流放之路3.5雙持削弱介紹 S6賽季平衡改版預覽

在流放之路3.5賽季來臨之前,官方將會對新賽季內容進行一些平衡改動,例如功能型副手、護盾充能等等,很多玩家都說雙持削弱,小編下面就爲大家帶來這些改動內容介紹,一起來看看吧。

流放之路3.5雙持削弱介紹 S6賽季平衡改版預覽

《流放之路》3.5平衡改版預覽

Balance Changes in Path of Exile: Betrayal

Every release, we choose some specific gamebalance issues and gameplay limitations to address and adjust. The patch notestomorrow will provide the comprehensive list of changes but today we'd like tocover some specific changes and the reasons for them.

每次更新,我們都會對遊戲的一些平衡和細節進行調整。明天將要發佈的NOTES(版本公告)將更爲全面地敘述這些。而在這裏,我們挺樂意提前說說一些細節改動以及我們這樣做的原因。

Stat Sticks

The use of "stat sticks" has beena feature of Path of Exile for a very long time.

A stat stick is an off-hand weapon that isnot valid to use with a skill you are using when dual wielding. You get all thebenefits of the stats on the weapon, while not having any limitations it mighthave affecting the use of the skill. You can use a weapon that has the attackspeed and/or damage you want for the skill, while the off-hand weapon providesexcellent stats without its speed or base damage limiting you.

This use started off as an interestinggameplay element to use as part of a build, but over many releases, as morepowerful modifiers on unique and rare weapons have been added, the power ofstat sticks cannot be ignored when planning builds and is stifling otherchoices including genuine dual-wielding.

In 3.5.0 we are removing the ability to usestat sticks, through the following changes:

You will no longer be able to use skillsthat require a specific weapon equipped if you are dual-wielding and one ofyour equipped weapons is unsuitable for that skill.

Skills that could be used with two weapons,but were main-hand-only when used, now use both weapons when dual wielding.

We found that with this change it wasimportant to make skillbinds specific to your weapon set. You can now have anentirely different set of skills bound to your main set of weapons and your secondset of weapons.

功能型副手

給BD搭配功能型副手已經流行了挺久了。

功能型副手是指的,在雙持時,副手武器不符合技能要求,(因此這個武器不會參與攻擊——原本雙持技能是主副手武器各攻擊一次)。所以玩家可以擁有副手武器的增益,而不考慮這把武器對技能的影響。比如可以使用一把攻速/傷害的主武器,功能型副手提供增傷或者其他屬性,並且不用考慮副手的攻速/傷害。

最初,功能型副手對於很多BD來說是一項有趣的搭配(比如虹耀之月),但是隨着版本更新,越來越多的強力詞綴出現在暗金、稀有裝備上,這使得功能型副手逐漸成爲雙持的唯一搭配,蓋過了原本“雙持”的意義。

在3.5.0 我們通過這些改變,試圖消弭功能型副手的增益

·在雙持時,針對有具體武器要求的技能石,如果玩家的主副手兩把武器有任意一把不符合技能要求,那麼這個技能就無法使用。

·本來設計成主副手輪流使用的技能,但實際只使用主手武器,在3.5會輪流使用。

伴隨這一改動,針對技能特性(而不是純粹堆傷害)去選擇武器就成了一件挺重要的事。改動之後玩家對於選擇主副手武器會有完全不一樣的思路。(譬如一把武器降低異常門檻、施加異常狀態,另一把武器增傷。)

Energy Shield Recharge

Energy Shield Recharge is no longerinterrupted by non-damage changes to your Life or Energy Shield.

(For context, we announced last week thatEldritch Battery now causes you to have 50% less Energy Shield Recharge Rate.)

Initially this change was explored as a wayto make it easier for casters to use Eldritch Battery to solve mana issues. Onemajor issue standing in the way Eldritch Battery being effective is that itdoesn't work very well on it's own, needing something like Zealot's Oath to goalong with it.

While there were concerns that this mightintroduce issues with other builds, when tested it was a justified change andwas beneficial for a variety of cases.

As a further support for Eldritch Batteryand Energy-Shield-based builds in general, more flat Energy shield has beenadded on the tree.

護盾充能

護盾充能將不會被非傷害的數值扣除所打斷(比如異能魔力)。

[相應的,在上週我們公佈一些改動的帖子裏,異能魔力(技能優先消耗能量護盾,而非魔力,能量護盾從生命護盾變成魔力護盾)這個天賦會讓玩家的護盾恢復速率降低50%]

首先,這項改動會讓一些法術BD通過點出異能魔力來解決藍耗的問題。在此之前,使用異能魔力的最大難題是,它很難單獨工作,必須配備一些其他道具,比如狂熱誓言(不再獲得生命回覆,將其回覆效果套用於能量護盾)。

當然這也可能對其他BD帶來一些麻煩,但經過一些測試,這是一項合理的改動,能使得BD更加多元化。

總體來看,護盾和異能魔力的一些BD會得到加強,天賦中會增添更多的護盾技能天賦點。

Cap on slowing effects:

The total amount that you can slow theexpiration of an effect on a character through a time-slowing mechanism (suchas Temporal Chains) is now capped at 75% from all sources.

Time-slowing effects are very powerfuldefensive tools. Limiting time-slowing to a cap allows us more flexibility inmaking content, as well allowing us to provide more options for giving playerstime-slowing effects.

減速上限

由玩家釋放的減少動畫速度(比如時空鎖鏈)的上限現在被設置爲75%。

(減速與減少動畫速度是兩個不一樣的模型,譬如岡姆鞋的詞綴,速度不會降低到基礎以下,這裏的速度指的是角色動畫速度而非移動速度,銳眼的提速尾流同理;這也解釋了爲什麼穿着岡姆鞋依然會被焦油地面減速,因爲後者降低的是移動速度;同理,冰緩也是降低動畫速度,包括動作的所有速度,冰凍即是動畫速度爲0;所以時空鎖鏈也叫這個名字,而不是減少移速,它是減少整體動畫速度,時間流逝。)

減速是一項非常好的防禦手段。對減速上限予以設置,會讓我們能在其他方面進行更爲靈活的取捨,同樣的,我們就可以放心地給予玩家一些其他的減速手段。

Unique rebalance

The patch-notes tomorrow will cover a largenumber of unique item rebalances. Some of these are simple numerical changes,while others are closer to redesigns.

The following principles were applied inlooking at rebalancing unique items:

Any item that drops very rarely should bejustified in being that hard-to-find. Many very rare items have been improved,while a few were made more common.

Unique items that are acquired throughspecific high-tier bosses (for example, Elder and Shaper Guardians) should bebalanced upwards where they were not up to par.

Unique items that dramatically affecteddiversity in an item slot would be addressed, either by nerfing excessivepower, or by looking at what else was available in that item slot.

Items which were relatively very strong,but did not damage diversity could be made more rare.

While many unique items were adjusted, thisis an ongoing process, and some items that may have deserved a change by theabove principles might not yet be addressed.

暗金的一系列平衡

明天發佈的NOTES(公告)將包含一大波(大波?哪兒?)暗金物品的平衡。有些是簡單的數值平衡,有些則近乎於重做。

在平衡暗金的時候,我們考慮了這些規則:

·稀有掉落就應該有稀有掉落的樣子(比如開膛斧和冰劍233)。一些稀有掉落的物品會被增強,當然有的沒增強的則會提高掉率(不要被宰)

·一些高級BOSS(長老、守衛)掉落的專屬物品會得到重新平衡,至少在一些詞綴上是無法被超越的

·一些BD的“核心暗金裝備”將會被處理,或者對過強的數值進行削減,或者通過對其他裝備賦予一些特性,讓它變成“可替代的”

·一些單純很強,並且不能是傷害多元化的暗金物品,掉率會更加稀少

對暗金物品進行調整是一項長期的工程,所以雖然可能有些物品符合上述條件,但在明天的公告不會看到(GGG:我沒有偷懶,正在做調整)。

Cast on …

When looking at unique item balance, someitems that offered triggered effects had their cooldowns reduced. It wasdifficult to do this without also looking at other triggered effects. As aresult, the Cast on Critical Strike Support and Cast on Melee Kill Support willalso have their cooldowns reduced.

XX時釋放

縱觀暗金的一些調整,部分觸發類的物品(比如冰劍),他們的觸發冷卻時間(CD)都進行了縮短。但如果其他的觸發手段不變,做出這樣的改動就很不負責。所以暴擊時釋放和近戰擊殺時釋放也進行了冷卻時間縮短。

Archetypes

One of the approaches we use in patches indeveloping skills and making changes around some specific play styles. This iscentred around the concept of having some build archetypes. We make a specificbuild, and add features and balance changes around that build. While someplayers are expected to end up in the archetype, we also want the tools to beuseful in existing builds, and to allow and change other builds that shareelements with it.

The three archetypes for 3.5.0 were acold-based DOT spell caster, a Hierophant-based caster based on a new skilltype (Brands), and the Champion based melee character based on new Axe andSword "Steel" skills with a new effect Impale, supported by a newskill type, Banners.

The cold-based caster has led to the newskill Winter Orb, rework of Arctic Breath and Ice Spear and adjustments to IceNova and Vortex. This caster archetype has led to a number of changes on items,the passive tree, and the Occultist tree in particular. Added Cold Damage OverTime Multiplier and non-ailment Chaos Damage Over Time Multiplier is on newitem modifiers, on the passive tree and on the Occultist. The values on variouscold and chaos nodes were modified.

As well as the new Brand skills, thearchetype based on them has led to changes on the Hierophant, and also hadknock on effect for totems. A number of totem nodes now also offer benefits forBrands. The Hierophant node Ritual of Awakening no longer grants +1 to maximumnumber of Summoned Totems. Instead it now causes skills that would Summon aTotem to summon two Totems instead, and grants 3% more Damage per Totem.

Additional totems are now available fromother sources, and players will have a number of options for totem builds, aswell as being able to explore the new Brand skills.

The Champion now has a strong Impale basedway to play, and has had changes to support it. Tectonic Slam has been adjustedfor it, while Shattering Steel, Lancing Steel, War Banner and Dread Banner havebeen added as new skills.

思路原型

在這次更新,我們圍繞着開發一些獨特玩法添置了新的技能。這些技能建立在一些已有的BD思路上。我們預設置了一些BD,圍繞着這些BD增添了一些特性,進行了一些平衡。玩家可以通過這些BD畢業,當然我們也希望這些技能、特性也能用於其他BD。

這次3.5.0預設置的三個BD原型是:冰元素持續傷施法BD;釋放新技能烙印的聖宗BD;冠軍BD,近戰技能、運用新的斧劍技能“碎擊”,配合新效果穿刺,使用新的戰旗技能。

冰元素持續傷施法BD是奔着新技能“冬球”去的,以及重做的“寒冰吐息”和“冰矛”,還有冰霜新星、漩渦。針對這個BD模型,我們進行了一些列的改動,包括物品、天賦小森林、祕術家昇華的部分天賦點,增加了一些冰霜持續傷,非混沌持續傷的詞綴和天賦。細節上,原有的一些混沌、冰霜的天賦點會進行一些調整。

建立在烙印這個新技能上的BD模型,既然預定的昇華是聖宗,理所當然應當享有圖騰類天賦的增益。相當大一部分圖騰天賦點也會增益烙印這個技能。聖宗的

昇華“信念之訴”不再+1最大圖騰數量,取而代之的是每次召喚的圖騰數量X2,並且每個圖騰造成3% 更多傷害。

圖騰上限的來源將會有更多渠道,玩家將會有更多選擇來搭建圖騰BD,烙印BD也是如此。

冠軍在下個版本穿刺機制下,會有很大的探索價值,也會有很多的改動來貼合這個機制。板塊之擊已經做出了調整,以及“鋼之碎擊”、“Lancing Steel”、兩個戰旗技能,這是增添的技能。

But what about Self-Casting?

In the last few days the community has beenvery keen for news for casters who don't rely on totems or triggers, which isoften referred to as self-casting.

Self-casting has not been a specific focusof the set of balance changes for 3.5.0, and we don't want to try rush infurther big changes without extensive testing.

Betrayal does include some changes forvarious things associated with self-casting. We have designed the new coldskills to be aimed at self-casters, for example.

We are sure you'll find interesting buildsand choices of many kinds in Betrayal. There are already some balance changesplanned and underway for 3.6.0. We expect to keep a good eye on gameplay duringBetrayal to see how our plans need adjustment, and to develop a picture of the balanceroadmap for next year.

自施法捏?

許多玩家不太玩陷阱、圖騰類BD,他們傾向於自施法,對於玩家們關心的自施法問題,我們想說:

自施法在3.5.0不是調整的重點,在沒有經過大量測試時,我們不會做出大量增強的改動(比如取消施法動作啥的?)。

下賽季不會出現很多關於自施法的改動。但是我們設計的新冰霜技能實際上是可以用於自施法的。

可以確信的是,在下賽季,玩家會找到自己感興趣的BD和物品搭配。我們已經準備了一些改進,它們將在3.6實裝。但在那之前,我們希望在3.5,通過玩家的實際體驗,來判斷3.6將進行的這些改動是否合適,或者需要調整,在此之上,再去進行平衡——那是明年的事兒了。