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《流放之路》3.5平衡改版预览

在流放之路3.5赛季来临之前,官方将会对新赛季内容进行一些平衡改动,例如功能型副手、护盾充能等等,很多玩家都说双持削弱,小编下面就为大家带来这些改动内容介绍,一起来看看吧。

《流放之路》3.5平衡改版预览

Balance Changes in Path of Exile: Betrayal

Every release, we choose some specific gamebalance issues and gameplay limitations to address and adjust. The patch notestomorrow will provide the comprehensive list of changes but today we'd like tocover some specific changes and the reasons for them.

每次更新,我们都会对游戏的一些平衡和细节进行调整。明天将要发布的NOTES(版本公告)将更为全面地叙述这些。而在这里,我们挺乐意提前说说一些细节改动以及我们这样做的原因。

Stat Sticks

The use of "stat sticks" has beena feature of Path of Exile for a very long time.

A stat stick is an off-hand weapon that isnot valid to use with a skill you are using when dual wielding. You get all thebenefits of the stats on the weapon, while not having any limitations it mighthave affecting the use of the skill. You can use a weapon that has the attackspeed and/or damage you want for the skill, while the off-hand weapon providesexcellent stats without its speed or base damage limiting you.

This use started off as an interestinggameplay element to use as part of a build, but over many releases, as morepowerful modifiers on unique and rare weapons have been added, the power ofstat sticks cannot be ignored when planning builds and is stifling otherchoices including genuine dual-wielding.

In 3.5.0 we are removing the ability to usestat sticks, through the following changes:

You will no longer be able to use skillsthat require a specific weapon equipped if you are dual-wielding and one ofyour equipped weapons is unsuitable for that skill.

Skills that could be used with two weapons,but were main-hand-only when used, now use both weapons when dual wielding.

We found that with this change it wasimportant to make skillbinds specific to your weapon set. You can now have anentirely different set of skills bound to your main set of weapons and your secondset of weapons.

功能型副手

给BD搭配功能型副手已经流行了挺久了。

功能型副手是指的,在双持时,副手武器不符合技能要求,(因此这个武器不会参与攻击——原本双持技能是主副手武器各攻击一次)。所以玩家可以拥有副手武器的增益,而不考虑这把武器对技能的影响。比如可以使用一把攻速/伤害的主武器,功能型副手提供增伤或者其他属性,并且不用考虑副手的攻速/伤害。

最初,功能型副手对于很多BD来说是一项有趣的搭配(比如虹耀之月),但是随着版本更新,越来越多的强力词缀出现在暗金、稀有装备上,这使得功能型副手逐渐成为双持的唯一搭配,盖过了原本“双持”的意义。

在3.5.0 我们通过这些改变,试图消弭功能型副手的增益

·在双持时,针对有具体武器要求的技能石,如果玩家的主副手两把武器有任意一把不符合技能要求,那么这个技能就无法使用。

·本来设计成主副手轮流使用的技能,但实际只使用主手武器,在3.5会轮流使用。

伴随这一改动,针对技能特性(而不是纯粹堆伤害)去选择武器就成了一件挺重要的事。改动之后玩家对于选择主副手武器会有完全不一样的思路。(譬如一把武器降低异常门槛、施加异常状态,另一把武器增伤。)

Energy Shield Recharge

Energy Shield Recharge is no longerinterrupted by non-damage changes to your Life or Energy Shield.

(For context, we announced last week thatEldritch Battery now causes you to have 50% less Energy Shield Recharge Rate.)

Initially this change was explored as a wayto make it easier for casters to use Eldritch Battery to solve mana issues. Onemajor issue standing in the way Eldritch Battery being effective is that itdoesn't work very well on it's own, needing something like Zealot's Oath to goalong with it.

While there were concerns that this mightintroduce issues with other builds, when tested it was a justified change andwas beneficial for a variety of cases.

As a further support for Eldritch Batteryand Energy-Shield-based builds in general, more flat Energy shield has beenadded on the tree.

护盾充能

护盾充能将不会被非伤害的数值扣除所打断(比如异能魔力)。

[相应的,在上周我们公布一些改动的帖子里,异能魔力(技能优先消耗能量护盾,而非魔力,能量护盾从生命护盾变成魔力护盾)这个天赋会让玩家的护盾恢复速率降低50%]

首先,这项改动会让一些法术BD通过点出异能魔力来解决蓝耗的问题。在此之前,使用异能魔力的最大难题是,它很难单独工作,必须配备一些其他道具,比如狂热誓言(不再获得生命回复,将其回复效果套用于能量护盾)。

当然这也可能对其他BD带来一些麻烦,但经过一些测试,这是一项合理的改动,能使得BD更加多元化。

总体来看,护盾和异能魔力的一些BD会得到加强,天赋中会增添更多的护盾技能天赋点。

Cap on slowing effects:

The total amount that you can slow theexpiration of an effect on a character through a time-slowing mechanism (suchas Temporal Chains) is now capped at 75% from all sources.

Time-slowing effects are very powerfuldefensive tools. Limiting time-slowing to a cap allows us more flexibility inmaking content, as well allowing us to provide more options for giving playerstime-slowing effects.

减速上限

由玩家释放的减少动画速度(比如时空锁链)的上限现在被设置为75%。

(减速与减少动画速度是两个不一样的模型,譬如冈姆鞋的词缀,速度不会降低到基础以下,这里的速度指的是角色动画速度而非移动速度,锐眼的提速尾流同理;这也解释了为什么穿着冈姆鞋依然会被焦油地面减速,因为后者降低的是移动速度;同理,冰缓也是降低动画速度,包括动作的所有速度,冰冻即是动画速度为0;所以时空锁链也叫这个名字,而不是减少移速,它是减少整体动画速度,时间流逝。)

减速是一项非常好的防御手段。对减速上限予以设置,会让我们能在其他方面进行更为灵活的取舍,同样的,我们就可以放心地给予玩家一些其他的减速手段。

Unique rebalance

The patch-notes tomorrow will cover a largenumber of unique item rebalances. Some of these are simple numerical changes,while others are closer to redesigns.

The following principles were applied inlooking at rebalancing unique items:

Any item that drops very rarely should bejustified in being that hard-to-find. Many very rare items have been improved,while a few were made more common.

Unique items that are acquired throughspecific high-tier bosses (for example, Elder and Shaper Guardians) should bebalanced upwards where they were not up to par.

Unique items that dramatically affecteddiversity in an item slot would be addressed, either by nerfing excessivepower, or by looking at what else was available in that item slot.

Items which were relatively very strong,but did not damage diversity could be made more rare.

While many unique items were adjusted, thisis an ongoing process, and some items that may have deserved a change by theabove principles might not yet be addressed.

暗金的一系列平衡

明天发布的NOTES(公告)将包含一大波(大波?哪儿?)暗金物品的平衡。有些是简单的数值平衡,有些则近乎于重做。

在平衡暗金的时候,我们考虑了这些规则:

·稀有掉落就应该有稀有掉落的样子(比如开膛斧和冰剑233)。一些稀有掉落的物品会被增强,当然有的没增强的则会提高掉率(不要被宰)

·一些高级BOSS(长老、守卫)掉落的专属物品会得到重新平衡,至少在一些词缀上是无法被超越的

·一些BD的“核心暗金装备”将会被处理,或者对过强的数值进行削减,或者通过对其他装备赋予一些特性,让它变成“可替代的”

·一些单纯很强,并且不能是伤害多元化的暗金物品,掉率会更加稀少

对暗金物品进行调整是一项长期的工程,所以虽然可能有些物品符合上述条件,但在明天的公告不会看到(GGG:我没有偷懒,正在做调整)。

Cast on …

When looking at unique item balance, someitems that offered triggered effects had their cooldowns reduced. It wasdifficult to do this without also looking at other triggered effects. As aresult, the Cast on Critical Strike Support and Cast on Melee Kill Support willalso have their cooldowns reduced.

XX时释放

纵观暗金的一些调整,部分触发类的物品(比如冰剑),他们的触发冷却时间(CD)都进行了缩短。但如果其他的触发手段不变,做出这样的改动就很不负责。所以暴击时释放和近战击杀时释放也进行了冷却时间缩短。

Archetypes

One of the approaches we use in patches indeveloping skills and making changes around some specific play styles. This iscentred around the concept of having some build archetypes. We make a specificbuild, and add features and balance changes around that build. While someplayers are expected to end up in the archetype, we also want the tools to beuseful in existing builds, and to allow and change other builds that shareelements with it.

The three archetypes for 3.5.0 were acold-based DOT spell caster, a Hierophant-based caster based on a new skilltype (Brands), and the Champion based melee character based on new Axe andSword "Steel" skills with a new effect Impale, supported by a newskill type, Banners.

The cold-based caster has led to the newskill Winter Orb, rework of Arctic Breath and Ice Spear and adjustments to IceNova and Vortex. This caster archetype has led to a number of changes on items,the passive tree, and the Occultist tree in particular. Added Cold Damage OverTime Multiplier and non-ailment Chaos Damage Over Time Multiplier is on newitem modifiers, on the passive tree and on the Occultist. The values on variouscold and chaos nodes were modified.

As well as the new Brand skills, thearchetype based on them has led to changes on the Hierophant, and also hadknock on effect for totems. A number of totem nodes now also offer benefits forBrands. The Hierophant node Ritual of Awakening no longer grants +1 to maximumnumber of Summoned Totems. Instead it now causes skills that would Summon aTotem to summon two Totems instead, and grants 3% more Damage per Totem.

Additional totems are now available fromother sources, and players will have a number of options for totem builds, aswell as being able to explore the new Brand skills.

The Champion now has a strong Impale basedway to play, and has had changes to support it. Tectonic Slam has been adjustedfor it, while Shattering Steel, Lancing Steel, War Banner and Dread Banner havebeen added as new skills.

思路原型

在这次更新,我们围绕着开发一些独特玩法添置了新的技能。这些技能建立在一些已有的BD思路上。我们预设置了一些BD,围绕着这些BD增添了一些特性,进行了一些平衡。玩家可以通过这些BD毕业,当然我们也希望这些技能、特性也能用于其他BD。

这次3.5.0预设置的三个BD原型是:冰元素持续伤施法BD;释放新技能烙印的圣宗BD;冠军BD,近战技能、运用新的斧剑技能“碎击”,配合新效果穿刺,使用新的战旗技能。

冰元素持续伤施法BD是奔着新技能“冬球”去的,以及重做的“寒冰吐息”和“冰矛”,还有冰霜新星、漩涡。针对这个BD模型,我们进行了一些列的改动,包括物品、天赋小森林、秘术家升华的部分天赋点,增加了一些冰霜持续伤,非混沌持续伤的词缀和天赋。细节上,原有的一些混沌、冰霜的天赋点会进行一些调整。

建立在烙印这个新技能上的BD模型,既然预定的升华是圣宗,理所当然应当享有图腾类天赋的增益。相当大一部分图腾天赋点也会增益烙印这个技能。圣宗的

升华“信念之诉”不再+1最大图腾数量,取而代之的是每次召唤的图腾数量X2,并且每个图腾造成3% 更多伤害。

图腾上限的来源将会有更多渠道,玩家将会有更多选择来搭建图腾BD,烙印BD也是如此。

冠军在下个版本穿刺机制下,会有很大的探索价值,也会有很多的改动来贴合这个机制。板块之击已经做出了调整,以及“钢之碎击”、“Lancing Steel”、两个战旗技能,这是增添的技能。

But what about Self-Casting?

In the last few days the community has beenvery keen for news for casters who don't rely on totems or triggers, which isoften referred to as self-casting.

Self-casting has not been a specific focusof the set of balance changes for 3.5.0, and we don't want to try rush infurther big changes without extensive testing.

Betrayal does include some changes forvarious things associated with self-casting. We have designed the new coldskills to be aimed at self-casters, for example.

We are sure you'll find interesting buildsand choices of many kinds in Betrayal. There are already some balance changesplanned and underway for 3.6.0. We expect to keep a good eye on gameplay duringBetrayal to see how our plans need adjustment, and to develop a picture of the balanceroadmap for next year.

自施法捏?

许多玩家不太玩陷阱、图腾类BD,他们倾向于自施法,对于玩家们关心的自施法问题,我们想说:

自施法在3.5.0不是调整的重点,在没有经过大量测试时,我们不会做出大量增强的改动(比如取消施法动作啥的?)。

下赛季不会出现很多关于自施法的改动。但是我们设计的新冰霜技能实际上是可以用于自施法的。

可以确信的是,在下赛季,玩家会找到自己感兴趣的BD和物品搭配。我们已经准备了一些改进,它们将在3.6实装。但在那之前,我们希望在3.5,通过玩家的实际体验,来判断3.6将进行的这些改动是否合适,或者需要调整,在此之上,再去进行平衡——那是明年的事儿了。