[情報] POE2 12/16 預公告改動 (PN之後釋出)
看板PathofExile (流亡黯道 - Path of Exile)作者ben2227486 (ben2227486)時間5小時前 (2024/12/17 11:37)推噓63(64推 1噓 57→)留言122則, 45人參與討論串1/1
Path of Exile 2 has been live for just over a week! We’ve addressed some
feedback already and are working on more fixes for key pain points in an
upcoming patch. The full patch notes are coming soon, but check out some of
the more significant changes below.
(略),正式公告之後會放出
---Gameplay Features遊戲性改動---
Like we mentioned last week, we’ll be adding the capacity to fast-travel
between Checkpoints within an area, as well as adding many more checkpoints to
areas, generally at all entrances and exits to areas, meaning if you find
these first you’ll be able to instantly travel to them to continue exploring.
之前提過的更多重生點和重生點之間傳送的功能準備要實裝了。
We’ll also be making Passive Point respeccing cheaper especially at higher
levels. It had a relatively aggressive curve getting more expensive with
character level, we have flattened that curve so it doesn’t exponentially
grow as much. This should generally result in approximately 40-50% less gold
cost for respeccing between the start and middle of endgame progression.
現在的天賦重置代價太高了,未來隨著等級漲價的幅度會更為平坦,在遊戲中後期大約會
比現在便宜40~50%。
---Trial of the Sekhemas聖所改動(昇華取得相關)---
Players were finding Trial of the Sekhemas particularly frustrating in close
range so we’ve reworked how Honour Damage scales when in close range, as well
as fixing an important bug that was causing players to take far too much
Honour Damage from Damage over Time. Honour Damage now scales down based on
distance to enemies, when in close range you’ll take 35% less Honour Damage,
tapering off as you are further away from Monsters. Fixed a bug where Damage
over Time was dealing thrice as much damage to Honour as intended, and fixed a
bug where Honour Resistance was only applying to two-thirds of that damage. (
This was confusing for us too)
現在的榮譽值機制對近戰玩家太不友善,將會改成根據敵我距離縮放削減值比例,當敵人
於近戰範圍時約會有35%更少的削減值,隨著敵我距離增加至原比例。另外現在持續傷害
的削減值過高、以及削減值抗性只作用2/3相對於帳面上強度,都是重大BUG,將會修正。
Skitter Golems no longer use basic attacks and instead now just explode.
Serpent Clans burrow and ambush attack now has improved visual telegraphing
and cannot be used from as far away.
Volcanoes created by Rattlecage’s Fissure Slam now last half the duration.
幾個噁心怪物的平衡。對玩家有利。
---Endgame and Monster Balance終局怪物和遊戲平衡---
Generally the balance in Endgame Maps was more punishing than intended, so we
’ve toned down the damage in a number of ways and disabled a certain on-death
effect where the telegraphing was not as clear as it should have been.
大致上來說輿圖的懲罰(難度)比他們預想的高了許多,將會調降怪物傷害和某些死亡後造
成傷害的機制。
Maps no longer have additional elemental resistance penalties inherently
applied at Tier 6 and Tier 11 or higher Maps. It is now consistent across all
of the Endgame.
地圖階級不再有額外抗性懲罰,玩家抗性在所有Tier地圖皆相同。
Chaos Damage now also scales less aggressively over the Endgame.
調降渾沌傷害。
Critical Strikes from monsters now deal 40% less bonus Damage.
調降怪物對你造成的爆擊傷害,約40%更少
Lowered the baseline monster density of Breach Encounters, primarily by
reducing the frequency of the “Elite” monsters appearing.
調降裂痕的怪物生成密度,特別是菁英稀有怪將會顯著減少。
Disabled the Volatile Crystals Modifier, we’ll revisit this in the future
pending telegraphing improvements.
調降Volatile Crystals詞綴效果(大概是紫色死後爆炸的那個),之後會繼續觀察並平衡
。
Purple Explosives created by the Volatile Plants Modifier on Rare Monsters now
deal significantly less Damage.
大幅調降一些怪物的爆炸技能以及死後引爆的技能。
The Siphons Flask Charges Modifier on Monsters now drains ten-times less Flask
Charges per second. (This was unintentionally draining way too many charges)
吸取藥劑充能的怪物詞綴,吸取幅度將會調降至1/10相比現在強度,(現在的過高是個BUG
)。
These changes should generally result in an endgame that is much more
survivable than before and we will continue to address problematic cases as
they arise.
這樣應該能改善終局玩家存活率,會繼續滾動調整。
---Character and Item Balance角色和物品平衡---
We’ve made Charm Modifiers on Belts substantially more common and now appear
at much lower levels. The "of Symbolism" Modifier now appears from level 23
onwards, and the "of Inscription" Modifier now appears from level 64 onwards.
調高腰帶上的護符相關詞綴出現頻率以及調降可以顯現的最低物品等級。
Electrocute is now 25% harder to buildup. (But the Damage Penalty has been
removed from the Support Gem).
觸電將會更難累積(25%更慢),但觸電輔助寶石上的更少傷害效果將會被移除。
Added a new Lightning Damage and Electrocute Cluster to the passive tree in
between the Ranger and Monk sections.
在武僧和遊俠之間區域新增一個觸電相關天賦群。
It is now more difficult to chain-freeze enemies by reducing the amount of
Freeze Buildup applied after a Freeze has been applied.
之後將更難連續冰凍怪物,將會調降已經被冰凍過怪物的冰凍累積速率。
The Hunter's Talisman Notable now grants +1 Charm Slot. The small passive
skills leading up to it now grant the stat it formerly gave. The Charm helper
text has been updated to indicate that you cannot have more than three Charm
Slots unlocked, so that we can add more sources of it in the future.
Hunter's Talisman(護符天賦群)大點之後將給予+1護符欄位,原本的效果則移動至他的
前置天賦小點。
---Skill and Support Gem Balance技能和輔助寶石更新---
Since launch we’ve unfortunately had to nerf a few skills that were far too
overpowered. How do we define overpowered? Basically it's a situation in which
a certain skill is so powerful that players feel no other method of playing
the game is viable.
在EA後我們很不幸地必須nerf多項太過OP的技能,我們對OP的定義是:如果讓玩家覺得只
有那些技能在終局遊戲中使用,其他技能都不堪使用,那就是OP技能。 (OS: 喔是喔阿不
就好棒棒)
Generally speaking we are trying to do this in a way that doesn't make a build
bad (but we can make mistakes!). Ideally any truly meta shifting changes will
only happen at the same time as a content patch with a new league to play in.
基本上來說我們策略會是(在賽季期間)調降OP技能的表現(數值)而非讓他不能玩(機制不
能成立),(但是我們會犯錯! 欸嘿>.O),大方向性的Nerf/Buff和機制改動只會在新賽季
開始的時候執行。
But that doesn't mean we haven't been looking at underpowered skills and
support gems. We’ve got a number of changes planned which should improve some
of these skills. The full list of changes will be in the patch notes but here
is a sample of what you can expect.
但是我們並非(在賽季期間)對那些表現不好技能不聞不問,我們預計會對多個技能進行
更動,正式清單會在patch note公布,下面是一些更動範例:
Improvements to Rolling Slam and all Shield Skills in the Mace section.
改善翻滾重擊和所有盾系技能(槌分類底下)。
Improvements to various Bow Skills, especially the skills used to generate
Frenzy Charges.
改善數個弓系技能,特別是那些用到狂怒球的技能。
Improvements to Bone Spells and Chaos Damage over Time Spells in the Occult
section.
改善秘術分類底下的骨系和混沌DOT系技能
Improvements to various Crossbow Skills, especially those at higher Tiers.
改善十字弓系技能,特別是高階技能。
Improvements to some of the underachieving Quarterstaff abilities.
改善那些效能不如預期細杖技能。
Alongside all of these Skill Gem improvements we’ve also done a pass over the
Support Gems. We’ve added two new Supports and removed or lessened the
penalties on many others, notably the Fire, Lightning and Cold Exposure
Supports.
我們計劃對全輔助寶石進行審閱和必要的改善,同時將會新增兩個輔助寶石和調降那些負
面懲罰效果,例如,火/冰/雷曝曬輔助的傷害懲罰效果。
Added the Tremors Support Gem. Which can be used to give up to multiple more
Aftershocks to Skills, with a damage penalty.
新Tremors輔助寶石,讓你能造成更多次餘震,但有傷害懲罰。
Added the Bidding Support Gem. Which can be used to give more damage to the
Command Skills of Supported Minions.
新Bidding輔助寶石,給予召喚物命令施放技能造成更多傷害,
The Fire Exposure, Lightning Exposure and Cold Exposure Support Gems no longer
penalize Damage of Supported Skills. They now have a Mana Cost Multiplier of
120%.
火/冰/雷曝曬輔助寶石將不再有傷害懲罰,並且魔力消耗增幅調整為120%。
There are also some notable nerfs to a few of the remaining overachieving
skills:
下列OP技能將會顯著地調降效能:
Skeletal Arsonists Spirit costs now match the other two Skeleton Mages, this
should result in a slight decrease in the number of Arsonists at a higher
level.
調降骷髏縱火者的性能,使他跟其他兩骷髏召喚物強度一致,召喚物數量將會小幅度降低
。
A nerf to the damage over time component on very high levels of Tornado and
Vine Arrow. These were never intended to be dealing damage themselves, but
more so act as a way for other skills to propagate damage.
降低龍捲射擊和藤蔓箭矢在高技能等級的傷害。這些技能應該要是輔助攻擊技能而非主力
技。(OS: 上一個很喜歡教玩家怎麼玩遊戲的下場你們沒看到是不是)
Magnetic Salvo can now only use your stuck Lightning Arrows as opposed to
those created by your Party Members.
電磁齊射只會引爆你自己射出的箭矢,而非包含你隊友的。
As we wind down for the holiday season we wanted to thank you all for our most
successful launch so far, we could not have done it without all of your
support. A lot of our team will begin to take some much needed rest over the
next few weeks but we look forward to getting back in the new year refreshed
and ready for an exciting year of development in 2025. Happy Holidays, Exiles!
沒有各位玩家的幫忙(找出OP技能)我們就不能趕在新年假期前做出這些變更(nerf)! 我們
要去放假囉大家年後見。開心吧流亡者們,好好享受:)
--
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