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.
艾希會有跟現在的被動不同的爆擊方式。主要是跟上Q在今年的改動,讓這個技能更有趣。
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)
被動 冰霜射擊
緩速調降。額外增傷也不再被視作爆擊(但是傷害沒有改動)。
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
艾希的爆擊(跟其他角色一樣的)只會造成1.0倍AD傷害(其他人是2.0倍),但是會造成
雙倍緩速效果(隨時間衰減)。
Q - Ranger's Focus
Slow amplification removed
移除加倍緩速。
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。沒有疊滿5層專注以前無法發動,主動效果觸發時無法堆疊專注。
Passive no longer stacks with Volley and Enchanted Crystal Arrow
其他技能不再堆疊專注
Cooldown removed
移除冷卻
Draven
達瑞文
Change Goals
Make axe-catching gameplay flow smoother, especially later in the game.
接斧頭的遊戲要素會變的更順暢(有點不曉得怎麼翻),特別是在遊戲後期。
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%(應該是指動畫吧?)
成長攻速降低。
武器投射速度降低。
Ezreal
Ez
Change Goals
Build upon Ezreal's affinity for CDR-centric spellcasting item builds.
Ez的重點會放在他與CDR裝備的向性。
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
命中減低冷卻時間的效果提升
本身冷卻時間提升。
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
冷卻時間提升。
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.
被動將是團戰中的重點。
惡鯊的攻速下修,這逼他必須仔細思考切換武器的時機。
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
被動
現在會獲得可堆疊的攻速增益,持續時間延長。
Q - Switcheroo!
Jinx now has -15% Total Attack Speed while using Fishbones, the Rocket
Launcher
惡鯊-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
小安與攻擊速度的向性。
實驗性的增加跳躍範圍變化,讓他別這麼OP?
Base Stats
Base AS increased 0.658 -> 0.694
AS per level reduced 3.3% -> 2.8%
基礎攻速增加但是成長攻速下降。
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).
跳躍距離與啟動機制(我猜是往前或往後?)有關,跳躍的速度只有跟攻速有關(前期慢
後期快)。
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.
改動目標是設計一個跟攻擊速度不太掛勾的英雄,並且讓他的大絕更有感。
R - The Culling
No longer scales with Attack Speed
Now fires 20/25/30 bullets based on rank
不再與攻速掛勾,而是固定彈數。
Sivir
希維爾
Change Goals
Increasing Sivir’s affinity for CDR, bringing us back closer to the late
game dream of “Ricochet all the time”.
提高希維爾與CDR的向性,希望可以在遊戲後其看到一個『隨時在彈跳刀』的結果。
Base Stats
Base Attack Speed reduced 0.66 >>> 0.625
基礎攻速下降。
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
冷卻從按下去就開始算。冷卻時間提升。持續時間下修。
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.
將泡娘的定位從後期凱瑞英雄,改成一個all-in的AD法師。
Empower mid game all-in strength while stripping some power from late game
sustained dps.
將中期的all-in強度提升,但是壓低一點後期的dps。
Clean up of minor cooldown returning mechanics in favor of more impactful
Rocket Jump resets.
爆炸機制會有冷卻,作為補償會有更恐怖的火箭跳躍。
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
不會降E的CD了。
攻擊E的目標也不會降低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
傷害提高,但是不再因為E而增傷。
不過會把E直接拉到最大堆疊。
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
現在會在第4層就爆炸。爆炸動畫改動。
所有技能都會堆疊E。
投射速度提高。
Twitch
圖奇
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.
把隱形時間拉長,讓圖奇變成一個長距離暗殺者。
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
當有敵人被毒死的時候冷卻立刻重置。
隱形的時候立刻取消圖奇當下的普攻。
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
持續時間降低。
在Q的時候開R不會取消隱形。
冷卻時間下修。
Urgot
烏爾加特
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.
讓R在遊戲後期多一點生存能力,讓他不會那麼容易掛掉。
R - Hyper-Kinetic Position Reverser
No longer adds 60/90/120 Armor/MR
Now adds 30/40/50% Damage Reduction
不再給護甲,但是給傷害減免。
Varus
法洛士
Change Goals
Make R zoning more obvious and powerful.
Shift R damage from initial hit to Blight procs.
讓R的範圍更明顯而且更強大。
把R的傷害從命中觸發改成給予印記。
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
現在會告訴你最大射程還有擴散範圍。
現在會對命中的目標堆3層印記。
傷害下修。
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.
銀箭應該是對任何都是一個死亡倒數計時(不是一個爛爛的爆發)
而且一個成功的汎需要更多銀箭
Base Stats
AD/lvl reduced 2.66 >>> 1.66
AD成長下修(應該吧?)
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%傷。
現在有最小傷害。
這可能有很多需要改善的空間。請給我們更多的回饋,讓我們明白『這是否是個好方向』
我們是一個相當樂於改善的團隊。
以上,超級渣翻。歡迎打臉。