不爽可以自己翻==
懶人包:
陷阱地雷圖騰COC烙印冰球飛刃 nerf
詛咒、ES BUFF
詐欺師、判官是新的版本之子(雖然沒提到秘術,但已經飛到天上去)
非混小NERF
無敵流死去
Spells
For a number of leagues, the majority of builds that use spells have used
proxies like Totems, Traps or Mines to cast skills for them. There has also
been a focus on skills that do their work automatically over a long duration.
For this expansion, we've focussed on putting power back in the hands of
casters, rewarding players who cast skills directly. In addition to a number
of new support gems, we've made changes to almost every damage spell in the
game.
法術
圖騰、地雷、陷阱太OP了,所以我們決定BUFF自施法術
We've reviewed and adjusted the base damage and effectiveness of almost every
primary damage spell. We've also included some traps, mines and totems in
these adjustments. These changes have focused on separately balancing low and
high levels. Many skills have only required power increases at low or high
levels, depending on where they naturally excel.
傷害類型的法術幾乎都BUFF傷害,同時調整(降低)陷阱、地雷、圖騰的傷害
We've also reviewed Vaal Skills and skills from items. A small number of
spells that we consider too powerful for their ease of use, like Brands,
Winter Orb and Blade Vortex have had their damage lowered. We'll be revealing
the full list of changes in the patch notes.
重新審視瓦爾技能和裝備上自帶的技能(大概是針對瓦21等雷霆過T18的)
烙印、凜冬球、飛刃風暴太強了、必須NERF
Mana costs of many skills have been adjusted to make the mana cost per cast
time of skills much more consistent. Most skills that were adjusted have had
their costs lowered. There are a few exceptions to the cast time equivalent
mana cost rule; Channelled skills are slightly cheaper, while Curses are more
expensive than other skills of equivalent cast time. We will include a list
of specific changes in the patch notes.
調整法術技能消耗的魔力,大多是減少魔力消耗
以前引導技能太便宜、詛咒魔力消耗太高,現在調整的一致一些
Many spells that had cast times higher than 0.75 seconds have been lowered,
and their damage adjusted to match. These skills were often too unwieldy to
cast yourself, and their high effective hit damage made them very powerful
with Traps, Mines and Triggering effects. Here are a few examples of cast
times after these changes: Discharge (0.75 sec from 1 sec), Glacial Cascade
(0.7 sec from 0.8 sec), Arc (0.7 sec from 0.8 sec) and Ice Nova (0.7 sec from
0.8 sec).
施法時間>0.75秒的技能都提高施法速度,同時調整(降低)他們的傷害
因為這些技能你不會想自施,反而拿去給陷阱/地雷/COC使用
例如:解放、冰川、電弧、冰霜新星
(這段其實是在nerf陷阱地雷和COC、跟自施比較沒關係)
Some skills that had lower areas of effect than other skills without a good
reason have either had their area increased, or now gain additional radius as
their gems level. Combined with new options for increasing spell area of
effect, this should help these skills be more enjoyable to use. You'll find
new sources of increased area of effect on the passive tree for casters.
(Note that we'll be giving similar bonuses to Attack skills in the future,
just not in 3.6.0.)
Buff一些範圍較小的法術技能,依照技能等級給範圍半徑
天賦樹上有新的自施增加範圍效果天賦
(未來還會有攻擊技能增加範圍的天賦,但不是在3.6)
We've made a few other changes to various spells, like lowering the cooldown
on Convocation, having Spark be able to re-hit a target it has pierced after
a shorter delay and having Unearth projectiles fly much faster. These are
buffs. Arc also has a lower chain distance now, so it won't bounce between
distant packs of enemies.
其他技能調整,例如降低號召冷卻時間、電球可以重複擊中他穿透的敵人、屍術矢飛更快
電弧的連鎖範圍縮短,讓你不能一次連鎖兩群很遠的怪
Support Gems
A number of support gems that have fallen behind others in power and utility
are receiving some numerical and mechanical adjustments. Chain Support, Fork
Support, Spell Cascade and Innervate have had values improved. Arcane Surge
Support now has a damage multiplier at higher gem levels. Onslaught Support
and the Summon Phantasm Support now have effects on hitting Rare and Unique
Enemies.
輔助寶石
一些比較弱勢的輔助技能寶石BUFF(BUFF數字或機制)
例如:連鎖、分裂、秘能爆發、亢奮
秘能波動在高等時會給予更多傷害
猛攻和擊殺召喚幻影在擊中稀有或傳奇敵人時也會獲得效果
Curses
Powerful bosses, especially the Elder and Shaper, previously had
significantly less effect of curses on them, to stop Temporal Chains and
Enfeeble trivialising their encounters. We've now lowered this curse effect
reduction to let damage curses provide more worthwhile bonuses against
bosses. Temporal Chains and Enfeeble now have a separate value of damage
reduction and slow for Normal and Magic enemies compared to Rare and Unique
enemies, with Rare and Unique enemies having about half as much effect. The
accuracy reduction on Enfeeble has also been reduced.
詛咒
強力的王(特別是Elder, Shaper)以前有很高的詛咒減免效果
因為衰弱和時空鎖鏈會使玩家很容易的攻略他們
所以現在讓他們對傷害類型的詛咒減免效果減少
而衰弱和時空鎖鏈,現在對(普通/魔法)和(稀有/傳奇)怪物有不同效果
對(稀有/傳奇)怪物只有約一半的詛咒效果,同時衰弱減少的命中也減少(nerf)
Energy Shield Leech
We've added multiple sources of Energy Shield Leech to the game, both on a
new Support Gem and for spells on passive skills.
ES吸取
我們加入了很多方式讓你獲得ES吸取,例如新的輔助技能寶石、和天賦
Energy Shield has a lower cap on maximum restored per second than Life Leech
(10% of maximum energy shield per second), but the dedicated Energy Shield
Leech passives will let you increase this number. Ghost Reaver now doubles
your maximum energy shield per second in addition to turning all Life Leech
into Energy Shield Leech and lowering your shield recharge rate. This makes
it good for pure Energy Shield casters as well as letting Attacks have easy
Energy Shield Leech access.
ES的每秒生命偷取有較低的上限(10%,生命是20%),但是有天賦可以讓你增加此上限值
靈能護體(關鍵天賦)給予你兩倍的每秒ES偷取、把生命偷取轉為ES,降低ES充能速度
這個改動讓ES法師或ES攻擊流派能輕鬆的偷取ES
Leech Length Nerf
Previously, there was no upper limit on how much an individual leech effect
could restore. This meant that a very high damage hit with enough leech could
last minutes, if not longer, if you had an effect letting your leech remain
on full life. Now, there is a limit of 10% restored per leech effect, so each
individual leech effect can't last more than 5 seconds. For the Ascendant's
Slayer Passive Skill, this is 5% lower.
偷取暫存量Nerf(完全是針對女處刑和男處刑來的)
以前沒有偷取暫存量上限這個東西
如果你獲得了滿血時還能繼續偷取的能力(處刑昇華),就能用高傷害持續好幾分鐘的偷取
所以現在你的每個偷取效果,最多只能儲存10%,這使得你的偷取效果不能維持超過5秒
(每個打擊每秒偷取最多2%最大生命的血量)
女處刑則是5%lower (這裡應該是只能存5%,有夠慘)
The Passive Tree
We've made a large number of changes to the passive tree to provide more
divee sources of power and other interesting mechanics to spellcasters.
天賦樹
新增了很多不同厲害的天賦和有趣的機制給施術者
Energy shield Leech
We've added a number of sources of Energy Shield Leech for spells on the
passive tree, both on specialised clusters (that also boost your damage in a
few different ways) and as part of the Fire, Cold, and Lightning "Heart"
notables. The Shadow area of the tree also has a small amount on a new
Evasion and Energy Shield path.
ES偷取
新增很多和ES偷取有關的天賦,包含在原本的小天賦圈裡(同時BUFF傷害)
還有包含在火焰、冰冷、閃電的新大點(Notable)
天賦樹右上區域新增一些ES/能量護盾的路徑
Caster Weapon Passives
We've added and adjusted a number of passive tree clusters that affected
Staves, Dual Wielding and Shields for casters. These provide powerful bonuses
to spells that were previously only found on very generic skills, including a
lot of Cast Speed for casters that are Dual Wielding, a lot of damage and
defences for those using Shields and bonuses to Area of Effect for staves.
We've also made various additions and improvements to some underutilised
passives that affect spellcasters.
自施武器天賦
新增一些為施術者設計的小天賦圈,包含單持/雙持/持盾
雙持給予施放速度、持盾給予傷害和防禦、持權杖給予範圍
調整一些沒人用的舊天賦
Elemental Damage Wheel
The Elemental Damage wheel of passives to the left of the Templar's starting
area now has fewer Elemental Damage skills and a single powerful Elemental
notable that combines some of the power of the two previous Elemental
notables. It now includes two new notables that work very well with the new
spells that convert physical damage to Fire or Lightning.
元素大三角
https://i.imgur.com/ZGmUASC.png
天賦樹左上角這圈啦
現在有較少的元素小點,一個新的大點包含了舊的兩個大點(太強==)
還新增了兩個新的大點,能與新的物轉火/物轉電天賦作用
Shadow Starting Passives
We've adjusted connections to the tree on the Shadow's starting area to be
more consistent with other classes, and changed the defensive passives and
projectile passives to have a simpler, widely useful set of bonuses. A
notable passive providing Evasion, Energy Shield and Energy Shield Leech
takes some of the old bonuses and places them to the right side of the tree,
shifting the mana path so it is now parallel to the jewel node and now
granting a small amount of increased mana regeneration.
刺客起始天賦
調整刺客起始區域天賦(其他職業起手都有血量、ES可以點,就只有刺客沒有)
新的閃避/ES大點(上面提過),ES和ES偷取天賦移到右邊去
魔力天賦移到與珠寶槽平行的地方(可是那裏不是早就有一條魔力了==?)
Channelling Passives
We've added two new passive tree clusters that provide damage bonuses for
Channelled skills as well as some defensive properties while channelling,
like stun avoidance and physical damage reduction.
引導技能天賦
增加兩個引導的天賦圈,同時給予一些防禦性質(避免暈眩、減少物理傷害)
Trickster
The Trickster's Ghost Dance and Escape Artist notables have been reworked
significantly, with the goal of providing a unique and very powerful reward
for specialising in Evasion and Energy Shield. Ghost Dance now creates a
Ghost Shroud every second, up to a maximum of 3. After you're hit, a Ghost
Shroud is consumed, restoring Energy Shield based on your Evasion Rating.
Ghost Dance and Escape Artist now have other bonuses based on your Ghost
Shrouds.
We've also added Frenzy and Power Charge generation while Channelling to the
Swift Killer notable, to let a Channelling Trickster generate charges during
tough encounters
詐欺師
重製「幽靈舞步」和「逃脫大師」,給予很強力的閃避和ES效果
幽靈舞步現在每秒給你一個幽靈Shroud,最大3 (每場四排都有三個Shroud當隊友)
每當你受到傷害,會消耗一個Shroud並且回復ES(基於你的閃避值)
「幽靈舞步」和「逃脫大師」還有其他基於你的幽靈Shroud的效果
「敏捷殺手」現在在引導時也會給予你狂怒球和暴擊球
Inquisitor
We've reworked the Consecration based Notables of Sanctify and Pious Path to
greatly improve reliability of Consecrated Ground for the Inquisitor, instead
of just giving powerful bonuses when you manage to be on Consecrated Ground.
Sanctify no longer creates consecrated ground when hit or on kill, and
instead will always create consecrated ground around you while you're
stationary. Pious Path now lets the effects of Consecrated Ground linger for
4 seconds after you, allies or enemies would no longer be affected by the
ground. Other effects have also been changed or improved.
判官
重製和奉獻地面有關的「聖化」和「廉簡之途」
「聖化」現在永遠在你站著不動時,在你身邊產生奉獻地面
「廉簡之途」當你/隊友/敵人近期有被奉獻地面影響,可以讓奉獻地面的效果延長4秒鐘
These changes work well with a change to all Consecrated Ground that causes
hits against enemies in it to have 100% increased critical strike chance.
Other Changes
現在所有奉獻地面給予+100%暴擊機率
Critical Strike Chance
Previously, an effect that could critically hit was capped at 5% minimum
critical chance, and 95% maximum critical chance. We've set both of these
caps to 0% and 100%.
暴擊機率
現在不再有5%的下限和95%的上限,而是0%~100% (百暴來了!)
Effects that gave enemies an additional chance to be critically hit have all
been changed to instead increase the chance of critical hits against them, or
give additional critical chance before modifiers, as if the attacker had
critical bonuses against the target rather than an additional chance added on
top.
(這段太饒舌==)
簡單來說大概是敵人的被暴擊率不是+XXX%乘上去原本的暴率,而是+XX%到原始暴率
Non-Chaos as Extra Chaos Damage on Weapons
The interaction of the Non-Chaos Damage with Hits as Extra Chaos Damage stat
and multiple damage conversions made this stat far more powerful for very
specific setups than a single stat should be. We've lowered the value of this
stat on the combined craftable "Spell Damage and Non-Chaos Damage with Hits
as Extra Chaos Damage" modifier on weapons.
武器上的非混沌傷害的額外混沌傷害
轉傷還是可以用,降低法傷複合非混的非混數值
(大概就是nerf附加武器的那種概念,可是新Shaper胸甲...)
The Veiled mod that only grants this modifier has now been split into four
versions, Fire, Cold, Lightning and Physical. These modifiers are now
available as a mod on many caster weapons above level 60 at a higher value,
making it a powerful effect to find when creating the perfect
element-specific caster weapon.
隱秘詞綴的單條非混詞綴拆成四個MOD(物理非混、火.冰.電非混)
所以當你鑑定到對的屬性才能發揮最大效果
(所以和之前說的不一樣,非混沒移到Shaper/Elder mod去)
Existing items will be not be affected by this change. We'll be looking at
other sources of the stat like unique items and the Trickster's "Harness the
Void" notable in future.
現存的裝備不受影響(有遺產)
未來會注意其他非混來源,如詐欺師的「虛空馭者」
+1 Maximum Totems Veiled Mod
This modifier is no longer available as a Veiled craftable modifier. Instead,
it now appears as mod on Shaper shields. The modifier was too powerful to be
able to easily apply to an already strong Rare shield, so now you've got to
get it earlier in the process of crafting an item.
+1圖騰隱秘詞綴
不再是隱秘詞綴,現在改為Shaper的盾牌詞綴
Unique Nerfs
We've made some adjustments to a few unique items that were problematic.
Details will be in the patch notes tomorrow.
傳奇裝NERF,詳情請見明天的patch notes
Damage Immunity
We've made a few changes to prevent total immunity to specific damage types,
as these could be used to completely trivialize some encounters:
Player Maximum Resistances now can never go above 90%. Any maximum resistance
you have above this value will have no effect. This is especially important
as Synthesis introduces other sources of Maximum Resistances.
Vaal Impurity auras now provide Less Damage Taken of their element, and have
less aura effect per level.
The Gluttony of Elements skill now also provides Curse Immunity, to prevent
interactions with Temporal Chains letting it last far too long. Technically,
this is a buff.
無敵流
玩家的最大抗性現在永遠無法超過90%
瓦爾不潔之X(火冰雷)現在給予受到更少元素傷害
元素之癒現在給你免疫詛咒的效果,避免時空鎖鏈詛咒延長他的持續時間
This is a buff! (死去)
There are plenty of other changes on our hit list for the future. Attacks
need the same level of attention (if not more) that spells are getting in
3.6.0, as well as changes to Abyss Jewels and Physical Weapon Damage, but
we'll be spacing these changes over 3.7.0 and beyond to make sure they get
the time and attention they deserve.
攻擊流派、深淵珠寶、物傷武器也需要更多注意,但是3.7以後再見
We look forward to sharing the full patch notes for Path of Exile: Synthesis
with you tomorrow!
Patch note 明天見