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[国际服168] 3.12平衡性改版

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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.
升华改动
召唤师&贵族召唤师:【奉献女魔】天赋奉献效果降低至50%(从降低25%下调)
刺客:【致命专注】天赋暴击伤害加成降低,过路点暴击伤害加成降低
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
现在65%伤害穿透格挡(从50%伤害穿透上调)
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
现在天赋点基于5%最大混沌抗性(从10%最大混沌抗性下调)
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
冷却为8s(从6S上调)
耐力球需要至少一个敌人(从固定1耐力球上调)
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
伤害和范围小幅度降低以平衡投射物减速的辅助效果
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.
法术回音(辅)
冷却时间提高,并获得额外随技能等级的冷却回复提高
初始基础魔力保留为30%20级为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.
哨兵
生命和伤害降低
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.
星团珠宝
目前降低:如臂使指,血仇必报,恶毒撕咬数值下降,不排除未来数值改变
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.

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.
活力光环
现在过得固定的生命和魔力回复(从百分比生命回复高边),并且现在的属性需求固定为初始属性和75%标准技能属性需求
活力,精准,清晰光环的看守之眼珠宝现在活得固定数值的魔力回复并降低数值(更没用了)
同时更改了其他看守之眼珠宝有关回复速率词缀的数值
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.
瓦尔精华类技能
现在获得最大元素抗性(从元素伤害降低更改)【无敌BD--die
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.
元素异常效果
更改了冰缓,感电效果,冰缓、冰冻时间使其适用于所有的冰冷,闪电异常效果
现在他们会影响替代的元素异常,精疲力尽和脆弱
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.
重新规划投射物行为
投射物会先穿透,分裂,连锁,然后返回
现在即使有剩余连锁次数的时候依旧可以返回(只要范围内没有额外敌人)并保持剩余连锁次数
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.
减少可见范围和隐身
100%隐身效果是敌人搜索范围降低为基础值的一半
200%隐身效果是敌人搜索范围降低为基础值的1/3
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.
固定生命回复词缀效果
提高了固定生命回复词缀效果最多至原始值的200%(一倍)
同时固定生命回复词缀的比重下降
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.

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.

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.

New tags have been added to support this merger. These are:
· Ailment
· Attribute
· Curse
· Damage
· Gem
· Resistance

The changes made to systems which use mod tags are as follows:
· 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.

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:
· 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.
· 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.
· 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.

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.
变更了词缀标签
太多了我就不翻译了,直接附上更改后词缀表的链接:https://www.pathofexile.com/public/news/2020-09-15/mods.html

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召唤被削,我难受了
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哇,这GGG牌子大刀轮到头上砍砍砍
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莫维尔

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砍了 加入新的让大家玩  
否则厉害的一直厉害 新技能谁尝试
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多米诺斯

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感谢大佬分享
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多米诺斯

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每个赛季谁牛逼就砍谁!日常定律。所以优秀BD,不给抄,等玩腻了。在看情况发出来把!
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派蒂

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召唤雇佣兵是跟暗黑2学的么?
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德瑞索

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发表于 2020-9-15 14:28
说话就真不负责任呗,一共就12个赛季,“几”还想代表多少个赛季啊,不说远的,最近的3个赛季没新BD?说加 ...

???
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顶一下
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希拉克

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发表于 2020-9-16 21:55
说说个人看法吧,只是个人观点,难免有不对的地方:
1.召唤奉献削弱,在合理范围内,搭配双倍格挡,一样物 ...

哨兵砍了33%
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说说个人看法吧,只是个人观点,难免有不对的地方:
1.召唤奉献削弱,在合理范围内,搭配双倍格挡,一样物理格挡轻松75%,只是法术格挡需要装备天赋上找一些了。该点还是要点
   刺客升华 厉害在灵巧,这个加速太多了,只要灵巧还在,刺客依旧是速刷大师
2.双倍格挡,该点还是要点,毕竟也算比较靠谱的一个防御机制,双躲 太远了
3.神圣血肉,依旧很强力,毕竟既加强了元素防御,也加强了混沌防御,只是这次需要插2-3个混沌抗上限的 小星团珠宝
4.坚决战吼,只要能回血,还是很强力,比吃血瓶回的快,而且还有机会拿到耐力球。这个GGG就该砍狠一点,拿不到耐力球。要不然,现在所有的BD 都要带上坚决战吼
5.天雷之珠,只要伤害 还在就行,就看实装后,削弱的幅度了。削弱太多的话,加入冰川地雷
6.法术回响, 不玩自施法,不好评价
7.哨兵,要看具体削弱幅度。只是10-20%削弱,那还是要玩哨兵
8.星团珠宝,还是砍的不够狠。直接砍成同名效果最多叠加2次,一切问题都解决了。要不然赛季中期追求还是 3大型-6中型
9.活力光环,说实在的,基本只有正火 这样的BD还开活力了吧,一般的BD都去追求速刷了。要看具体修改后的结果
10.瓦尔元素抗性,修改是必然的
11.投射物会先穿透,**,连锁,然后返回,适应赛季的内容。就是这个返回,具体刷图效果,还要等新版本测试
12.200%隐身效果? 这个怎么堆这样高的? 以前弄过猫之势+暗影迷踪,修改后,再见了
13.固定生命回复词缀,这个要看具体效果,目前酋长,可以堆到实际秒回过万


  总结,看到了召唤(哨兵、格挡套用、双倍格挡)、天雷地雷的小幅削弱,不过 开荒还是 召唤、地雷

点评

我觉得冰川可能还是要图腾或者自施法,地雷方向太统一了会推出范围,而且必然丢失几段伤害可能不是很好  发表于 2020-9-16 23:14
哨兵砍了33%  详情 回复 发表于 2020-9-16 23:20
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库鲁

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这改的,一言难尽
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派蒂

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天雷地雷还能拿来开荒吗
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德瑞索

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发表于 2020-9-16 08:13
没有吧,我记得没有100%那么变态额。我记得以前一直是50%

是100%
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坚决战吼改了,确实之前挺op的
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格拉维奇

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我大天雷还活着
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坚决战吼耐力球需要至少一个敌人(从固定1耐力球上调)
这样不能乱吼了要自施了
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我给你翻译了啊……
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格拉维奇

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发表于 2020-9-15 12:02
砍了 加入新的让大家玩  
否则厉害的一直厉害 新技能谁尝试

猝死了,你才会花钱,花心想去提高BD
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看不懂E文

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我给你翻译了啊……  详情 回复 发表于 2020-9-16 11:31
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库鲁

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发表于 2020-9-15 17:18
然而五捷被砍了。说明GGG的制作意图中其实并没有五捷。五捷只是意外。电甲、电捷还不错。但是并不否定大 ...

是的 我很同意你的看法  最近几个赛季也就谵妄玩的好 加入了星团珠宝让很多bd焕然一新 然而种田赛季真的就是黔驴技穷呗?完全都没有意思,啥?做装备?算了吧  这种暗黑系列的游戏就是刷刷刷的,做装备玩那心机的东西我是完全玩不来  反正种田赛季从第二周开始我二十多个好友就我一个在线 我同事海归的从国际服开服玩到谵妄 种田种到二级田就AFK了 没见过他对哪个赛季这么失望过 我买种子种田那是一百一百的种 赛季都多久了就没做出能看的 又要肝又看脸 你们觉得做装备好玩就去玩呗  没什么新的玩法新的机制 全是老的东西 说做装强 你能强过五捷?能强过我上赛季三个pob上亿的bd?都是活在梦里 ggg做的不好还不给说了?

点评

我说冰箱制冷不好,难道我还要自己会制冷才行呗?  发表于 2020-9-16 09:56
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