注,这是PTR,不是最终改动
Balance
Human
人族
Improved Lumber tech requirement removed.
改进型伐木效率研究的升级需求移除
Advanced Lumber tech requirement changed from Castle to Keep.
高级伐木效率研究的升级需求从城堡改成主城
Developers’ notes: In a Human vs Undead matchup, the Human player is generally expected to lo some peasants throughout the early- to mid-game. The Human player also must invest in a lot of wood for early defen, and u militia quite frequently to defend, which caus them to have gold to wood ration imbalances. This change should help Human players balance their economy and make it slightly easier to transition into the later part of the game and unlock key units against Undead.
开发者评语:在人族打UD的对抗里面,人族玩家一般是会在早期到中期的过程中死掉一些农民的。人族玩家同时也要投资很多的木头用以做早期防守,并经常需要使用民兵进行协防,导致了他们金木比例失衡。这个改动是为了帮助人族玩家平衡他们的经济,并让他们更加容易的过度到游戏的后期来解锁抗衡UD的核心单位。
Knights now have Sundering Blades by default.
骑士现在天生自带裂甲之刃技能
Developers’ notes: With the addition of the Sundering Blade passive, we’ve really en a lot more Knight usage and we like that a lot. However, it takes a long time for Knights to come online with their multiple upgrades. We feel that allowing Sundering Blades to be on Knights by default allows them to have an immediate impact when built, while giving them some uniqueness as a heavy late game unit.
开发者评语:随着我们加入了裂甲之刃技能后,我们看到了骑士的使用率得到了非常大的提升,这是我们所希望看到的。但是要等到骑士完全升级它的多个技能实在是太久了。我们觉得让骑士默认自带裂甲之刃能让他们一出生就马上能起到作用,并让它作为一个更具有特色的后期高级单位。
Priest dispel range incread from 600 to 700.
牧师驱散范围从600提高到700. (译者注:根据下面的评语,应该是驱散的距离,不是驱散的半径范围)
Developers’ notes: Changes to the overall meta have moved players toward favoring range units in certain matchups. We公务员的要求 noticed that whenever a priest would try to cast dispel, they would immediately get focud down by piercing damage and be killed immediately. This slight increa in range should improve the usability and quality life for the priest.
开发者评语:在最近的改动里面,我们主要到玩家现在在特定对抗中更加偏向使用远程单位。我们注意到每当牧师尝试释放驱散技能时,他们就会马上被穿刺伤害集火而快速被杀掉。这个稍微提高驱散的距离能提高这个技能的实用性和牧师的可用性。
Scout Tower / Guard Tower / Cannon Tower / Arcane Tower repair rate is now 5 conds faster.
哨塔,箭塔,炮塔,圣塔的维修速度减少5秒
Developers’ notes: This was a change we tested in a previous PTR, but pulled away from to e how the previous patch performed. Since then, we’ve en players shift to more ranged units, and we feel this change is needed to help Humans defend against certain pushes. Currently, even if a Human reacts immediately to a threat with a handful of peasants, it is still not enough to prevent their towers from going down.
开发者评语:这是一个我们在之前PTR就测试过的改动,但是我们因为在PTR里面看到它的表现而决定回滚了那个改动。但在那之后,我们看到玩家们都更偏向使用远程单位,所以我们觉得这个改动能帮助人族玩家更好的防守特定的推进。目前来说,就算人族的塔被集火的时候农民马上到位开始修,人族的塔还是修不住。
Siege Engine tank experience bounty reduced from 85 to 60.
坦克的经验值从85下调到60
Developers’ notes: Whincludedile we wanted to reduce the overall effectiveness of certain siege engine strategies大棚蔬菜种植成本, we realized that due to the inflexibility of our experience leveling system, tting the bounty at 85 was too high. There has been some ongoing community ntiment that tanks were in a good place previously, so we’ve reduced the experience bounty. We will continue to monitor this and may test additional changes in lieu of this one.
开发者评语:虽然我们想削弱坦克战术的效率,我们意识到我们目前经验值等级系统的局限性,把经验值定位85还是太高了。我们注意到社区的反馈中普遍认为坦克在改动之前就已经处在一个比较平衡的状态,所以我们决定降低坦克的经验值。我们会继续留意这个改动并可能会对坦克进行进一步修改。
Night Elf
暗夜
Druid of the Claw starting mana incread from 100 to 125.
熊德(人形态)的出生魔法值从100点魔法提高到125点魔法。
Developers’ notes: A small quality of life change that was requested by the community, which also helps master bears have slightly more utility right away.
开发者评语:这是一个社区玩家提出的一个小改动,也能帮助大师级熊德在出生的时候就有更多的一点作用。
Undead
亡灵
Acolyte hit point Regeneration while on Blight reduced from 4 to 3 HP per cond.
侍僧在腐地上的回血速度从4改为3点每秒。
Developers’ notes: In a previous patch we saw the regen rate on Blight double. This was to address the vulnerability of the unit being expod and stationary while mining gold. As the overall spirit of the change was heading in the right direction, we’re reducing the number slightly to allow for more harassment opportunities from the opposing player.
开发者评语:在之前的一个补丁里面我们让侍僧在腐地上的回血速度翻倍,这主要为了针对侍僧在采矿的时候暴露在外且不能动的问题。虽然这个改动我们觉得是一个好的方向,我们觉得还是应该稍微降低一下回血速度,让对手有更多骚扰的可能性。
Rod of Necromancy cooldown reduced from 26 to 24 conds.
骷髅棒CD从26秒降低为24秒
Developers’ notes: Slight calibration of the previo高考考生号怎么查us change. We’ve noticed that this change has more effect on UD creeping than intended, so we’re reducing this number slightly.
开发者评语:对之前改动的微调。我们注意到这个改动对UD的练级效率影响比我们想象的严重,所以我们稍微回调一下。
Ritual Dagger gold cost reduced from 125 to 100.
献祭匕首的价格从125降低至100
Developers’ notes: We’re reducing the cost of the Ritual Dagger to promote its u more and to bring its cost in line with its healing performance.
开发者评语:我们决定降低献祭匕首的价格来让它更加实用且让它的价格更加符合它的回复能力。
Cryptlord impale Stun Hero duration reduced from 1/2/3 to 1/1.5/2, and Cryptlord damage reduced from 75/120/165 to 60/110/150.
小强穿刺技能晕英雄的时间,从1/2/3降低为1/1.5/2, 而且穿刺伤害从75/120/165降低至60/110/150
Developers’ notes: We’re bringing the overall hero stun duration in line with other hero stun abilities. Plea note- its overall stun duration against units remains unchanged. While looking at impale and potentially changing other units in other factions, we noticed that the threat of impale damage is the main reason that certain strategies are not viable against an Undead player that goes Cryptlord first and levels fast.
开发者评语:我们决定让这个技能晕英雄的时间和别的英雄晕英雄的时间相类似。请注意,对单位的晕时间是没有改变的。我们注意到穿刺技能的高伤害使得对抗小强首发来快速练级的时候,对手有很多战术没办法使用。
Frost Armor duration is now scaled per level.
冰甲的时间现在根据等级提高
Level 1: Frost duration 2 conds.
1级:冰甲持续2秒
Level 2: Frost duration 4 conds.
2级:冰甲持续4秒
Level 3: Frost duration 6 conds.
3级:冰甲持续6秒
Developers’ notes: This was something that the community has been requesting for some time, and it address the early power spike against melee units, while still allowing the ability to scale up as the Lich levels up. This tuning makes the ability slightly wor at level 1, the same as it is currently at level 2, and better at level 3.
开发者评语:社区的玩家们要求这个已经有一段时间了,这个改动能有效控制UD在中前期对近战单位的过强控制,同时也会随着巫妖等级提高而变强。这个改动使得这个技能在1级的时候稍微弱一些,2级的时候一样,3级的时候变得更强。
Boneyard no longer requires sacrificial pit.
埋骨地不再要求先造牺牲深渊
Developers’ notes: We currently believe it takes too long for Frost Worms to e play. This change should allow players to find strategies to u frost worms and should also help in conjunction to the knight change in this patch.
开发者评语:我们觉得冰龙能出场的时间太晚了。这个改动应该能让玩家找到使用冰龙的战术,同时也能针对一下这个版本我们对骑士的改动。
Items
道具
Alleria’s Flute of Accuracy bonus reduced from 0.1 to 0.075.
阿利亚之笛(强击光环的那个道具)提高远程伤害从10%改为7.5%
Ancchore可数吗ient Janggo of Endurance bonus reduced from 0.05/0.1 to 0.03/0.075.
古之忍耐姜歌(牛头光环那个道具) 从提高伤害5%移速10%改为提高移速3%提高伤害7.5%
Khadgar’s Pipe of Insight bonus reduced from 0.75 to 0.5.
卡嘉长萧(辉煌光环那个道具) 提高魔法值恢复从每秒0.75点减少至0.5
Legion Doom-Horn bonus reduced from 0.5/1.0 to 0.3/0.75.
毁灭之角(邪恶光环那个道具),提高恢复生命值0.5每秒/10%移速,改为0.3每秒/7.5%移速
Scourge Bone Chimes bonus reduced from 0.2 to 0.15.
天灾骨钟(吸血光环那个道具),吸血从20%改为15%
Warsong Battle Drums bonus reduced from 0.1 to 0.075.
战歌之鼓(科多兽光环道具),伤害增加从10%减少为7.5%
The Lion Horn of Stormwind bonus reduced from 2 to 1.5.
风暴狮角(专注光环道具),增加防御值从2减少为1.5
All items’ re-ll percentage incread from 50% to 75% of the item’s original cost.
全部道具的卖商店价格从该道具原价的50%改为75%
Developers’ notes: The are probably the biggest changes in this patch. We’re making some changes to all the Aura items to reduce their effectiveness. We believe that the aura items do have a place in the game but should not have parity in power to the actual hero ability. Also, due to the nature of some items being more impactful than others, we’re increasing the ll rate of items to help mitigate some potential “bad item luck” that players may experience, which can ultimately determine the outcome of some games.
开发者评语:这可能是这个补丁最大的改动。我们决定降低所有光环性道具的强度。我们觉得这些道具应该在对战中有用武之地,但是不应该和对应英雄的技能一样的强。同时因为总会有某些道具比其他道具在特定情况更有用的情况发生,我们决定提高卖道具的价格来减少“道具不好运”对玩家的影响,也会最终改变一些对战的结果。
Bugfix
Bug修复
Fixed an issue of inconsistent rally flag behavior on Goldmines which could reveal player locations in the Fog of War.
修复了对金矿插旗子可以在战争迷雾还没解锁的时候就知道对手位置的bug.
翻译来自:谷歌小码农
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