[情報] 3.20 詛咒改動
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 matterthe 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 cameat 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 severalother 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.
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!
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 wherethe 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 Level1, relative to their Level 20 power, because they scale in a more gradual waywith 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 betwice 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 inCurses 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'sAscendancy. 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 hasbeen moved to the passive skill tree, where it's available for everyone. Thisis 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 wellas 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 topend 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 isalso 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
--
詛咒減免移除?!這真的是GGG嗎?
打王奧術烙印上詛咒不就好了
奧術烙印主要是本身扔出烙印這動作偏慢
奧術還是麻煩 卡個武器施放
看起來跟CEO願景對不太起來,GGG怎麼了?
這改動…! 如果原效果在王身上好像有點強
看能不能讓我這玩8年的劇情仔有機會打到紅圖
這樣元抗+單抗雙詛咒 不就很強 還是後續會把王抗性提高
居然有點香
所以惡語術會在哪 天賦樹嗎?
是的話我每隻都點
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
優質翻譯推
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
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
易燃順便給加速點燃有點強耶
這樣自動走路刷怪機會變強嗎...?
那戒指感覺很難掉又很貴
Profane Bloom活下來了 還好還好
詛咒+1天賦必點
穢言亡語沒有詛咒影響無咒 差很多欸
推翻譯。覺得這樣改很快就會被大佬們玩壞了,不然就是
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
這麼強),或是下季再來個平衡大nerf
看這樣秘書家以後都要配一顆詛咒小星團了
秘術災厄 狂喜?
只需撐高暴擊球數量 達到五咒?
ilv84 3passives curse星團起飛
temparal curse感覺要被玩壞了
只可惜還是回不去HH自咒的榮光
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
你用這麼簡單的方式兩個降抗就玩壞
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
Occultist昇華把詛咒分配這樣改比較合適
德瑞之膚要變成天價裝了,一鍵六咒
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
我先猜秘術起飛
等reddit有人發出玩壞可能性被GGG發現就會趕緊下修了
哪次不是這裡buff一點另一邊砍一大刀 總體一定還是nerf
啦
反正就觀望吧,市場本來就是先放出利多然後你進場才發現還有坑XD 暗砍啥的你也只能等到3.20真的上了才會知道XD 至少肯放出利多而不是3.15那種開場直接說我們要大縮水好了 看樣子有競爭對手還是好事,希望他們能多玩點火炬惡月當觀摩依據
德瑞之膚自帶+5不是嗎
火炬:會怕了吼
3.20 咒術迴戰
幹,3.20真的會一堆咒術迴戰梗==
那戒指感覺好強... 保底三詛咒
整體應該不會改變多少 對天花板影響比較多
擊中脆弱絕望1跟20等那段的意思是: 某些詛咒的效果
隨等級成長太差,造成自施高等詛咒相對擊中詛咒的1等
缺乏誘因,因此要提高這些詛咒效果到20等為1等的兩倍
簡單講就是提高詛咒效果隨詛咒等級的成長率鼓勵自施
ggg員工年終就靠這波更新留住人買贊助包
? 10藍10綠10咒bv ?
doomblast不用換寶石了,不過這季也用它刷到魔血玩到吐
圖騰衣又爆了? 我怎麼說又呢
厄運系統到底是啥?從沒研究過就砍了XD
自私才會用到的系統 沒研究過正常
圖騰衣到底…
預防會錯意說一下 懦夫跟圖騰衣的欸其實是意外他們居然是buff 文章中提到的這3件裝備的詛咒其實都是副作用,都是把詛咒扔在你身上的 所以拔掉詛咒效果反而是減少副作用 再加上他們說的詛咒改動後對白怪會變弱 其實就是暗示數值會全面砍 圖騰衣全詛咒都會給你就算了,乖乖設法抵銷掉 懦夫腰或許可以硬吃1等脆弱?
這樣感覺以前把手套那去瓦脆弱那招會回來
如果那個三詛咒戒指不貴的話,手套厄斯根瓦出脆弱
再搭個擊中印記輔助,整體總合也會突破一些
這不是我知道的ggg(嚇哭
逞罰移除又加強... 嗯 版本前就會被改正了吧
一定會有全面數值調低啦 他們都說對白怪效果反而會變低了 但是懲罰移除表示至少在橘怪上比以前有用了
免疫移除?那咒術師職業是白癡嗎
咒術師是哪個職業
懦夫腰那個"增加"很X,你撐降詛咒效果到100%還是會
他有說打王是現在的兩倍 所以數值應該是現在的調降33%
吃到詛咒效果,圖騰衣是"更多"所以撐到100%就無效了
聖誕大禮包? 讓玩家爽虐各種『頭目 + 金怪 』?
自咒又被偷砍XD
黃怪現在是沒減免的 所以刷圖下礦全面削弱 另外印記的地
位不會很尷尬嗎XD
標題是curse 不知道會不會連印記一起下修
GGG設計了厄運系統, 結果還是拿掉了
搞個咒術效果跟持續時間掛勾,要你跟王跳恰恰,結果
王根本沒差,玩家卻早就躺了…
厄運體系只是想弄自施詛咒流派吧,只是這遊戲自施一直都
那麼爛
我猜八成會把詛咒數值下調很多 這才是我認識的GGG
nga有人算了 戒指觸發打王大概-11%加強成-15%
ggg式平衡:嘿 現在虛弱變強囉 那我可以把怪再調強了
又要調到不開虛弱怪就一拳扁死你
你是說衰弱嗎
絕望省事,成效接近,除非打混傷,又吃混點傷;脆弱是裝
備詞直接屌打lv21寶石,手套瓦最低40%效果除了品質每條
全贏
不都是先丟出小部分很香的點,然後再把大部分正常的地方
砍成屎嗎==
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+
效果才會這樣 原本直接等級就沒事
先打一折 然後給你+3% =真香?
這真的是我認識的ggg嗎
判官無視抗性的優勢瞬間變小
這詛咒改動怎麼好像史詩級的buff,真的是ggg嗎
以GGG邏輯 還是別太期待 說不定新的數值超可笑
以上面的推論來說大概是數值砍半吧 反正砍半也是buff。
肯跟你講的多半是香的或不那麼臭的
等等反手就來一個連PN都不寫的超絕nerf
有些是真的做一次直接永久汙點XD
無限詛咒時間天賦都有了 那誰還用印記
3.20說boss身上會是現有的兩倍(0.33*2=0.66)所以大概是
整體數值砍30-40% 然後非自施還有reduced effect 所以我
猜是約目前的一半
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
方偷砍
媽的誰要自施啊
Curse FAQ: https://imgur.com/a/VDcYph7
不知道怎麼修bug? 直接移除然後稱這個為rework —— GGG
跟你講的時候都只講看起來超絕buff的部份吧
實際進遊戲又會發現他透過不叫作抗性的抗性調整成比
以前還要更加抗詛咒
比方說賽垃思現在可以被降速20%囉 ^_^
但是patch note上沒寫現在全部的怪都加速囉 ^_^
這個扯太遠了阿XD,等patch note出來在發洩阿XDD
2019 exilecon Chris就說要把怪調的比玩家還快了
怎麼2022還在意外?
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
麼相信他這次不會?
沒辦法 被搞過之後現在動不動就ptsd發作
現在討論這個都太早 pn出來再來想就好==
要發作也等pn出來再發作,牙膏看似buff結果pn實際出
來的情況是nerf的狀況早不知發生過幾次了
現在連PN都是假的 上線才知道被砍
42
[情報] 平衡改動-光環、詛咒和元素持續傷害以下非內文順序 1. 減少保留變更為保留效率 如:50%光環,60%效率保留30%:120%保留22.7% 2. 光環和詛咒星團移到小型珠寶40
[情報] 每日情報: 新基底 命運卡 詛咒改動轉貼巴哈杏大 此武器造成的物理傷害100%轉換成隨機元素傷害.37
[情報] 詛咒 FAQ取代末日的新關鍵天賦 看起來在女巫刺客中間最外圈偏向女巫那邊 咒術大師 你的咒術有無限持續時間38
Re: [閒聊] 大家覺得這次改版對遊戲體驗的影響?1. 滿衝能自動喝藥 看起來無副作用而且血魔藥都可以用 超OP (註:血魔藥不能用 ) 配合抗性水buff 藥俠先掛個自動恨意再說 2. 寶鑽被砍 想玩暴擊的都給我去玩刺客 稱到滿暴 3. 看不懂詛咒這是想改成怎樣 用天賦樹擋 天賦太遠的全部給我去洗地圖?9
[閒聊] 咒術的讀後感跟猜想1. 咒是一種情感能源,會匯聚在特定處形成詛咒。詛咒被消滅後,這種能源會經結界蒐集至能量庫(天元)中 2. 大腦可以操控情感能量,藉此擁有特殊能力者稱為咒術師。一般人類的情感能量被天元結界所蒐集,而咒術師從中提取利用。部份人天生釋放大量的情感能量(乙骨),部份與天元的連結失效或異常(天與咒縛) 3. 天元的管理者是御三家、咒術高層。擁有優先或特殊的提取權限,藉此鞏固地位並獲利。 4. 天元能量飽和後需要「轉生」,藉此消耗能量。但上次轉生失敗,導致能量開始外溢到底層咒術師,造成平均素質提升。 5. 天元的設立與存在,與前千年前的宿儺有關。宿儺不會是最終魔王5
[心得] 3.16 判官-點燃咒術枯萎(新手向)從3.16開季前得知點燃與咒術枯萎Buff後,我跟朋友說:「我一定要用咒術枯萎拓荒!」 原本以為點燃相關裝備會超貴,但現在看起來好像還好xDD 這篇所使用裝備為全傳奇,0 做裝環節 ※若想提升傷害可以自製黃裝,但我就懶※4
Re: [健檢] 暴斃刺客毒bv這季抄了公會大佬的毒刺客 所有有點概念 刺客生存靠什麼? 1.靈巧減傷+雙躲靠賽 2.靠抹滅炸光怪物