Ashe
艾希
Change Goals
Allow Ashe to interact with chance-based crit events in a way that doesn't
compromise her recently-new passive's steady damage output.
Follow up the changes made to Ranger's Focus (Q) earlier this year to make
the spell a more interesting, engaging part of her pattern.
艾希会有跟现在的被动不同的爆击方式。主要是跟上Q在今年的改动,让这个技能更有趣。
P - Frost Shot
Base slow reduced 5/11/17/23/29/35% >>> 5/9/13/17/21/25%
Dealing bonus damage via Frost Shot no longer counts as a Critical Strike
(bonus damage unchanged)
被动 冰霜射击
缓速调降。额外增伤也不再被视作爆击(但是伤害没有改动)。
Ashe’s Critical Strikes (which once again happen only by chance per all
other characters) deal only 1.0 Total AD (as opposed to 2.0 standard), but
they apply Frost Shot’s slow at double effectiveness (10/18/26/34/42/50%),
decaying to the base amount over the duration of the slow
艾希的爆击(跟其他角色一样的)只会造成1.0倍AD伤害(其他人是2.0倍),但是会造成
双倍缓速效果(随时间衰减)。
Q - Ranger's Focus
Slow amplification removed
移除加倍缓速。
Can no longer be cast at less than 5 stacks, and passive Focus no longer
stacks while the active component is running
移除五重箭。没有叠满5层专注以前无法发动,主动效果触发时无法堆叠专注。
Passive no longer stacks with Volley and Enchanted Crystal Arrow
其他技能不再堆叠专注
Cooldown removed
移除冷却
Draven
达瑞文
Change Goals
Make axe-catching gameplay flow smoother, especially later in the game.
接斧头的游戏要素会变的更顺畅(有点不晓得怎么翻),特别是在游戏后期。
Base Stats
Attack frame improved by 30%
Attack Speed per level reduced to 1.5 from 2.7
Basic attack missile speed reduced to 1600 from 1700
普攻框架提高30%(应该是指动画吧?)
成长攻速降低。
武器投射速度降低。
Ezreal
Ez
Change Goals
Build upon Ezreal's affinity for CDR-centric spellcasting item builds.
Ez的重点会放在他与CDR装备的向性。
Q - Mystic Shot
Cooldown reducing effect increased 1.0 >>> 1.5 seconds
Cooldown increased 6.0/5.5/5.0/4.5/4.0 >>> 6.5/6.0/5.5/5.0/4.5
Q技
命中减低冷却时间的效果提升
本身冷却时间提升。
E - Arcane Shift
Cooldown increased at later ranks 19/17/15/13/11 >>> 19.0/17.5/16.0/14.5/13.0
E技
冷却时间提升。
Jinx
吉因克斯
Change Goals
Playing up what it means to Get Excited! as a path to success through a
teamfight.
Slowing down Rockets' Attack Speed so there's some tradeoff she incurs more
of a tradeoff with that weapon.
被动将是团战中的重点。
恶鲨的攻速下修,这逼他必须仔细思考切换武器的时机。
P - Get Excited!
Can now chain together and stack, increasing Total Attack Speed by 15% per
stack (Movement Speed portion does not stack)
Duration increased 4 >>> 6
被动
现在会获得可堆叠的攻速增益,持续时间延长。
Q - Switcheroo!
Jinx now has -15% Total Attack Speed while using Fishbones, the Rocket
Launcher
恶鲨-15%攻速
Kalista
小安
Change Goals
Increasing Kalista's affinity for Attack Speed.
Experimental dash scaling changes that help attack flow and reduce overall
power from jumping.
增加
小安与攻击速度的向性。
实验性的增加跳跃范围变化,让他别这么OP?
Base Stats
Base AS increased 0.658 -> 0.694
AS per level reduced 3.3% -> 2.8%
基础攻速增加但是成长攻速下降。
P - Martial Poise
Jump distance scales with boot tier (as live), jump speed now only scales
with AS/Slows (is slower early game but scales up).
跳跃距离与启动机制(我猜是往前或往后?)有关,跳跃的速度只有跟攻速有关(前期慢
后期快)。
Lucian
路西恩
Change Goals
Open up non Attack Speed based item builds, and make The Culling's damage
output feel more consistently meaningful throughout the game.
改动目标是设计一个跟攻击速度不太挂勾的英雄,并且让他的大绝更有感。
R - The Culling
No longer scales with Attack Speed
Now fires 20/25/30 bullets based on rank
不再与攻速挂勾,而是固定弹数。
Sivir
希维尔
Change Goals
Increasing Sivir’s affinity for CDR, bringing us back closer to the late
game dream of “Ricochet all the time”.
提高希维尔与CDR的向性,希望可以在游戏后其看到一个‘随时在弹跳刀’的结果。
Base Stats
Base Attack Speed reduced 0.66 >>> 0.625
基础攻速下降。
W - Ricochet
Cooldown now begins on spell cast rather than when the attack buff expires
Cooldown increased 9/8/7/6/5 seconds >>> 12/10.5/9/7.5/6
Attack buff duration reduced 6 >>> 4
W
冷却从按下去就开始算。冷却时间提升。持续时间下修。
Tristana
泡娘
Change Goals
Begin to shift Trist away from late game clean-up hyper carry to more of an
all-in AD caster.
将泡娘的定位从后期凯瑞英雄,改成一个all-in的AD法师。
Empower mid game all-in strength while stripping some power from late game
sustained dps.
将中期的all-in强度提升,但是压低一点后期的dps。
Clean up of minor cooldown returning mechanics in favor of more impactful
Rocket Jump resets.
爆炸机制会有冷却,作为补偿会有更恐怖的火箭跳跃。
Q - Rapid Fire
No longer reduces [E] CD on hit while active
Attacking [E] Target no longer reduces [Q] CD on hit.
CD 20s -> 20 / 19 / 18 / 17 / 16s
不会降E的CD了。
攻击E的目标也不会降低Q的CD了。
CD降低。
W - Rocket Jump
Dmg Rescaled 80 / 105 / 130 / 155 / 180 -> 60 / 110 / 160 / 210 / 260
No longer deals increased damage per [E] stack
Now also resets on Max stack [E] Detonation on Champions
伤害提高,但是不再因为E而增伤。
不过会把E直接拉到最大堆叠。
E - Explosive Charge
Now detonates instantly on 4th stack (max stacks). Bomb Animation shifted to
represent this.
Tristana’s abilities also add [E] stacks.
Missile Speed 1800 -> 2400
现在会在第4层就爆炸。爆炸动画改动。
所有技能都会堆叠E。
投射速度提高。
Twitch
图奇
Change Goals
Pushing Twitch a bit farther in the direction of the “marksman assassin” by
adding an out to his assassination attempts via Ambush reset.
把隐形时间拉长,让图奇变成一个长距离暗杀者。
Q - Ambush
Added: Cooldown resets when an enemy champion affected by Deadly Venom dies
Quality of Life Buff: Entering stealth now cancels Twitch's current auto
attack order
当有敌人被毒死的时候冷却立刻重置。
隐形的时候立刻取消图奇当下的普攻。
R - Rat-Ta-Tat-Tat
Buff Duration reduced 7 >>> 5
Quality of Life Buff: casting Rat-Ta-Tat-Tat during Q's stealth no longer
cancels stealth
Cost 100/125/150 >>> 100 all ranks
持续时间降低。
在Q的时候开R不会取消隐形。
冷却时间下修。
Urgot
乌尔加特
Change Goals
Restore Urgot R's defensive steroid function later in the game so that he
doesn't get wrecked so hard by all the percent penetration floating around
out there.
让R在游戏后期多一点生存能力,让他不会那么容易挂掉。
R - Hyper-Kinetic Position Reverser
No longer adds 60/90/120 Armor/MR
Now adds 30/40/50% Damage Reduction
不再给护甲,但是给伤害减免。
Varus
法洛士
Change Goals
Make R zoning more obvious and powerful.
Shift R damage from initial hit to Blight procs.
让R的范围更明显而且更强大。
把R的伤害从命中触发改成给予印记。
R - Chain of Corruption
Now displays max Spread Range to Varus and Enemies if it is spreading to at
least one enemy champion.
Rooted targets gain 3 stacks of [W] Blight over the duration of the root.
Damage 150 / 250 / 350 -> 100 / 175 / 250
现在会告诉你最大射程还有扩散范围。
现在会对命中的目标堆3层印记。
伤害下修。
Vayne
汎
Change Goals
Silver Bolts is about expected time to kill on all targets (not squishy
bursting), and Vayne's path to success needs to come through Silver Bolts.
银箭应该是对任何都是一个死亡倒数计时(不是一个烂烂的爆发)
而且一个成功的汎需要更多银箭
Base Stats
AD/lvl reduced 2.66 >>> 1.66
AD成长下修(应该吧?)
W - Silver Bolts
Flat Damage removed
Percent Health Damage increased 4/5/6/7/8% >>> 6/7.5/9/10.5/12%
Minimum damage introduced at 40/60/80/100/120 flat damage
This is probably a lot to process. Feel free to give feedback on as much or
as little as you like. Focusing specifically on "Is this a good direction?"
would be great. We're pretty open to change on the above stuff.
提升%伤。
现在有最小伤害。
这可能有很多需要改善的空间。请给我们更多的回馈,让我们明白‘这是否是个好方向’
我们是一个相当乐于改善的团队。
以上,超级渣翻。欢迎打脸。