https://www.pathofexile.com/forum/view-thread/3322027
剛好在推特看到
沒有給出詳細數字
所以純屬看熱鬧的嗑瓜子時間
簡單翻一下 不逐字 也沒潤稿 有錯誤麻煩提醒一下 感謝
大部分的括號內是我自己的看法
In our upcoming 3.20 expansion, we're making a number of balance changes that
we'll present over several balance manifestos that each cover an individual
topic. In today's manifesto, we're discussing changes to Jewels, most notably
increasing their potential for ailment mitigation.
在接下來的3.20版中,我們會陸續放出多篇不同主題的改動聲明,今天的主題是珠寶,主要
著眼於增加元素異常輕減詞墜的數值.
Problem:
Jewels have modifiers that provide various forms of ailment avoidance or
protection. However, because their current values are moderately low, you
often need to stack several Jewels in order to have adequate levels of
protection. We feel that this is an excessive amount of investment for how
necessary ailment mitigation is to a character's build. This issue has been
exacerbated by some of these mods being gated behind corruption, making them
more expensive and difficult to acquire.
問題
簡單來說是原本數值太低 你不大量塞很多顆根本沒感覺 這對想免疫元素異常的玩家來
說需要投資的成本太多 主因為很多這類詞都要靠瓦的才瓦的出好看的數字 所以弄起來
很貴又很麻煩
Solution:
We're expanding the pool of mods available on magic and rare Jewels and are
making their modifier values more generous so that players have better access
to sources of ailment mitigation, with less investment.
解決
我們增加了珠寶可以骰出的詞墜,並給予更好的數值讓玩家可以用更少的投資拿到更多處
理元素異常的手段
Regular Jewels (i.e. Jewels that are not Abyss or Cluster Jewels) now have
mods that provide Reduced Duration or Reduced Effect for a wider variety of
ailments than before. Abyss Jewels now have mods that provide avoidance of
various ailments.
普通珠寶(非深淵,星團)現在有更大範圍的減少持續/減少效果的詞墜,深淵珠寶現在有詞
墜提供各樣異常免疫
(我記得原本就有這類詞? 還是他的意思是可以一條詞抗兩種元素異常?)
Summary:
This means that Jewels should be a more reliable and less expensive source of
ailment mitigation through their higher mod values and better variety of
mods.
結論
這代表這些珠寶提供更可靠的元素異常減免來源,因為他們有更高的數值和更棒的詞墜
Problem:
Many unique Jewels are not exciting to find. There are a few reasons for
this. In most cases they are simply underpowered, or apply to a too-narrow
window of usage, or both. There are also many corruption-only Jewels that
don't fulfill a good purpose.
問題
大多傳奇珠寶都不是讓人太驚喜的掉落,主要是因為他們不夠強,用途太少或兩者都是,
而且還有一堆只有汙染能搞出來的珠寶沒啥用
Previously, we were hesitant to revisit unique Jewels and improve them beyond
their initial designs because many of their themes are somewhat rigid in
nature, meaning there is little room to improve them without completely
remaking them.
我們原本頗猶豫要不要回來看傳奇珠寶這個問題並改善他們的設計,因為大部分的主題都
很單純死板,意思是如果不整個重做的話沒有太多改變空間
An example of this is the Fireborn Crimson Jewel. It has no values that we
could increase to make it more useful; it simply changes the damage type
within a radius which has very limited opportunities for use. Any
improvements we could make to this Jewel would have to fundamentally change
its identity and would therefore essentially remove the Jewel in its current
form from Path of Exile.
打個比方 ↓ 像這顆珠寶
https://poedb.tw/tw/Fireborn
這東西上面甚至沒有數值可以直接改善,這東西單純把範圍內的傷害類型改變,所以用途
非常的少,要做出改變基本上就要從根本上的重做了,這根把他砍掉出新東西差不多意思
Solution:
We're making it so that every unique jewel that drops is very rare and highly
desirable. This means that many existing unique Jewels have been removed from
the drop pool. The intention is that now when you find a unique Jewel, it
should almost always be a very positive experience.
解決
所以我們打算把傳奇珠寶弄成更稀有且更有價值的掉落,這代表許多現存的傳奇珠寶將會
被移除.這麼做的用意是讓你以後打到傳奇珠寶的時候大多是比較正面的體驗.
(我不覺得這說得通就是了)
To help make jewel drops special, we've designed a new set of unique Jewels
that are powerful chase items. These can drop from the core pool. You can
learn more about these Jewels in our upcoming announcement livestream for the
3.20 expansion.
為了讓這些珠寶很特別,我們打算出一些新的強力傳奇珠寶放入核心掉落池中,更多內
容會在3.20預告實況中公布
With that said, there were some unique Jewels that were still useful for a
subset of players because they had build-enabling modifiers or other very
niche uses (like the Brute Force Solution or other attribute-transformation
Jewels). Instead of getting rid of these, we've made them corruption-only
unique Jewels. We feel this has benefits for both players who want them and
players who don't, as generally players who don't want them won't come across
them as core drops and players who do want them can still actively pursue
them.
阿對於有些現在還是有些特定build核心要用的珠寶(像是那些能力轉換珠寶),我們將把
他們變成污染專屬的傳奇珠寶,我們覺得這對於想用跟不想用的玩家都好.
(我覺得如果跟現在瓦出那堆扣球東東差不多機率的話才是)
Some build-enabling unique Jewels can now be found from more deterministic
sources throughout Path of Exile. One example is Combat Focus which can now
be obtained through a vendor recipe.
至於剩下build核心用的珠寶會以更明確的方法給予,像是專精作戰會改由商店配方獲得
Some other build-enabling Jewels that affect Golems can no longer drop but
can be found from another more deterministic source. While we want you to
discover this new source on your own during gameplay, we will say for clarity
that these Jewels do not come from vendor recipes.
至於其他build核心用的珠寶,影響魔像的那些不再會掉落但會提供其他更明確的來源,
我們希望你們自己去找出來,現在能說的是確定不是從商店配方獲得
(我原本想猜支線 結果下面就啪啪給我兩巴掌= =)
Summary:
Our goal is that finding a unique Jewel is an exciting experience. The unique
Jewels that drop naturally should be those that are very valuable with broad
appeal to the average player, either to use in your own build or trade to
someone else. We've worked towards this goal by removing uninteresting unique
Jewels, adding more chase unique Jewels, and moving Jewels that do appeal to
a smaller subset of players to other places so that they can be pursued by
choice.
總結
我們的目標是讓打到傳奇珠寶是種更爽的體驗,所以那些直接噴出來的傳奇珠寶都會是
很有價值且對大多玩家來說都很泛用的東東,無論是自用還是賣掉都好,我們的目標是砍
掉那些無聊的傳奇珠寶,加入更多好東西,並將用途較單一的傳奇珠寶改由其他手段入手
Problem:
Many of the unique Jewels that are currently granted through quest rewards
are not very desirable. Additionally, because they're offered to all players
who make their way through the campaign, they're extremely common, which
inhibits them from having value or being meaningful items to find. We have
also come to feel that it's thematically incorrect to offer unique items as
quest rewards, as it undermines their feeling of uniqueness and prestige.
問題
有很多沒啥人要的傳奇珠寶目前是由任務獎賞給予,而且因為只要打完劇情的人就能拿
到所以他們總量非常多,這也抑制了他們的價值,我們覺得任務獎品給傳奇道具不是個好
決定,這破壞了他們的獨特性.
Solution:
Unique Jewels will no longer be offered as quest rewards. Most of the Jewels
that were previously offered have been removed entirely, though some
important ones have had their effects preserved in the form of new unique
items or by being added to the pool of rollable Jewel modifiers.
解決
任務獎品不再給予傳奇珠寶,一部分被永久移除了,另一些比較重要 有自己特殊用途的
任務傳奇珠寶詞墜被加入可骰出的珠寶詞墜中
These quest rewards now offer a random Rare Jewel. Because the rewards are
not static like the unique Jewels were, they may have a better chance of
being useful to the receiver or something that may be valuable to trade to
others. At the very least, they should be less predictable.
這些獎品之後會給黃珠寶,黃珠寶不像傳奇珠寶這麼單一用途,所以會有比較高一點的機
率對玩家有用,至少不像以前這麼死板.
Summary:
Players should no longer be burdened with predictable unique Jewel quest
rewards but will not entirely miss out on some of the valuable aspects they
did have.
結論
玩家不用被那些任務綁死,並且不會錯過那些舊傳奇珠寶有用的部分
Conclusion:
Jewels should be more exciting than before and provide a better source of
ailment mitigation than they were in 3.19. Jewels with effects that are
useful only to a subset of players should still be attainable while moving
them out of the way of players who aren't interested in them. You can find
out more information in the patch notes for the 3.20 expansion and in our
announcement livestream.
總結
珠寶會比以前更好一點,而且會成為更棒的元素異常對抗手段來源,珠寶的效果會更泛用
,而那些特定build的玩家還是可以拿到他們需要的東西,更多內容敬請期待3.20實況
As we mentioned, we have several other balance manifestos coming out. These
will cover topics such as Curses, Archnemesis and Eldritch Altars, among
other things.
然後就像一開始說的,還有更多其他面向的平衡會慢慢放出,像是詛咒,宿敵詞,紅藍王祭壇
跟一堆奇怪的東西
(我猜宿敵詞強度大概再削一圈,連詞墜獎勵掉落一起吧,繞一大圈還不是走回老路,這幾季
做死幹啥呢)
大概就這樣
內容都講個大概而已 看看就好 期待跟不爽都不用太早下