[諜報] 無奈 台暴官方少翻譯的內容...
2018/06/17 11:40
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俄語口譯薪資翻譯社Armor
Baseline Armor has been removed from a number of Heroes. Please see the
specific changes to individual Heroes below.
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|Developer Comment: We have experimented with baseline Armor on some of our |
|Heroes for some time翻譯社 but we’ve decided to remove this functionality for |
|now. The problem with it that we’ve found over time is that baseline Armor |
|was difficult to communicate visually. It therefore ended up being a largely|
|hidden power that didn’t have any major changes on gameplay. Going forward翻譯社|
|we’ll prefer to make Armor—and other mechanics that are effective against |
|Heroes and damage types—more interesting when they are tied to game |
|mechanics. To clarify, while we are removing baseline Armor from Heroes, we |
|still like Armor that is tied to a window of time or has an obvious display |
|on the Hero when it is active. Some examples include Greymane in Worgen form|
|and Cho’gall’s Ogre hide. |
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Structures
Fort Tower experience reduced from 500 to 250.
Fort experience increased from 1,000 to 1,200
Keep experience increased from 1,650 to 2,050
Towers of Doom
Fort Tower experience reduced from 500 to 250.
Fort experience increased from 1翻譯社100 to 1,200.
Keep experience increased from 1,900 to 2翻譯社050.
Note: Towers of Doom Forts upgrade to Keeps when the Tunnels open,
approximately 12 minutes into a match.
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|Developer Comment: We’re taking some of the experience offered by outer |
|Towers and distributing it amongst other Structures in an effort to keep |
|teams closer in levels for a little while longer. We still want to reward |
|skillful play, but a team that completes the first objective is frequently|
|able take out a lot of the opposing team’s outer Structures. Not only did|
|this open up a strategic advantage (Healing Fountains get destroyed翻譯社 |
|Fortifications provide less safety), but it also pushes the winning team |
|further ahead. Usually翻譯社 this results in one team reaching level 10 before |
|their opponents, allowing them to snowball to an even greater lead. We’d |
|like to instead slow down early game leads, so that winning teams have to |
|play well for a longer period of time. |
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英雄改動的部份就懶得貼原文了 有點懶惰 ㄎㄎ
可是要注意
PTR Note: The following changes to Armor and Structures are present on the
Public Test Realm but will be added to the live version of Heroes of the
Storm in a separate balance patch within the next few days.
PTR Note: The Hero changes listed below are present on the Public Test Realm
but will be added to the live version of Heroes of the Storm in a separate
balance patch within the next few days.
這就我很火大的點
這些改動會在幾天後上正式服 啊台暴不翻出來是?
1.某些英雄生成帶的根基護甲將被移除
開辟者備註的理由是 這些護甲沒有互動 就一向躲在根基能力中而難以改變
他們希望護甲是在特定的情況下呈現 增添互動
2.建築物經驗值的改動
外堡前的門牙經驗值500-->250
外堡經驗值1000-->1200
內堡經驗值1650-->2050
惡運之塔也適用一樣的經驗值
(注:惡運之塔12分鐘的升級除開傳送門 3座堡壘也升級成要塞-->經驗值晉升)
開辟者備註的理由是 各人拿機制都只破外堡門牙 再來是水池 如許不僅有戰略優勢
還獲得必然的經驗值領先 早期遊戲的雪球導致先上10等 獲得更大的優勢 進展藉此
下降初期遊戲的優勢
3.英雄改動部分
因應被動護甲的調整而有的生命值 生命值回復率的改動&格檔先天調劑
卡西亞 1660(4.0)-->1840(3.828) (很神奇,生命值增添 恢復率降落...)
移動時的物理護甲 65-->40
瓦里安 1924(4.001)-->2116(4.406)
嘲諷的被動護甲移除 賜與的血量加成25%-->30%
甲蟲 1925(4.012)-->2100(4.375)
移除被動的法術護甲
W 魔耗 30-->25 啟動W時具40點神通護甲
阿薩斯 2524(5.258)-->2650(5.52)
移除被動的物理護甲
1等格檔先天的物理護甲60-->75
喬安娜 2350(4.895)-->2540(5.289)
移除被動的物理護甲
1等格檔天賦的物理護甲50-->75
狼人 親兒子 沒改掉狼型態的物理護甲
---
體型改動
菲尼克斯1.25-->1.125 (同縫合怪&炎魔)
凱娘1.15-->1.0 (同牛頭&蟲媽媽)
---
其他改動
源氏
D CD 12-->15秒
1等天賦 飛身下馬 下降D的CD由 7-->10秒
凱娘
W 傷害 40-->42
瑪翼夫
W CD 12-->14秒
E CD 10-->13秒
傷害 100-->180
機制調劑
不在(更改:再)對英雄造成雙倍危險 而是降低4秒冷卻時候
4等Q(不知中文翻譯 Blade Dance) 下降影響局限 4-->3.5
小鹿
4等被動 物競天擇 對非英雄的毒素傷害加成由150%-->125%
7等Q (不是阿誰Q完普攻散佈的) Q對一層毒素的額外傷害加成 50%-->75%
三層毒素的額外危險加成 100%-->125%
蟲媽媽
D 150(+3%)-->125(+4%) (蟲胎.)
W 血量 471(+3.5%)-->420(+4.5%)
危險(+4%)-->(+5%)
移動速度+4%
E 血量 346(+3%)-->328(+4%)
落地及甲由的危險 (+3%)-->(+4%)
R1 傷害 80-->88
R2 血量 664(+3%)-->550(+4%)
1級 E 降地來自非英雄單元對於甲由的傷害 40%-->50%
16級 W群落擴張 下降W CD 6-->7秒 且下降30點魔耗
W菁英殺手 W對英雄釀成的最大生命值傷害由2%-->2.5%
奧利爾
生命值 1758(3.66)-->1700(3.54)
Q 外圍危險 57-->45
中間傷害 171-->180 (80、160-->57、171-->45、180)
亮E
D 醫治量109-->112
R1 閃療 192-->200
斯杜柯夫
D 引爆Q的醫治量 435-->450
Q 每0.75秒的醫治量 35-->37
迪亞布羅
生命值2567(5.3515)-->2618(5.4542)
每秒進犯次數0.91-->0.95
W危險得的恢復量 125%-->130%
1等(Q/E) 使敵人暈眩後所獲得的醫治量由4秒15%-->3秒12%
被動 每一個靈魂石使醫治活泉即恢復支球的醫治效果提高 2%-->2.25%
主動 魂靈護盾 CD 60-->45秒
4等 Q 賜與護甲的加成 15-->20
滿魂魄石時的護甲加成 30-->40
W 每個魂靈石賜與W治療的加成 1.25%-->1.3%
13等 Q撞牆傷害使命 100%+15%*5-->80%+20%*6 (MAX 175%-->200%)
卡爾洛斯
Q CD 7-->8秒
E CD 12-->14秒
16等Q Q降低E CD 7-->9秒
乾我打字太慢了 QAQ
以下內文出自: https://www.ptt.cc/bbs/BlizzHeroes/M.1528189056.A.488.html有關各國語文翻譯公證的問題歡迎諮詢華碩翻譯公司02-23690932
以下內文出自: https://www.ptt.cc/bbs/BlizzHeroes/M.1528189056.A.488.html有關各國語文翻譯公證的問題歡迎諮詢華碩翻譯公司02-23690932
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