘了这玩意升华叫啥了)的伏击升华(你对低血的敌人造成25%额外异常伤害,提高100%额外暴击率)、炼狱之心-毒蛛丝长袍(低魔时受到法术伤害提高25%)、仿品 终息-拳钉(低血时攻速提高50%)进行了平衡性修改。

The Blood Magic Support gem has been split into two gems, as the lack of a damage multiplier made it a poor choice for primary skills. Now each of these new supports is balanced for the appropriate use case.
There are a small number of new passive clusters on the Passive Skill Tree for generic physical damage, as well as Physical Damage over Time Multiplier to better support the new skills. Certain sources of Bleeding Damage and Damage over time Multiplier for Bleeding have been changed to Physical Damage over Time to let them apply to Corrupted Blood and the new Reap and Exsanguinate skills. These include The Gladiator's Gratuitous Violence passive and the Ascendant's Gladiator notable. Not all bleed related passives and modifiers on items have been changed, so a full Bleed invested build and a build using both Bleeding and Corrupted Blood won't always look the same.

由于原版的血魔法辅助没有提升伤害的效果,在这个版本实在太菜了,因此血魔法辅助被拆成了两个独立的辅助技能石(一个帮助你用血施放主动技能,并提高伤害、另一个帮助你用血释放带魔力保留的技能)。同时设计了一些新的passive clusters(可能是指设计了一些新的星团珠宝、也可能是说引入了一些新的天赋)来提升全局物理伤害,从而更好地支撑新技能发挥出更高伤害。并且我们把流血伤害和持续流血伤害这类加成统一转换成了物理持续伤害加成,并且让他们对你所造成的腐化之血伤害起到增益效果,同时也对新技能Reap and Exsanguinate起到增益效果。从这一点出发,我们修改了卫士的免费力量升华,和贵族的卫士升华,但并不是所有与流血有关的天赋技能都被修改整合了,所以传统的流血BD跟新的腐化之血BD之间还是存在差异性的。

Corrupted Blood now never counts as Bleeding damage, so reductions to bleeding damage taken no longer affect it. The Staunching flask modifier and Pathfinder's Master Surgeon notable now state that they apply to both Bleeding and Corrupted Blood. Corrupted Blood's damage has been rebalanced so it is more consistent between sources, so specific monsters that had very high Corrupted Blood damage will no longer be as strong, while others that dealt almost no damage will be dealing a more noticeable amount.

腐化之血伤害现在不被算作是流血伤害的一部分,同样地减少流血伤害的词缀也不再做用于它。但是我们对药剂上的解除流血效果词缀,还有药侠的手术大师词缀做了修改,它们现在可以同时解除流血和腐化之血。腐化之血的伤害系数我们也进行了调整,它的伤害现在更加稳定了一些。所以那些专门用腐化之血来恶心你的怪物现在变菜了,但是以前偶尔用腐化之血恶心你的怪物现在变强了。

Bladestorm now has a multiplier to Bleeding damage while in Blood Stance, similar to the multiplier on Lacerate, to enable Bleeding builds on the blood themed skill.The Elder-influenced Weapon modifiers that grant a chance for Poisons or Bleeds inflicted with this Weapon to deal 100% more Damage have been removed. In their place, Elder-influenced Weapons can now roll a new Local Poison or Bleed Damage over Time Multiplier modifier. The double damage chance modifiers were too multiplicatively powerful for these builds, providing power that only the modifier granted, so they've been changed to an effect that is additive with other Bleed/Poison damage multipliers.

现在剑刃风暴在血姿态中会提升你造成的流血伤害,就像破空斩那样。同时为了让玩家做出伤敌一千自损八百的BD(血魔法辅助剑刃风暴之类的),我们将原先裂界武器中的“使用此武器攻击所造成的流血\中毒效果有60%几率使流血\中毒伤害提高100%”这类词缀替换成了一种新的词缀:“你的流血\中毒伤害提升 #%”,这样做是因为原来的词缀太强了(因为它是直接乘算的),新的更菜一些。(根据此改动,原来的词缀将遗产,似乎可以屯一波?)

The way skills specify costs has been refactored. Skills now specify what resource they use. Consequently, stats can specify whether they affect all costs/reservations, or some combination. For example, the Righteous Decree notable on the Templar now reduces Mana Costs of Skills, while the Tireless notable affects all skill costs. Some existing passive skills and items have been updated to affect all costs or reservations, but many effects are now resource specific where appropriate, like the Inspiration support. These changes also open up new possibilities for alternate costs. For example, the Chainbreaker keystone no longer removes rage on Hit, instead adding a small Rage cost to all skills (which would then be affected by skill cost modifiers). This has allowed us to keep Chainbreaker functional with spells while still losing rage when used alongside skills that don't hit like Damage over Time spells. As a major benefit of these changes, reservation skills no longer have an associated cost by default, so you don't need the current mana available to reserve a skill. Even when your mana is completely depleted, you can still enable an aura, making it much easier to swap out auras or turn one on again if you accidentally disabled it. Because of this, Mine skills now have both a mana cost and mana reservation. This means that both modifiers to costs and reservation both affect their appropriate parts of mine costs, so Indigon no longer provides spell damage without affecting mine costs at all.

释放技能的消耗(魔力消耗、生命消耗、怒气消耗等等)被重构了。这一问题主要是指在以往的天赋树中,仅有“技能魔力消耗减少 #%”的天赋,而改版之后将出现新的“技能消耗减少 #%”词缀与天赋,这类词缀将影响技能的全局消耗与保留,同时我们也将把已有的天赋\词缀进行一些修正,使他们更加的合理。这样的修改可以创造新的玩法可能性,例如天赋“破除枷锁”,现在将不具有“你击中敌人时每秒失去5怒气”,转而给你一个debuff效果:你攻击时失去 # 怒气,这一debuff效果可以受到上述“技能消耗减少 #%”词缀影响。这样一来你就可以一边破除枷锁一边使用法术或dot伤害了。作为改版的福利,现在你开光环的时候将直接消耗魔力上线,而不需要消耗当前魔力。(因此你需要注意,头盔上的技能魔力消耗变为原来的90%这条附魔可能在S15中无法降低魔力保留,同理的词缀类似)。改版之后,地雷技能在魔力保留的基础上需要额外消耗魔力,正因为地雷技能有了魔力消耗,所以当你用奥数斗篷+尿布头这样的组合过后,你可能扔不出雷。

Atlas Passive Balance
We've made a series of changes to Atlas Passives for a variety of reasons:
Certain modifiers provided more rewards than the average rewards granted by Atlas passives, so have had their chance or rewards lowered. Some are obvious ones like High Value Targets or Diplomatic Escort, while others are more subtle like Seance, which effectively added so much item quantity to areas that it was subtly boosting core drops like maps more than a single Atlas mechanic should.
Certain modifiers provided fewer rewards than the standard reward increase per point invested, so have had their chance or rewards increased. For example, the rewards from the Invasion Exotic Goods notable have been improved.
Certain effects made more sense grouped together, like the Incursion passive saying "All monsters in Incursions are at least magic" has been moved off Glennach Cairns on to the existing Time Dilation modifier on Lex Ejoris, so Lex Ejoris is now completely focused on having more rewarding individual Incursion runs and Glennach Cairns focuses on creating the best possible Temple.
Ritual has been added to Haewark Hamlet, with two notables available. It replaces Beyond there. Power Hungry no longer exists, and the Per Diemon notable has been moved to Glennach Cairns at a slightly lowered value, as the pun was too good not to keep.

地图天赋树改版:
Vaal Skills
We've made a balance pass on damaging Vaal skills, making them a more interesting choice relative to the Vaal skills that provide ongoing buffs. We want damaging Vaal skills in particular to have more reasons to be used by a larger variety of builds.
The uptime for Vaal skills has been improved via various means. Soul generation on Unique monsters has been increased to 6 souls per 2% life lost, with a 1 second cooldown. This is twice as many souls as before.
Damaging Vaal skills have had their Soul Gain Prevention times lowered relative to the duration of the Vaal skill. For Vaal skills that don't have a duration or ongoing effect the Soul Gain Prevention time is usually just 1 second.
Reduced the Vaal Soul Requirement and/or increased the Number of Uses on Vaal Skills that had relatively lower impact per use compared to other Vaal skills.
A balance pass has been made on all Damaging Vaal Skills. Note in all cases these have been buffs, except for Vaal Righteous Fire, which now provides less damage to Spells while active and now sacrifices a larger amount of your total Energy Shield and Life. We felt it was too easy for any Spellcaster to use this skill to get significantly more Spell damage for a long duration, with very little downside. Note the Fire Damage over Time aspect of the skill has been increased, keeping this an attractive option for builds focussing on Burning damage.
We have introduced several new unique items and made adjustments to existing ones to either give higher uptime of Vaal skills at some cost or allow you to utilise Vaal skills more easily on builds that struggle to fit them in.

瓦尔技能改版:
我们将主要修改以造成伤害为目的的瓦尔技能,希望它们能成为比瓦尔buff技能更有趣的选择。首先我们希望提高瓦尔技能的使用频率,现在当你痛揍一只暗金怪物的时候,你将每秒获得6点瓦尔灵魂(你必须造成其最大生命2%的伤害),这相当于原来的2倍。并且我们降低了伤害类瓦尔技能的阻灵术持续时间,现在对于非持续性的瓦尔伤害技能而言,它们的阻灵术通常为1秒。我们也降低了这类技能的瓦尔灵魂消耗,并且增加了它们的最大储能次数。不过你也不用太高兴,作为补偿我们砍了一刀瓦尔正义之火,它现在对你造成更多伤害,但只提供更少的法术增伤,但是我们提高了它对怪物造成的火焰伤害,并且提高了它的使用频率。最后我们修正了游戏中现存的有关于瓦尔技能的暗金物品,这些修改都使得瓦尔技能能够更频繁的被使用。

Skill Balance Changes
We've made balance passes on a large variety of skills that are performing above acceptable power levels, either through damage, speed of clearing content, or defensive benefits.
These include Blade Vortex, Blade Blast, Toxic Rain, General's Cry with Channelled skills, Seismic Cry, Carrion Golem, and Vitality.
Frost Bomb and Wave of Conviction have had their Exposure values lowered, as these skills provided too large an elemental resistance reduction compared to other mechanics that have higher investment or penalties against bosses.

技能平衡性改版:
我们在这个赛季砍了那些不充钱伤害又高的玩法,它们对游戏平衡性和GGG的盈利都造成了巨大阻碍,同时还砍了那些刷图太快,或者生存能力突出总是赖着不死的玩法。它们主要是“刀阵”,“刀爆”,“毒雨”,“将军之吼”, "震地战吼", "腐化魔像", "活力", "寒霜爆", "定罪波"。其中"寒霜爆", "定罪波"的元素暴露影响效果被砍了,它们提供了太高的元素减抗,特别是其元素暴露debuff不是诅咒,对BOSS的游戏体验影响太大。对于将军之吼好像是之前有玩家靠将军之吼触发别的什么技能给BOSS秒了,然后S15就把触发机制给砍了。

Flesh and Stone now has a 35% mana reservation (from 25%). The defensive power of the skill in Sand Stance and the offensive power in Blood Stance was too high relative to other reservation effects. We've added a small reduction to Stance skill reservation cost on the Blood and Sand specialization cluster near the Duelist to bring the cost down slightly for appropriate builds.

血与沙被提高了魔力保留,现在需要35%(曾经25%),不过我们添加了一些新的天赋(在决斗者的出生天赋附近),来降低血与沙的魔力保留消耗。

Vigilant Strike and its threshold jewel, The Vigil, have changed how they handle Fortify Duration and the durations granted, so that The Vigil doesn't result in a very long duration Fortify effect, instead granting a shorter Fortify duration than a high level Vigilant Strike. Vigilant Strike's base Fortify duration now scales with gem level, rather than through an increased fortify duration stat. Previously, players could gain 30 seconds of fortify from two sockets and a single jewel, which was far too cheap for the defensive power offered.

戒备打击和监视守夜-赤红珠宝不再提供长时间的护体效果了,这颗珠宝与戒备打击技能石的属性被修正。现在你获得的护体时间将受到戒备打击技能石等级的影响,等级越高护体时间越长。在过去,你可以获得长达30秒的护体时间,只需要花费几C的珠宝,这实在是太便宜,现在你必须充钱。


Divergent Berserk alternate quality now grants the Berserk buff 0.25% more Spell Damage per quality (from 1%). The effect was providing too much damage to Spellcasters when paired with effects that increase gem quality, such as the Enhance support.

分歧盛怒每品质现在提供0.25%的额外法术伤害(曾经是1%),在过去的版本中它太强了(现在还是强好吗?)

General Balance Changes (It's All Nerfs)
Quivers as Caster Offhands
Critical Strike Chance, Critical Strike Multiplier, Damage over Time Multiplier and Chain modifiers on quivers now only apply to Attacks or Bow Skills. The Signal Fire and Rigwald's Quills unique quivers have also had their Physical Damage Added as Fire and Projectiles Fork modifiers changed to be with Attacks only.

游戏通用平衡性调整:
箭袋上的暴击率,暴击伤害,持续伤害类词缀和连锁现在只能被套用在你的弓系技能或攻击上。狼烟和瑞佛之羽暗金简单也做了类似的修改,他们提供的投射物分裂与额外火焰伤害现在只套用在攻击技能上。

Physical Explosion Body Armours
Influence and Synthesis modifiers that caused enemies killed to explode dealing physical damage will no longer have a 100% chance to apply. Their replacement modifiers grant "Enemies you Kill have a chance to Explode, Dealing a tenth of their Life as Physical Damage", with a new lower tier Influence mod being introduced that has a lower chance. This keeps the mechanic and opens up the possibility of stacking explode chance with high investment, but it will no longer reliably wipe out packs of monsters through a chain reaction of explosions.

胸甲上的爆炸词缀现在改成了:你所击败的敌人以 #% 几率爆炸,造成其自身血量十分之一的伤害。此举修改的目的主要是阻止部分充钱不多的玩家妄图利用这个BUG快速刷图。

Harvest Monster Life
The base life of all Harvest monsters has been reduced by 30-50%, but Harvest machinery gives monsters around 100% extra increased life on average. The intention is no difficulty change in Harvest fights, but Harvest monsters created with the Desecrate skill have life values more in line with other Desecratable monsters in the game. This is to address corpse explosion builds getting a significant damage boost from having spectres of specific Harvest monsters. This strategy will still work, but the difference in monsters used won't be so significant.

菜园子怪物血量被削减了30%-50%,但它们并没有减弱,因为我们给了菜园子一个新的地图词缀:怪物血量额外增加100%。此举修改的目的是阻止某些毒瘤召唤师进菜园子召唤强度过高的灵体。现在菜园子怪物的灵体只有原来的一般血量了。

Hexproof
Modifiers that allow your Hexes to affect Hexproof Enemies (such as the Cospri's Will unique Body Armour) no longer allow your Hexes to affect yourself while you have Hexproof (as you are not your own Enemy).

当你有“无咒”词缀影响时,你不能诅咒你自己了,哪怕你从装备或天赋中获得了”你的诅咒可以影响无咒的敌人“,此举修改应该只影响自诅咒,当你偷到无咒怪物的buff时,你不能再以时空锁链诅咒自己。

Poison Sextant
The Sextant modifier which granted players increased Damage and Movement Speed for each Poison on them has been removed. Savvy players could run every map with this Sextant effect applied - usually through Fracturing specific maps and the Harvest map enchantment that didn't consume Sextant uses. With certain items that allowed them to apply large numbers of Poison buffs to themselves, they could achieve extreme Damage and Movement Speed with little investment. Note to partially compensate as we believe self-Poison is an interesting playstyle, we have added a new Unique item that retains the Damage and Movement Speed per Poison stats. However these stats will now be capped at a specific value.

六分仪词缀修改:在过去,六分仪可以为地图添加上"玩家每受到一种中毒属性伤害,则伤害提高 14%
玩家每受到一种中毒属性伤害,移动速度便提高 7%
这些区域会出现额外 10 群【剧毒怪物】"

然而我们发现有些玩家竟不惜以对自己下毒的方式,来达到极高的移动速度与伤害。这实在是让我们有些意外,这类自服毒BD不失为一种有趣的游戏玩法,所以我们将六分仪上这类词缀移除了,但取而代之我们将这类词缀放在了一些特定的装备上,并限制了此机制下伤害提高与移速提升的上限。

Fractured Fossils and Beast-Splitting
Splitting an item through Beast-crafting now applies a split tag to both items (similar to “Mirrored”). Items that have Fractured Fossils used on them also gain the split tag. Split items cannot be split again, and cannot have Imprints made of them or applied to them.

化石与动物园分裂:被动物园工艺分裂的物品现在将获得一个额外的词缀"已分裂",分裂化石分裂出来的东西们也会有这个标签,含有该词缀的物品无法被再次分裂。奇美拉印记也不能对已分裂的物品产生效果。

Atlas Mission Sustain
We've removed the bonus mission chance from Awakening objective bonuses, as Atlas passives combined with this bonus and other mechanics were resulting in an almost endless supply of missions. We've decided to keep the Atlas passives at full strength and remove the Awakening objective bonus so the player has the choice to invest in more Atlas missions if they desire.

异界任务:觉醒次数不再提供额外的异界任务概率


Delirium Item Quantity and Rarity
We've lowered and standardised the amount of Item Quantity and Rarity granted by Delirium fog, so they now give up to double the inbuilt item Rarity of monsters, and up to 50% the item quantity of monsters. This now caps out at maximum depth, rather than at 50% depth as was previously the case.

迷雾机制修改:由于一些玩家在百抗图里爆肝,产出大量通货圣甲虫之类的,还靠刷16C的迷雾发家致富,严重影响了充钱玩家的体验。我们削弱了迷雾地图的物品稀有度和物品数量。

Passive Tree Changes
We are wary about how accessible normally scarce stats, such as Area of Effect, Skill Effect Duration, Aura Effect and Projectile Speed are on Cluster Jewel notables, given you can stack multiple of the same notable on the passive tree. As a result we have made small numerical nerfs to several Cluster Jewel notables that grant the above stats.
天赋树修改:总有一些刁民在天赋树上插满了星团珠宝,获取了太多稀缺的角色修正,例如光环效果,技能持续时间,范围效果,投射物速度等等,这令我们非常头疼,S15我们不得不接着砍了砍星团珠宝。(具体数值未知)

As a relatively minor ascendancy change, Pain Reaver has been replaced with a new passive skill on the Berserker, providing defensive benefits once you lose life from an enemy hit. It is designed as a high risk defensive/recovery mechanic, granting the faster leech rate from Pain Reaver more easily but with an associated risk. The effects of the Berserker's Flawless Savagery notable are no longer limited to Attacks, and the small passives apply 10% increased physical damage instead of the old 12% increased Physical Damage with Attacks.

暴徒的“苦痛劫掠”升华被替换了(原始效果为攻击吸血吸蓝,若你近期遭受残暴打击,吸血量提高50%),新的升华在你遭受敌人任何攻击时都提供额外吸血速度,但也提供相应的风险。同时“完美的暴行”升华也将不再限于提升攻击伤害,同时我们修正了暴徒的小升华点,从原先的提供12%物理攻击伤害,转变为提供10%全局物理伤害。(这是让你的暴徒去玩物理法术?)

Immortal Ambition Keystone's ‘Life Leech effects Recover Energy Shield instead while on Full Life' stat is now limited by ‘Maximum total Energy Shield Recovery from Leech' instead of by ‘Maximum total Life Recovery from Leech'. Combined with the Corrupted Soul Keystone and the powerful recovery source of life leech, it provided too great an increase to a character's combined recovery. This change preserves the desirable Life Effects not being removed at Full Life aspect of the Keystone, but limits how easy it is to recover your Energy Shield pool.

不朽野望(一个特殊天赋,只能从装备或军团宝珠获得,效果为能量护盾初始为0。无法回复,也无法补充。能量护盾每秒损失5%。满血时无法移除生命偷取效果。生命偷取在满血时恢复能量护盾),现在对于能量护盾的偷取速度将受到最大能量护盾偷取速度的限制,而不是最大生命偷取速度。GGG说有一些刁民玩家曾经靠这样的机制搭配腐化的灵魂天赋达到过高的防御。

Corrupted Soul Keystone now causes you to Gain 15% of Maximum Life as Extra Maximum Energy Shield (from 20%). The Keystone allowed life base characters to get large amounts of Energy Shield very easily, while the Non-Chaos Damage taken bypasses Energy Shield stat didn't prove to be a significant downside for most builds taking the Keystone.

天赋腐化的灵魂(一个特殊天赋,只能从装备或军团宝珠获得,效果为50%伤害穿透护盾,获得20%血量的能量护盾)现在被砍到了获得15%血量的能量护盾。

As mentioned above, the Chainbreaker Keystone no longer causes you to lose 5 Rage when you Hit an Enemy, but now instead has skills cost +3 Rage. The Keystone allowed certain skills that either didn't hit such as Bane, or skills that didn't count as you such as Totems and Mines to completely bypass the downside.

破除枷锁天赋现在不会让你在被击时失去5怒火,而是让你在被揍了之后获得debuff:所有技能消耗+3怒火(我挨打我生气?),但是不造成hit的技能不需要消耗额外的怒火。

Hardened Scars no longer grants Fortify during the Effect of any Life Flask. Instead now grants Fortify while Recovering Life from a Life Flask. The Notable was granting Fortify too easily to any character that could maintain uptime on a Hallowed Hybrid Flask with the Enduring Prefix.

百战伤疤不再在药剂时间内给你护体效果了,现在严格限制在药剂恢复生命的时间内,当你满血的时候你将不会获得护体效果(欢迎猝死)


The Necromancer's Essence Glutton notable has had the amount of Mana regenerated when you Consume a Corpse lowered from 8% to 4%. It was providing more base Mana Regeneration than any other source.

召唤师的精华吞噬升华现在改成了每吞掉一个灵柩回复4%魔力,曾经是8%

Primal Aegis from the Elementalist's Bastion of Elements skill now takes 75 Damage per Allocated Notable Passive Skill (from 100). The Aegis effect went out too strong in the Elementalist rework.

元素使的原初守护升华现在提供“天赋树中每点配置的核心天赋可使原初守护额外承受75点伤害(曾经是100)”,这让不充钱的玩家更容易去世了。





本帖最后于  2021-4-13 15:01 编辑

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派蒂

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好贴,坐等施工
烂的不是论坛,而是人
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官网有大致翻译了
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发表于 2021-4-13 10:12
官网有大致翻译了

官网翻译的错误非常多
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德瑞索

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基本上这俩赛季玩得爽的砍过来遍了
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[color=#99999*e-Master-s 发表于 2021-4-13 12:37
基本上这俩赛季玩得爽的砍过来遍了

不充钱还想装逼?
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德瑞索

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翻译的非常认真,我觉得有充钱的必要了。
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都不知道GGG在想什么,全是大砍
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翻译的非常好,非常灵性。
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玛拉凯

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充钱吧骚年
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圣物之盾

充钱,我充钱还不行吗???
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格拉维奇

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翻译功力深厚,对充钱有很深的理解
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圣物之盾蛮荒搜神记版面勋章

发表于 2021-4-13 12:34
官网翻译的错误非常多

能不能不要翻译的这么搞笑,哈哈
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不充钱GGG怎么营业啊
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手动置顶
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冈姆

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玩的多的基本都领到
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感谢翻译,就是有点皮哈哈
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幸苦大佬了
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氪金赛季?
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冈姆

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这灵性的翻译 我冲钱还不行吗
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