2.6.0 includes a long list of changes to game balance. Our primary intent is
to better enable a larger selection of powerful build types and skill
choices. Many of the more extreme changes to core systems have been held
until The Fall of Oriath's Beta, while 2.6.0 will have a stronger focus on
improving underused passives, weapon types, unique items and skills (with a
focus on their Threshold Jewels). These changes will all combine to create a
large selection of new builds to try out.
2.6会有一堆游戏平衡性的改动,我们希望制造出更多的流派以及多样的技能选择。
有许多大规模改动会留在3.0才会做(这一段不确定),不过2.6还是会在武器种类、
被动、传奇、技能(以及他们的专属珠宝)有所改动。
这些变化将会让玩家有更多的新流派可以尝试。
Improvements to the Passive Tree
天赋调整
Various improvements to specific clusters and the locations of passives have
been made, making areas which weren't taken frequently more efficient, and
opening up some new options for builds.
针对一些不常被使用的天赋我们会有所改动,期望造成玩家有哭哭天赋点不够用的痛苦(X
Some physical to cold conversion has been added to the passive tree near the
Ranger area. This allows for skills like Ice Shot & Frost Blades to have more
conversion to cold than ever before.
我们会在游侠附近增加一些物理转冰冷的天赋,期望可以BUFF冰霜射击与冰霜之刃。
A new weapon elemental damage cluster has been added to the passive tree near
the Ranger. This now allows for dexterity aligned characters who specialise
in elemental attack skills to invest more of their points into damage.
增加一些武器元素伤的天赋给游侠,我们希望一些主点敏捷的角色可以特化在元素攻击技
能上(编按:元素打击?)
The area between the Shadow and the Ranger has been made more efficient and
less restrictive, while also improving the efficiency of clusters in that
section of the tree.
暗影刺客跟游侠之间的天赋会变得更好看一点,让大家比较不会浪费点数。
The Thick Skin cluster now attaches to the outside perimeter.
强化之肤(+10%血以及8%机率避免元素异常)被丢在外面一点。(X
可以从外面点进去
Mana has been added behind Mind over Matter, allowing for those builds to be
better than ever before.
心灵升华后面有魔力点,稍微BUFF他一下。
Some claw, staff and sword passives have received some special attention and
should now be more powerful overall.
一些爪、长杖、剑的天赋会buff。
The Vitality Void and Spirit Void cluster near the Duelist starting area that
grants life and mana leech to attack damage has been rearranged, and is now
also attached to the outside perimeter path.
决斗者旁边那圈虚空活力以及精华抽取会多一些生命偷取与魔力偷取,并且被拉到外面(X
会重制,并且可以从外面点进去
The sword critical cluster has been made part of the Ranger's large exterior
sword cluster. The other path of the sword cluster has been significantly
reworked to grant more power.
游侠的剑爆率天赋合并到那圈很大的游侠剑天赋,其他的剑天赋也被BUFF。
The Master Fletcher bow cluster between the Ranger and the Duelist has been
removed, and the Avatar of the Hunt cluster has been moved to its old
location.
游侠跟决斗者之间的飞矢宗师天赋被拔掉,狩猎之征被放到原本的位置。
Leech effects in the Shadow area of the tree now leech from all attack
damage, not just physical attack damage.
暗影刺客的吸血现在改成攻击伤害吸取而非物理攻击伤害吸取。
The lightning clusters Arcing Blows and Crackling Speed have been combined,
and Arcing Speed has been improved.
合并电能之击以及神速爆裂,并且强化巧语。
Master of Force, the physical cluster in the Scion area and Ash, Frost and
Storm, the elemental cluster in the Scion area now grant a small value of
reduced reflect damage taken of their type.
贵族外面的垃圾物理伤害(蛮勇之力)跟垃圾元素伤害(三项之力)新增减少反射的特效
Many other changes have been made to pathing, positioning, and values to
improve underused passive skills.
改动包含但不限于以上,其他还有一些相关的路径、位置的改动。
Elemental Conversion
元素转换
Some unique items that converted elemental damage to other elemental damage
types have had their conversion values lowered, to increase the opportunity
cost of total element-to-element conversion. Converting spells to other
damage types was so easy with Pyre and Call of the Brotherhood that it
compromised elemental identity for many skills.
一些有关于转换元素伤害的传说装nerf,想要转换什么就要付出更多代价。
We've made it slightly easier to convert more physical damage to elemental
damage for some attack skills. Frost Blades and Ice Shot now have 60%
physical to cold conversion, up from 40%. Wild Strike now converts 100% of
physical damage to a random element.
但我们也让物理转元素的伤害效率更好,例如冰霜之刃/冰霜射击现在转60%(之前40),
野性打击转换100%。
Unique Item Rebalance
传说装平衡
Over 100 unique items have been rebalanced, with a focus on improving
underused uniques that didn't have a strong role in the game. We've tried to
make sure that all uniques either have a positive impact on leveling
characters, act as a good item to wield when first entering maps, or have a
defined role for end-game characters. We've got more changes coming in
future, but we've managed to make changes to a significant number of older
uniques.
我们调整了超过100个以上的传奇,尤其是那些很少被用的。
我们希望至少每个传奇都有他能派上用场之处,无论是作为新手练功用或者陪你打塑界者
的用途。
One-Handed Weapon Damage and Weapon Implicits
单手武器
One-handed weapons were seeing very little use outside of daggers and
specific one-hand skills. To improve player choice, we've increased the base
damage of many one-handed weapon types across the board.
除了匕首,单手武器实在太废了(我说在座的各位...)所以我们决定BUFF他们的基伤。
We've also changed or rebalanced many weapon implicits. Here are some of the
major ones:
Daggers now have a lower implicit value. This will also apply to
already-existing dagger implicits. Previously daggers granted 40%, 60% or 80%
increased critical chance. These values have been changed to 30%, 40% and
50%. This is to reduce the impact specific base types had on weapon choices,
and lower the power of the standout critical caster weapon base type.
匕首现在比较废(溯及既往)。全域爆率被砍。我们希望借此削弱一些暴击法师。
Lower level claw base types that granted life leech now grant life on hit, as
life leech has very little effect at lower levels.
低等的爪现在增加击中回血,避免初心者吸不回来的窘境。
Maraketh claw base types (Double Claw, Twin Claw and Gemini Claw) now have
separate life and mana on hit values, as they now grant more life on hit.
马拉克斯爪(题外话,不晓得成就那边什么时候才要把马拉凯之钢这怪翻译改掉)的
击中回血增加(击中回魔没有)
Maraketh thrusting swords have a higher chance to bleed, going from 8%/12% to
15%/20%. Other thrusting swords have a lower critical multiplier value.
马拉克斯单手剑现在有更高的流血触发机率;其他单手剑爆率下条。
One-handed maces now grant stun threshold at 10%/15% rather than stun
duration at 20%/40%, to increase their ability to stun.
单手锤的增加晕眩时间改成降低晕眩门槛
All staves have had their block values increased. Previously, staves granted
either 12% block chance or 18% block chance. They now grant 18% and 20%
respectively.
全部的长杖格挡率BUFF。
Almost half the one-handed and two-handed sword base types now grant flat
accuracy, instead of increased accuracy. This should make them more desirable
for characters that don't naturally have high accuracy rating from dexterity.
半数左右的的剑都有增加了命中属性,这样大家就算不点敏捷也有高命中。
Area of Effect Changes
范围
All sources of "Increased Radius of Area Skills" have been replaced with an
increase to area. This means that rather than the area of the skill
increasing geometrically as the player invests in the modifier to area scale,
the radius gained per point of the stat will be lower and lower as heavy
investment occurs, similar to diminishing returns. Many old radius increases
that have been changed to area increases provide a higher numeric value to
compensate for this change. The goal of this change is to make investing in
the size of your area skills to be less rewarding the more you invest, so
players don't feel like they need to gather every single point of area radius
to reach their character's full potential.
所有的增加技能半径现在改成增加面积。
这样会稍微nerf那些玩全屏旋风斩的王八蛋,因为我们觉得这样不酷。
As an example of how this change will work, the map mod that granted
increased radius of boss skills previously granted 40% increased area of
effect radius, but will now grant 100% increased area, which results in
approximately the same increase to area.
不过地图词坠也同步BUFF,所以BOSS还是一样可以用AoE从视野外面打你喔。
As many lower level skills don't have as high a base area, they will now
receive an additional flat bonus to radius at certain levels of the gem. An
example of this is Blight, which gains +1 area radius every 5 levels of the
gem.
倒是会BUFF一些技能的基础伤害半径,我们人还是不错的吧。
All values of curse radius and aura radius were doubled when converted to
curse or aura area size, to result in a similar change.
诅咒光环与光环的半径变成两倍,使的新旧的结果差异不大。
因为我们只想砍伤害技能,光环技能就放你一马。
As another notable change, Melee Splash now gains significantly more
increased area than it did increased radius as the gem levels, bringing it
much closer to equivalent area skills.
近战伤害扩散的范围也超大幅度增加,总的而言比以前还大喔。
Skill Balance Adjustments
技能平衡调整
A small number of skills have had their damage values adjusted. Damage
increases have been applied to two skills that we were satisfied with the
mechanics of, but felt like they didn't deal enough damage.
少数技能的伤害调整。以下两个技能伤害提高,因为我们喜欢它的效果但觉得伤害不足。
Sunder now deals more damage with its direct hit, but less damage with its
secondary area effects.
大地震击的主伤害提高,冲击波伤害降低。
Ice Crash has had its damage increased.
寒冰冲击整体伤害提高。
A damage reduction has been applied to one skill that dealt significantly
more damage than other skills of its type, especially after one handed weapon
changes.
以下技能伤害调低,因为他实在太OP了。
Blade Flurry has had its damage reduced.
就是你,刀锋乱舞。
Two vaal auras have been reduced in power.
Vaal Haste now grants slightly lower values of attack, cast, and move speed.
Vaal Discipline no longer grants any bonus energy shield.
两个瓦尔灵气效果下修。分别是瓦尔迅捷、瓦尔纪律。
瓦尔迅捷直接砍数值,你以为这样很惨吗?
瓦尔纪律现在不会增加ES。
There will be many more changes to skills coming in 3.0.0 as part of The Fall
of Oriath's Beta.
我们增加了一些“更多”的技能在3.0。
Changes to Existing Threshold Jewels
潜能宝石改动
For the majority of Threshold Jewels, the opportunity cost of having to take
otherwise inefficient passive skills made the jewels too costly for their
effect. All Threshold Jewels now require 40 of their chosen attribute to be
available in the area, and no longer require it to be allocated. Many have a
maximum number of jewels of that type that can be socketed, letting us be
more generous with powerful effects that would be problematic if you could
fill a large portion of your tree with them.
潜能珠宝触发的代价太大了,以至于没什么人想用。
只要范围内有40点属性点就好,而且其实你也根本不用点下去这些属性点喔。
相对地现在增加了最大数量限制,因为我们要BUFF他们的数值啦。
Some existing Threshold Jewels have had their values adjusted, some now have
additional effects. We plan to make further changes to Threshold Jewels as
part of the Beta.
而某些潜能珠宝可能这样也还是垃圾,所以我们直接改效果了。
Here are some examples:
Heavy Strike's Threshold Jewel now grants a 20% chance for double damage, and
is limited to 2.
重击的潜能珠宝现在有20%机率双倍伤害,不过只能装2个。
(不确定是增加20%还是增加到20%)
Viper Strike's Threshold Jewel now also grants a 10% chance to gain Unholy
Might on hit per poison stack on the enemy, and is limited to 1.
毒蛇打击现在增加击中时10%机率获得不洁之力,不过现在只能装1个。
Vigilant Strike's Threshold Jewel now grants allies Fortify for 20 seconds,
up from 3 seconds, and is limited to 1.
戒备打击的我方获得护体效果延长到20秒,现在只能装1个。
(编按:马的我就边缘人没有人陪我玩,你这样改还是垃圾阿....)
We'll reveal the full patch notes and skill tree for Content Update 2.6.0 a
few days before it launches on March 3rd. Due to the number of changes being
made, all players will receive a one-time full passive reset at that time.
其他的改动以后再说,大家掰掰。
※ 引述《steven70101 (老人)》之铭言:
: http://tinyurl.com/j2qyk2h
: 看起来比较大的改动是范围半径词缀移除,全换成增加范围
: 上百个传奇数值更改
: 我开始好奇patch note的字数了XD