[情報] 3.20 詛咒改動

看板PathofExile (流亡黯道 - Path of Exile)作者 (老人)時間2年前 (2022/11/28 10:10), 2年前編輯推噓67(67051)
留言118則, 58人參與, 2年前最新討論串1/1
https://www.pathofexile.com/forum/view-thread/3323432 TLDR: 1.隱藏的怪物對詛咒的懲罰已被移除。 (應該是指黃怪橘怪減免,然後宅爸賽勒斯還減免更多那個) 2.咒術現在對獨特的怪物更強,對後期頭目的強度至少是原來的兩倍 但對普通怪物的抵抗力較弱。 3.Doom(厄運) 機制已被移除,以簡化咒術系統。與厄運相關的所有內容都經過重新設計 ,因此可以與以前相提並論。 4.秘術師已經昇華調整 5.虛弱和時間鎖鏈buff。 6.為了配合上述更改,一些不太容易獲得的詛咒效果來源已被移除。 這會導致有使用咒術相關的build被nerf。 7.咒術技能已經重新平衡,目的是確保與自動詛咒相比,自施詛咒仍有誘因。 8.一堆與咒術相關的傳奇裝buff,並重新設計了之前與 Doom 互動的傳奇裝。 9.我們還添加了一些與咒術交互的強大的新傳奇裝。 正題 : 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. 現有機制咒術在最需要的敵人面前最弱,不需要的敵人面前最強 (你才知道) 然後不顯示的原因是他們原本認為地圖詞越來越多的情況下,沒必要再多秀詛咒減免 但現在他們發現這減免似乎頗重要的 (你發現啦) 所以 GGG 決定,移除黃怪橘怪詛咒減免 (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. 我們認為厄運機制反而破壞了咒術架構 他把咒術搞得太複雜了 所以我們直接移除厄運,所有會用到厄運的道具都會調整 咒術枯萎調整機制與傷害好配合沒了厄運的現在 末日厄運輔助的傷害也調整了約二倍來彌補沒有厄運的情況 末日關鍵天賦會有新的咒術相關關鍵天賦來取代他 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 當你施放詛咒技能時16%機率獲得一個暴擊球 你的詛咒上限等於你的最大暴擊球數量 (拿球用的是curse,應該印記也算) (自帶+最大藍球的聖宗秘術刺客表示開心) 異教面紗 +2插槽上的詛咒寶石 插槽上寶石被22等詛咒光環輔助 插槽中詛咒寶石增加 30% 保留效用 +103%閃避與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. 我們想增加自施咒術的誘因,當初厄運系統便是 現在則是詛咒光環輔助跟咒術降臨輔助新增了懲罰 他們將會減少詛咒效果 另外,造成特定咒術的裝備將不再增加詛咒效果 例如懦夫的鎖鏈,懦夫的遺產,祖靈之約 (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. 一些擊中詛咒的裝備,玩家比較偏好擊中脆弱跟擊中絕望 (似乎是因為1等CP值比較高? 中間1等跟20等那段看不太懂) 所以我們決定調整咒術的數值,讓大部分咒術20等時數值是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. 我們認為遊戲中增加詛咒效果的來源太多了,所以會進行調整 主要是修改一些原本就不太容易獲得的來源而不是改天賦樹 像紅藍王上綴的頭盔之類 另外,星團珠寶上有關詛咒的天賦會調整 例如,原本增加易燃效果的會改成 你的易燃在無咒的敵人上仍有效果且你的點燃在被詛咒的敵人上會加速 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. 秘術家 昇華天賦 惡語術 的 詛咒效果+15% 跟被你詛咒的敵人有惡語術移除 你的咒術可以影響無咒的敵人 把他從 穢言亡語 移到 惡語術 上 惡語術會改名 (穢言亡語會只剩下擊殺詛咒敵人爆炸,但數值不變的話應該還是最強爆炸) (詛咒昇華變成 +1咒跟無視無咒一組 , 擊殺爆炸一組 , 功能分家) 這改動是配合移除咒術懲罰 詛咒效果+15%會移到天賦樹上 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. 上面那些改動,會讓衰弱跟時間鎖鏈強很多 而不是20等時空鎖鏈只能讓宅爸行動速度減少4% (詐欺都比你強(?)) 除了所有詛咒都會調整能力外 預計時空鎖鏈會多一條 被詛咒的黃怪橘怪有 x% 更少行動速度 衰弱則是多一條 被詛咒的黃怪橘怪造成 x% 更少傷害 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. 脆弱跟絕望會調整 他們會更專注於任何物理傷害以及任何混沌傷害 詳情等3.20 的 patch note (應該是打算把絕望的持續傷移走只留混沌持續吧) 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. 咒術枯萎 調整傷害以彌補沒有厄運的問題 大致上來說,天花板拉低但地板提高,讓傷害更穩定 它現在從敵人身上移除一個隨機咒術,如果以這種方式移除一個咒術 它會造成更多的擊中和異常狀態傷害。 你不用在那邊等厄運了 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. 結論 一般來說,咒術打強怪變強,打白怪變弱 厄運系統移除 自動詛咒相關加入懲罰 當然我們隨時有可能會再改 .......這次有夠多 -- ※ 發信站: 批踢踢實業坊(ptt.cc), 來自: 220.130.208.154 (臺灣) ※ 文章網址: https://www.ptt.cc/bbs/PathofExile/M.1669601414.A.AF5.html ※ 編輯: steven70101 (220.130.208.154 臺灣), 11/28/2022 10:13:27

11/28 10:30, 2年前 , 1F
詛咒減免移除?!這真的是GGG嗎?
11/28 10:30, 1F

11/28 10:31, 2年前 , 2F
打王奧術烙印上詛咒不就好了
11/28 10:31, 2F
奧術烙印主要是本身扔出烙印這動作偏慢

11/28 10:33, 2年前 , 3F
奧術還是麻煩 卡個武器施放
11/28 10:33, 3F

11/28 10:34, 2年前 , 4F
看起來跟CEO願景對不太起來,GGG怎麼了?
11/28 10:34, 4F

11/28 10:36, 2年前 , 5F
這改動…! 如果原效果在王身上好像有點強
11/28 10:36, 5F

11/28 10:52, 2年前 , 6F
看能不能讓我這玩8年的劇情仔有機會打到紅圖
11/28 10:52, 6F

11/28 10:57, 2年前 , 7F
這樣元抗+單抗雙詛咒 不就很強 還是後續會把王抗性提高
11/28 10:57, 7F

11/28 10:57, 2年前 , 8F
居然有點香
11/28 10:57, 8F

11/28 10:59, 2年前 , 9F
所以惡語術會在哪 天賦樹嗎?
11/28 10:59, 9F

11/28 10:59, 2年前 , 10F
是的話我每隻都點
11/28 10:59, 10F
只是說惡語術上的增加詛咒效果這條會下放到天賦術啦 惡語整個下放也太強XD

11/28 11:01, 2年前 , 11F
優質翻譯推
11/28 11:01, 11F

11/28 11:21, 2年前 , 12F
新戒指做壞了吧 獨特怪沒詛咒懲罰一次被上五個詛咒還能動嗎
11/28 11:21, 12F
行動速度減少好像有一個上限75還90%忘了 但是Uber賽勒斯行動速度-75%聽起來就很香....你再跑啊

11/28 11:27, 2年前 , 13F
易燃順便給加速點燃有點強耶
11/28 11:27, 13F

11/28 11:31, 2年前 , 14F
這樣自動走路刷怪機會變強嗎...?
11/28 11:31, 14F

11/28 11:39, 2年前 , 15F
那戒指感覺很難掉又很貴
11/28 11:39, 15F

11/28 11:45, 2年前 , 16F
Profane Bloom活下來了 還好還好
11/28 11:45, 16F

11/28 11:50, 2年前 , 17F
詛咒+1天賦必點
11/28 11:50, 17F

11/28 11:54, 2年前 , 18F
穢言亡語沒有詛咒影響無咒 差很多欸
11/28 11:54, 18F

11/28 11:57, 2年前 , 19F
推翻譯。覺得這樣改很快就會被大佬們玩壞了,不然就是
11/28 11:57, 19F

11/28 11:57, 2年前 , 20F
因應把王怪血量抗性上調2-3倍(對不起沒削弱的詛咒就是
11/28 11:57, 20F

11/28 11:57, 2年前 , 21F
這麼強),或是下季再來個平衡大nerf
11/28 11:57, 21F

11/28 11:58, 2年前 , 22F
看這樣秘書家以後都要配一顆詛咒小星團了
11/28 11:58, 22F

11/28 11:58, 2年前 , 23F
秘術災厄 狂喜?
11/28 11:58, 23F

11/28 11:59, 2年前 , 24F
只需撐高暴擊球數量 達到五咒?
11/28 11:59, 24F

11/28 11:59, 2年前 , 25F
ilv84 3passives curse星團起飛
11/28 11:59, 25F

11/28 12:02, 2年前 , 26F
temparal curse感覺要被玩壞了
11/28 12:02, 26F

11/28 12:04, 2年前 , 27F
只可惜還是回不去HH自咒的榮光
11/28 12:04, 27F

11/28 12:09, 2年前 , 28F
想也知道詛咒的數值一定會調整吧 POE是會被玩壞 但不會讓
11/28 12:09, 28F

11/28 12:09, 2年前 , 29F
你用這麼簡單的方式兩個降抗就玩壞
11/28 12:09, 29F
他們一直強調白怪上會變弱,黃橘怪上變強 其實就是表示詛咒基本效果一定全面調低 但至少不會砍超過橘怪的66% less吧(大概) 大概率是數值都直接少一半吧 例如 導電從 -25 ~ -44(橘怪66減免變成 -8 ~ 14) 電抗 變成 -12 ~ -24 之類的 (以上都是個人看文章的通靈) 這樣才符合對白怪變弱,對橘怪變強

11/28 12:09, 2年前 , 30F
Occultist昇華把詛咒分配這樣改比較合適
11/28 12:09, 30F

11/28 12:10, 2年前 , 31F
德瑞之膚要變成天價裝了,一鍵六咒
11/28 12:10, 31F
應該不好飛,德瑞衣自帶-20詛咒效果 詛咒光環之後也會自帶減詛咒效果 然後之前德瑞柱子的立即施放也被拔了

11/28 12:10, 2年前 , 32F
我先猜秘術起飛
11/28 12:10, 32F

11/28 12:12, 2年前 , 33F
等reddit有人發出玩壞可能性被GGG發現就會趕緊下修了
11/28 12:12, 33F

11/28 12:14, 2年前 , 34F
哪次不是這裡buff一點另一邊砍一大刀 總體一定還是nerf
11/28 12:14, 34F
還有 47 則推文
還有 5 段內文
11/28 22:09, 2年前 , 82F
砍成屎嗎==
11/28 22:09, 82F

11/28 23:28, 2年前 , 83F
GGG上次改的時候自己低能沒事搞事 把觸發式的全改成1級+
11/28 23:28, 83F

11/28 23:28, 2年前 , 84F
效果才會這樣 原本直接等級就沒事
11/28 23:28, 84F

11/29 00:04, 2年前 , 85F
先打一折 然後給你+3% =真香?
11/29 00:04, 85F

11/29 01:06, 2年前 , 86F
這真的是我認識的ggg嗎
11/29 01:06, 86F

11/29 01:07, 2年前 , 87F
判官無視抗性的優勢瞬間變小
11/29 01:07, 87F

11/29 01:08, 2年前 , 88F
這詛咒改動怎麼好像史詩級的buff,真的是ggg嗎
11/29 01:08, 88F

11/29 03:03, 2年前 , 89F
以GGG邏輯 還是別太期待 說不定新的數值超可笑
11/29 03:03, 89F
以上面的推論來說大概是數值砍半吧 反正砍半也是buff。

11/29 04:04, 2年前 , 90F
肯跟你講的多半是香的或不那麼臭的
11/29 04:04, 90F

11/29 04:04, 2年前 , 91F
等等反手就來一個連PN都不寫的超絕nerf
11/29 04:04, 91F
有些是真的做一次直接永久汙點XD

11/29 06:43, 2年前 , 92F
無限詛咒時間天賦都有了 那誰還用印記
11/29 06:43, 92F

11/29 09:02, 2年前 , 93F
3.20說boss身上會是現有的兩倍(0.33*2=0.66)所以大概是
11/29 09:02, 93F

11/29 09:02, 2年前 , 94F
整體數值砍30-40% 然後非自施還有reduced effect 所以我
11/29 09:02, 94F

11/29 09:02, 2年前 , 95F
猜是約目前的一半
11/29 09:02, 95F

11/29 09:34, 2年前 , 96F
方向聽起來很棒 但沒有實際進到遊戲我都不相信沒其他地
11/29 09:34, 96F

11/29 09:34, 2年前 , 97F
方偷砍
11/29 09:34, 97F

11/29 09:36, 2年前 , 98F
媽的誰要自施啊
11/29 09:36, 98F
※ 編輯: steven70101 (220.130.208.154 臺灣), 11/29/2022 09:42:35

11/29 09:52, 2年前 , 99F
11/29 09:52, 99F

11/29 09:52, 2年前 , 100F
不知道怎麼修bug? 直接移除然後稱這個為rework —— GGG
11/29 09:52, 100F

11/29 11:42, 2年前 , 101F
跟你講的時候都只講看起來超絕buff的部份吧
11/29 11:42, 101F

11/29 11:42, 2年前 , 102F
實際進遊戲又會發現他透過不叫作抗性的抗性調整成比
11/29 11:42, 102F

11/29 11:42, 2年前 , 103F
以前還要更加抗詛咒
11/29 11:42, 103F

11/29 11:44, 2年前 , 104F
比方說賽垃思現在可以被降速20%囉 ^_^
11/29 11:44, 104F

11/29 11:44, 2年前 , 105F
但是patch note上沒寫現在全部的怪都加速囉 ^_^
11/29 11:44, 105F

11/29 12:19, 2年前 , 106F
這個扯太遠了阿XD,等patch note出來在發洩阿XDD
11/29 12:19, 106F

11/29 12:25, 2年前 , 107F
2019 exilecon Chris就說要把怪調的比玩家還快了
11/29 12:25, 107F

11/29 12:25, 2年前 , 108F
怎麼2022還在意外?
11/29 12:25, 108F

11/29 13:07, 2年前 , 109F
他們也沒扯遠啊 每次改版都有偷改不說的案例 你要我們怎
11/29 13:07, 109F

11/29 13:07, 2年前 , 110F
麼相信他這次不會?
11/29 13:07, 110F

11/29 13:46, 2年前 , 111F
沒辦法 被搞過之後現在動不動就ptsd發作
11/29 13:46, 111F

11/29 14:03, 2年前 , 112F
現在討論這個都太早 pn出來再來想就好==
11/29 14:03, 112F

11/29 16:30, 2年前 , 113F
要發作也等pn出來再發作,牙膏看似buff結果pn實際出
11/29 16:30, 113F

11/29 16:30, 2年前 , 114F
來的情況是nerf的狀況早不知發生過幾次了
11/29 16:30, 114F

11/29 21:25, 2年前 , 115F
現在連PN都是假的 上線才知道被砍
11/29 21:25, 115F

11/30 19:37, 2年前 , 116F
那段意思就是擊中脆弱絕望相對於其他的1等詛咒數值太
11/30 19:37, 116F

11/30 19:37, 2年前 , 117F
強了 要把1-20等的曲線拉平一點
11/30 19:37, 117F

12/01 00:17, 2年前 , 118F
偷改不說從10年前年年都有,ptsd 10年還玩也太痛苦了吧
12/01 00:17, 118F
文章代碼(AID): #1ZX1Y6hr (PathofExile)
文章代碼(AID): #1ZX1Y6hr (PathofExile)