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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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圣物之盾

顶顶顶顶,每次更新都是砍砍砍
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塑型者

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发表于 2020-9-15 11:57
顶顶顶顶,每次更新都是砍砍砍

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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圣物之盾

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

然而这几个赛季以来,加入的东西都是垃圾,玩来玩去还是老BD
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圣物之盾

奉献效果哪个改动好蠢,以前就是50%的,觉得弱了又强化到75%,现在觉得强了又给削到50%
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格拉维奇

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希望有新的BD玩。老BD一直强
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天雷又砍了  
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以后不要叫平衡性了,直接说削弱性改版。 全是刀,不能给点肉吗。。
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发表于 2020-9-15 12:18
以后不要叫平衡性了,直接说削弱性改版。 全是刀,不能给点肉吗。。

削弱BD,增强实用性,也算是平衡
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这个排版很好看,感谢
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弱弱的问一下,法术节魔是削弱了吗,20级和以前比怎么样呢
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格拉维奇

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这个翻译比官方的清晰多了,官方都不贴个数值
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……生存全砍了。。。。害
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发表于 2020-9-15 13:56
弱弱的问一下,法术节魔是削弱了吗,20级和以前比怎么样呢

20级和以前一样是25的保留,但是前期魔力保留高了一点一级的时候是30的保留
可恨之人必有可怜之处
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<关于如何增加玩家对于新技能的探索能力>
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发表于 2020-9-15 12:04
然而这几个赛季以来,加入的东西都是垃圾,玩来玩去还是老BD

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?说加入的东西都是垃圾,麻烦别用星团珠宝,别用新辅助石头,别用新装备新工艺,好吧,吐槽可以,别老说这种没头没脑的话 本帖最后于  2020-9-15 14:29 编辑

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伊泽洛

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楼主这个排版是真用心,不过这次改动是有点难受,开荒几个实用的点都改弱了
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吉尔菲

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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 ...

人家说的是技能,你在说珠宝装备,大家眼睛不瞎新技能大多数都是玩具,少量的能用的比如尖刺战吼手感还差,现在已经不是谁强削弱谁了是谁火削弱谁,看看节魔,奉献女魔,笑死我了,真是创意枯竭呗
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德瑞索

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发表于 2020-9-15 14:05
20级和以前一样是25的保留,但是前期魔力保留高了一点一级的时候是30的保留
...

原来是20的保留
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格拉维奇

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发表于 2020-9-15 15:08
原来是20的保留

节魔好像最开始是25保留,现在是20保留
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