https://www.pathofexile.com/forum/view-thread/3323432
TLDR:
1.隐藏的怪物对诅咒的惩罚已被移除。
(应该是指黄怪橘怪减免,然后宅爸赛勒斯还减免更多那个)
2.咒术现在对独特的怪物更强,对后期头目的强度至少是原来的两倍
但对普通怪物的抵抗力较弱。
3.Doom(厄运) 机制已被移除,以简化咒术系统。与厄运相关的所有内容都经过重新设计
,因此可以与以前相提并论。
4.秘术师已经升华调整
5.虚弱和时间锁链buff。
6.为了配合上述更改,一些不太容易获得的诅咒效果来源已被移除。
这会导致有使用咒术相关的build被nerf。
7.咒术技能已经重新平衡,目的是确保与自动诅咒相比,自施诅咒仍有诱因。
8.一堆与咒术相关的传奇装buff,并重新设计了之前与 Doom 互动的传奇装。
9.我们还添加了一些与咒术交互的强大的新传奇装。
正题 :
Hex Strength Against Different Monster Tiers
Currently, Hex Builds are at their weakest against monsters where they matter
the most and at their strongest where they matter the least. This is partly
because Hexes have hidden penalties which reduce their effectiveness when
fighting unique monsters and pinnacle bosses (currently 33% and 66%
respectively).
It's normal for these monsters to have various hidden penalties, as noting
every single one would create a lot of clutter in their mod descriptions.
Players can reasonably expect these monsters to be more difficult to fight,
so in general, showing the entire list of penalties is not very necessary.
However, the penalty against Hexes is an outlier because it's much more
significant compared to other hidden penalties.
Because it is so substantial while also being hidden from players, it is
unlikely to be compensated for during build creation and creates a notable
disadvantage for Hex builds
We have removed both of these penalties so that Hexes will be consistently
effective against all monsters in the game.
现有机制咒术在最需要的敌人面前最弱,不需要的敌人面前最强
(你才知道)
然后不显示的原因是他们原本认为地图词越来越多的情况下,没必要再多秀诅咒减免
但现在他们发现这减免似乎颇重要的
(你发现啦)
所以 GGG 决定,移除黄怪橘怪诅咒减免
(欸!?)
The Doom Mechanic
Another issue that we feel undermines Hex builds is the Doom mechanic. We
designed Doom with the goal of making self-cast Hexes more effective than
other more trivial applications of Hexes, such as the Blasphemy and Hextouch
Support gems. The Doom mechanic was somewhat successful in its goal, but came
at the cost of adding a lot of complexity to Hex-related mechanics.
We are removing the Doom mechanic and as a consequence will be making several
other changes to mechanics that previously interacted with Doom. For example,
all stats that reference Doom have been replaced with other curse-themed
stats.
Hexblast has had its skill mechanics and damage adjusted to account for the
loss of Doom's scaling. Impending Doom has also had its base damage roughly
doubled to compensate for this loss. We have replaced the Doomsday keystone
with a new Hex-themed keystone.
我们认为厄运机制反而破坏了咒术架构
他把咒术搞得太复杂了
所以我们直接移除厄运,所有会用到厄运的道具都会调整
咒术枯萎调整机制与伤害好配合没了厄运的现在
末日厄运辅助的伤害也调整了约二倍来弥补没有厄运的情况
末日关键天赋会有新的咒术相关关键天赋来取代他
Curse-Related Uniques
We've buffed a bunch of Hex-related unique items and have reworked unique
items that previously interacted with Doom such as the Fated End unique ring.
We've also added some powerful new unique items that interact with Hexes.
https://imgur.com/7zkcksz
This new ring lets you scale your curse limit in a completely different way,
by tying it to your power charge count. Or you can simply not scale it and
put this on to apply 3 curses!
https://imgur.com/0NQXkdc
Here is an example of one of the rebalanced curse uniques. The Reservation
Efficiency mod has been buffed from 20% to 30%, and the level of socketed
curse gems has gone up from +1 to +2.
新戒指
+37智慧
13%施放速度
当你施放诅咒技能时16%机率获得一个暴击球
你的诅咒上限等于你的最大暴击球数量
(拿球用的是curse,应该印记也算)
(自带+最大蓝球的圣宗秘术刺客表示开心)
异教面纱
+2插槽上的诅咒宝石
插槽上宝石被22等诅咒光环辅助
插槽中诅咒宝石增加 30% 保留效用
+103%闪避与ES
+46ES
Ensuring Self-Cast is Powerful
In most cases, systems that facilitate somewhat automated gameplay, like
Hextouch applying Hexes automatically, should either come at a much higher
cost or be less effective. In some cases, both are needed to counterbalance
the significant upside of automation. Otherwise, the option to automate will
always be the obvious choice and eclipse other more interactive gameplay
styles. The Doom mechanic was aimed at fulfilling this function for Hexes,
and is being replaced by alternative, simpler solutions.
We have added penalties to both Blasphemy and Hextouch Supports which grant
less curse effect at all gem levels. Additionally, item mods that inflict a
specific Hex no longer do so with increased effect. This includes items where
the Hex is meant to be a downside on the player, such as Coward's Chains,
Coward's Legacy or Soul Mantle.
我们想增加自施咒术的诱因,当初厄运系统便是
现在则是诅咒光环辅助跟咒术降临辅助新增了惩罚
他们将会减少诅咒效果
另外,造成特定咒术的装备将不再增加诅咒效果
例如懦夫的锁链,懦夫的遗产,祖灵之约
(果然砍......欸!?)
Hex Skill Gem Scaling
Different Hex types are not evenly balanced when applied via Hex-on-hit
modifiers. Some Hexes like Vulnerability and Despair are much more powerful
than others. This is because Hex-on-hit modifiers apply a Hex equivalent to
the level 1 version of the Hex skill gem. Some Hexes are very strong at Level
1, relative to their Level 20 power, because they scale in a more gradual way
with gem level. This means that in some cases, using Hex-on-hit is too
powerful alongside its benefit of also applying Hexes automatically.
We are stabilising the gem scaling rates of Hexes. In general, they should be
twice as powerful at gem level 20 than they are at gem level 1.
一些击中诅咒的装备,玩家比较偏好击中脆弱跟击中绝望
(似乎是因为1等CP值比较高? 中间1等跟20等那段看不太懂)
所以我们决定调整咒术的数值,让大部分咒术20等时数值是1等的2倍
Scaling Curse Effect
We feel that there are currently too many sources of Curse Effect available.
This has created a large power gap between players that have no investment in
Curses and those that have heavy investment into Curses, which has
continually caused us to have the baseline effect of curses to be lower than
we'd like.
We are regulating the number of sources of Curse Effect throughout the game.
This will also rein in the power of players building Curse Support
characters. These changes have been focused on less-accessible sources of
Curse Effect, such as Eldritch Implicits on helmets, rather than accessible
sources like the Passive Skill Tree. The curse effect notables on cluster
jewels have been replaced with other appropriate ones. For example, the one
that used to grant Flammability effect now allows your Flammability Hex to
apply to hexproof enemies and also causes your ignites on cursed enemies to
deal damage faster.
我们认为游戏中增加诅咒效果的来源太多了,所以会进行调整
主要是修改一些原本就不太容易获得的来源而不是改天赋树
像红蓝王上缀的头盔之类
另外,星团珠宝上有关诅咒的天赋会调整
例如,原本增加易燃效果的会改成
你的易燃在无咒的敌人上仍有效果且你的点燃在被诅咒的敌人上会加速
The Occultist Ascendancy Class
We have removed the '15% increased Effect of your Curses' and 'Enemies you
Curse have Malediction' stats from the Malediction notable in the Occultist's
Ascendancy. The 'Your Hexes can affect Hexproof Enemies' stat has been moved
from Profane Bloom to the Malediction notable. We will be renaming this
notable passive as it no longer causes you to apply Malediction to enemies
you Curse.
Due to the significant increase in the power of hexes against tougher
monsters, the effects of this notable are still very strong, as the removal
of the hex penalty cannot be understated. The massive buff to hexes
especially applies to Occultists because they have access to more Hexes than
other Ascendancies.
The curse effect removed from the notable previously known as Malediction has
been moved to the passive skill tree, where it's available for everyone. This
is important, because while the Occultist is still the strongest overall
Ascendancy for someone who wants to specialise in applying many hexes, it's
not mandatory to play for someone who merely wants to apply really strong
hexes.
秘术家
升华天赋 恶语术 的 诅咒效果+15% 跟被你诅咒的敌人有恶语术移除
你的咒术可以影响无咒的敌人 把他从 秽言亡语 移到 恶语术 上
恶语术会改名
(秽言亡语会只剩下击杀诅咒敌人爆炸,但数值不变的话应该还是最强爆炸)
(诅咒升华变成 +1咒跟无视无咒一组 , 击杀爆炸一组 , 功能分家)
这改动是配合移除咒术惩罚
诅咒效果+15%会移到天赋树上
Temporal Chains and Enfeeble
The current balance of Enfeeble and Temporal Chains makes them exceedingly
strong against normal and magic monsters while being relatively ineffective
against pinnacle bosses. For example, a level 20 Temporal Chains gem
currently reduces a Pinnacle Boss' action speed by just 4%. You can get more
than twice as much action speed reduction using any skill that chills. This
is another case of Hexes being weakest where they matter most and strongest
where they matter least.
Because of the changes to Curse Effect, we're now able to make Temporal
Chains and Enfeeble strong defensive options without requiring large
investment into Curse Effect. In addition to changes to their overall gem
levels and scaling, we are also planning to increase the "Cursed Rare and
Unique Enemies have x% less Action Speed" modifier on Temporal Chains as well
as increasing the "Cursed Rare and Unique Enemies deal x% less Damage"
modifier on Enfeeble.
上面那些改动,会让衰弱跟时间锁链强很多
而不是20等时空锁链只能让宅爸行动速度减少4%
(诈欺都比你强(?))
除了所有诅咒都会调整能力外
预计时空锁链会多一条 被诅咒的黄怪橘怪有 x% 更少行动速度
衰弱则是多一条 被诅咒的黄怪橘怪造成 x% 更少伤害
Vulnerability and Despair
While working on the updates outlined above, we took the opportunity to make
some stat changes to Vulnerability and Despair to help make these gems
cleaner. They are now more focussed on making enemies vulnerable to Physical
and Chaos damage in ways that are generically useful for any build dealing
primarily Physical or Chaos damage. We will confirm the specifics of these
changes in the 3.20 expansion patch notes.
脆弱跟绝望会调整
他们会更专注于任何物理伤害以及任何混沌伤害
详情等3.20 的 patch note
(应该是打算把绝望的持续伤移走只留混沌持续吧)
Hexblast
Hexblast has had its skill mechanics and damage adjusted to account for the
loss of Doom's scaling. Broadly speaking, it does less damage at the very top
end of gameplay but getting it to a fairly decent level of damage is easier
than before. It now removes a random Hex from an enemy and will deal more
damage with hits and ailments if a Hex was removed in this way. Its damage is
also more consistent because you no longer need to wait for Doom to build up.
咒术枯萎
调整伤害以弥补没有厄运的问题
大致上来说,天花板拉低但地板提高,让伤害更稳定
它现在从敌人身上移除一个随机咒术,如果以这种方式移除一个咒术
它会造成更多的击中和异常状态伤害。
你不用在那边等厄运了
Conclusion
In general, Hexes will be stronger against tough monsters and weaker against
lesser monsters. We've removed Doom in order to simplify how Hexes work,
introduced penalties to automated Hex application methods to keep them from
outclassing self-casting, and made several other balance changes as a
consequence of these overall changes.
Please note that the above plans are still subject to change in the lead up
to the launch of The Forbidden Sanctum expansion. We'll reveal the specifics
of these changes in the patch notes.
结论
一般来说,咒术打强怪变强,打白怪变弱
厄运系统移除
自动诅咒相关加入惩罚
当然我们随时有可能会再改
.......这次有够多