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以下原文我就不一一翻译了,在最后我会总结一下
原文:
Changes to Brands
Brands were first introduced many leagues ago with Storm Brand and Armageddon Brand. Brands are all cast on a location and attach to nearby enemies, repeatedly activating to perform their unique effect. They detach if the enemy dies, ready to jump to another target.
We've finally added some new Brand skills: Arcanist Brand, Penance Brand and Wintertide Brand. These come alongside new options for how you can build and play Brands, like the new Swiftbrand Support. These additios introduce a more aggressive, active play style.
Arcanist Brand
Arcanist Brand is a new Brand skill that also supports any triggerable spell linked with it. Each time the Brand activates, it triggers a supported spell, allowing you to build your own Brand setup, potentially even triggering multiple different spells in succession.
As Brand mechanics naturally have great clearing capacity, the supported skills have less area, projectile range and chain range. Triggered spells have a damage penalty, to balance their ability to activate multiple times. The triggered spells also deal more damage to the branded enemy.
Projectiles will hit the branded enemy, but will aim at another nearby enemy each activation, so they often take advantage of Pierce, Chain and Fork effects.
Arcanist Brand has a shorter duration than other Brands, so isn't something you'd use on any build to passively trigger effects, but when building for Brands it can be very powerful. Like other Brands, Cast Speed affects activation rate, so it benefits from most spellcaster investment.
Penance Brand
Penance Brand builds up energy on the branded target with each activation, though at first the activations don't deal any damage. Each activation also spreads energy to another enemy, and then that enemy can then spread it to another uncharged enemy the next activation, and so on. This means that with repeat activations it can rapidly spread through a group of enemies, energizing them all.
When the Brand is removed (for example, by its duration expiring, it being recalled, the target dying or being replaced), all of the energy is released. This releases an explosion around each enemy dealing physical damage with a portion converted to lightning. The more energy the enemy had on it, the greater the damage and area. You can pick and choose which mechanics to focus on to detonate your Penance Brands.
If the branded enemy becomes fully energised, they'll start pulsing damage around them, so reaching full charge won't waste any damage.
You can shorten the duration of the Brand to have them automatically go off after a brief time, or use Brand Recall to force detonations when you detach the Brand.
Wintertide Brand
Wintertide Brand applies Cold Damage over time to the branded enemy and chills them. Each activation, the Brand's damage effect becomes more intense on that enemy.
When the Brand is removed (such as when its duration expires, it is recalled, the target dies or the Brand is replaced), the damage over time effect is released in an area. This affects both the branded enemy (if they're still alive) and all other enemies around them. This means that if the damage effect has grown in intensity through many activations, it could apply a very potent damage over time effect in an area.
Unlike other Brands, Wintertide Brand has a base limit of two Brands per target. With the Runebinder keystone you could apply three Wintertide Brands to a single target for massive cold damage over time. This means that your character's build will be quite different from other cold damage over time skills, but the duration based nature of Brands means you can easily cast a cold skill like Vortex, Cold Snap or Arctic Breath in between refreshing your Brand effect.
Swiftbrand Support
The Swiftbrand Support greatly lowers the active and inactive duration of a Brand, but increases its activation rate. For a single Brand being cast once, it's not as good as other supports, but if you're rapidly placing many Brands, it's a huge damage increase. You can play a much more aggressive Brand playstyle with this support.
It also works very well with Penance Brand to rapidly detonate, as well as Armageddon Brand to make the most of its short cast time.
Brand Recall and Brand Mechanic Adjustments
Brand Recall still instantly moves your Brands to you and activates them, but no longer refreshes the Brand's duration. It now consumes mana based on the Brands recalled. This prevents Brands benefiting heavily from the Archmage Support without the same mana upkeep the Support usually requires.
We generally feel that if a common build has ongoing damage with very little input, it should deal below average damage or require massive investment. Certain Brand builds that instantly refreshed Brand duration indefinitely provided too much power for their opportunity cost. Rather than lowering the damage of these builds, we've changed the mechanics that let the build be played passively. The cooldown of Brand Recall has been lengthened, but we've also provided new avenues of investment so that you can still bring it down to a similar length.
As a small change to remove some more of the potential passivity of Brands, Brands now return to their original or recalled location when dropped by monsters, rather than the dropped monster's location. This puts a greater focus on Brand Attachment Range, and prevents the Brand from disappearing into the distance while killing monsters you've yet to see
总结:
新增3个烙印技能: 奥法烙印,苦行烙印, 冬潮烙印
新增1个辅助技能:迅捷烙印辅助
奥法烙印
奥法烙印是一个新的烙印技能,这个技能同时辅助任何可以触发的法术。每当奥法烙印触发,就会触发它所链接的一个辅助主动技能,使你可以自己设计你的烙印技能。
因为烙印技能有很好的清图属性,所以被奥法烙印辅助的技能会有更少的范围,投射无距离,连锁距离。被辅助的技能也会有伤害惩罚,为了平衡它们能被多次触发的属性。被辅助的技能也会对附着的敌人更多的伤害。
投射物会击中被附着的敌人然后会瞄准周围的敌人,所以可以利用穿透,连锁和分裂效果。
奥法烙印的持续时间要比其它烙印要低,所以使用它触发其它技能是主要的用法。如果让它成为其它烙印链接法术的话也将会是很高的伤害。像其它烙印一样施法速度和施法词缀会作用于它。
苦行烙印
苦行烙印每次触发会对附着的怪物生成能量,触发时不会造成伤害,每次触发也会将能量扩散的附近的敌人。这就意味着几次触发后会波及很大范围内的怪物。
当烙印不被附着后,这些能量会爆炸,造成物理伤害,部分物理伤害转换为闪电伤害。能量越多,爆炸伤害和范围越高。你可以选择如何使用这个爆炸机制。
如果附着的敌人能量满了,每次烙印触发它将会对附近的怪物造成伤害,这样就不会浪费能量了。
通过减低烙印的持续时间,你可以让它们自动爆炸或则用烙印召回强迫它们爆炸。
冬潮烙印
冬潮烙印是一个对附着敌人造成持续性冰霜伤害的技能。每次触发,这个伤害会提高。
当烙印被移除了(比如持续时间结束或被召回或被附着的敌人被击败了),持续性伤害效果会在范围内释放。这会影响附着的敌人和附着敌人附近的敌人。所以如果触发数次后释放的可以造成一个强大的范围效果。
不像其它烙印,冬潮烙印的基础辅佐上限是 2 个,利用烙印天赋大点,一个敌人可以附着 3 个 冬潮烙印,造成非常可观的单个敌人伤害。所以这和普通的冰霜持续性伤害还是有取别的,在烙印间隔之间释放其它冰霜技能比如极地吐息,漩涡等等。
迅捷烙印辅助
迅捷烙印辅助大大的降低了烙印的持续时间但是同时提高了烙印的触发频率。非常适合快速摆放多量烙印的玩法,大大提高输出。这个辅助也非常适合忏悔烙印和冬潮烙印来利用它们的低施法时间。
烙印召回和烙印机制改动
烙印召回还是能够瞬间移动你的烙印的但是不再刷新烙印的持续时间了。并且,烙印召回会根据你召回的烙印来消耗魔力。所以魔力无法再支撑法术节魔烙印玩法了。 我们一般来说设计持续性输出的技能必须造成相比技能低的伤害或则需要很高的投入。有些瞬间刷新烙印持续时间的技能我们觉得太强了,导致可以一只手就能玩。所以烙印召回的冷却时间提高了,但是通过各种投入还是能够降低的。还有一个解决能够一只手玩烙印问题的改动是当附着的怪物被击败,烙印不会掉落在怪物的脚下,而是会回到它们原先或则被召回的地点。这就意味着大家需要透露附着距离了。这也解决烙印能够击杀屏幕外面怪物的问题。
我们修改了烙印的视觉效果,添加了新的烙印天赋群,修改了现有的烙印天赋和添加了一个很厉害的烙印新暗金我们会陆续透漏给大家的。
本帖最后于 2020-6-4 19:33 编辑
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