精華區beta LoL 關於我們 聯絡資訊
http://na.leagueoflegends.com/en/news/game-updates/patch/patch-41-notes 原文網址 http://lol.zones.gamebase.com.tw/forum/60895/topic/96974334/1?g=e775#96974549 素人自翻.. 雖然版上很多篇了 不過大多是技能跟道具的數字翻譯 好像沒看到有把說明完整翻完的.. 這篇我全翻完了..<(_ _)> Hey Summoners, Riot Pwyff here with the first update of 2014! Since this is the beginning of a new year, we’re rolling over our patch numbering from 3.x to 4.x. Aside from getting that +1, our general design philosophy for the new season isn’t changing. We’re still closely watching the state of the game as it evolves with the preseason, and this update is just another step down that path. The general theme of patch 4.1 is more refinement and tuning. We’re in the process of de-fogging more of those outliers like Shyvana, Riven and Annie. That said, now that the dust has settled we can also take another look at modernizing certain items (the Spirit line of jungle items, for example) and systems (2v1 lane swaps). Quick note, any text in red will be myself guiding you through some of our changes and our thought process behind them. On with the patch notes! 嘿!召喚師們! Riot Rwyff在此獻上2014第一次更新! 這是新的一年的開始,我們也將版本編號從3.X提升到4.x. 除了版本編號加1外,我們整體對新的一季的設計哲學並沒有變化. 我們依然觀注著這個遊戲的情況,就跟在季前時期一樣, 而這次的更新也是依著一樣的道路走下去的一環. 更新4.1的主要主題還是加強和調整. 我們現在主要是在處理一些過強的英雄,像是希瓦娜,雷玟和安妮. 在處理完這些事情後,才能夠來看看怎麼把一些道具 (像是靈魂系的打野裝) 和系統 (2v1線的換線效應)作調整. 簡單講,這邊出現的額外說明都是我想告知大家我們作出這些變動的原因, 還有作出決策背後的流程,接下來就是更新本文啦! ========================================================== Leagues The 2014 ranked season reset will take place within the next few days. We’ll have a full list of changes in the patch notes when it happens. 積分賽 2014積分賽會在接下來幾天內開放, 到時候我們會有一分完整的說明文件說明有那些變化. ========================================================== Vision Code Changes While these changes won’t be immediately noticeable at first, you should see some positive differences over time with vision becoming more dynamic and responsive. These changes let us do more with vision while tackling larger issues in 2014. No promises for now as to what timelines we’ll be hitting with our updates, but hopefully you’ll be able to see the difference. In-game vision should now be more responsive and dynamic as it interacts with abilities (like Lux’s Lucent Singularity) Ward sweeping abilities will now cause wards to darken the fog of war when they are disabled. Projectiles should register more quickly when a champion casts an ability from the fog of war 視野相關程式變化 雖然這邊的變化不會讓你第一眼就發現,玩一陣子後你依然能夠看到一些正面的變化, 因為視線變的更機動性且機靈點. 這裡的變化也讓我們在2014年能抓到一些視野重點作處理. 我們不能保證那個時間點會有這些更新,但希望你能分辨這些差異. 遊戲內的對應技能時的視野反應更快更靈敏(像是拉克絲的光圈技能) 清眼道具會讓被影響到失效的眼週圍的戰爭迷霧變暗 當英雄從戰爭迷霧外投射技能時,投射物出現在視野內的時間會變的更快. ========================================================= Champions Anivia Summary: We’ve increased the speed of Anivia’s basic attack projectile and brought down the mana cost of Flash Frost and Crystallize. Additionally, Anivia’s ult will now have a warning effect when she is almost out of Glacial Storm’s range. We call these kinds of changes “modernizations,” where we bring a champion up-to-date with the current state of the game. Usually this means mana cost changes (typically reductions), but it also extends to playability improvements, like range indicators or gameplay improvements. General Basic attack projectile speed increased to 1400 (from 1100) Q - Flash Frost Mana cost reduced to 80/90/100/110/120 (from 80/100/120/140/160) W – Crystalize Mana reduced to 70 at all ranks (from 70/90/110/130/150) R - Glacial Storm Now displays a warning particle over Anivia that only the Anivia player can see when she is close to the maximum range of her ultimate 艾妮維亞 大綱:我們增加了冰鳥的普攻動畫速度,並且降低了(Q)冰球和(W)冰牆的法耗. 另外,冰鳥在快要離開大絕的施放範圍時也會出現警告效果. 我們把這樣的變化稱為"現代化",意指我們把一個英雄調整的和現在的遊戲情況較符合. 通常這代表著法耗調整(基本上都是下修),但這也可能包含著使用英雄上的強化,像是 距離提示或是遊戲性的強化等. 一般 普攻動畫效果加況(1100->1400) (Q)寒冰閃耀 法耗下降( 80/100/120/140/160 -> 80/90/100/110/120 ) (W)寒冰屏障 法耗下降( 70/90/110/130/150 -> 70 ) (R)冰川風暴 現在會在大絕的施放極限範圍外顯示警告特效,只有冰鳥玩家看的到 Annie Summary: Pyromania’s stun duration is now shorter at earlier levels but Summon: Tibbers’ cooldown has been reduced at later levels to compensate. Annie’s a terrifying kid to play against in the early phases of the game – even before Tibbers joins the party– mostly due to her long duration stun at level 1. With these changes, we want to give Annie’s lane opponents some more room to breathe against her early threat, but we’ve given Tibbers more late game playtime to compensate. This should lessen a bit of Annie’s power without incinerating her overall strengths. Passive - Pyromania Stun duration now scales 1.25/1.5/1.75 seconds at levels 1/6/11 (from 1.75 seconds at all levels) R - Summon Tibbers Cooldown reduced to 120/100/80 seconds (from 120 at all ranks) 安妮 大綱:(被動)嗜火的暈人時間在早期變短,但是(R)召喚泰貝爾的CD在後期也變短來彌補. 安妮在早期稱線是很恐怖的小孩-就算是在泰貝爾來到線上之前也一樣-大多是因為他一級 就有的長效暈人. 隨著這些變化,我們希望安妮的敵人能在她早期的威脅下有更多喘息的空間, 但我們也讓泰貝爾後期更多出場率來彌補. 這樣應該能夠降低一點安妮的能力,但不讓他整體威力消失. (被動)嗜火 暈人的時間隨等級1/6/11成長( 1.75->1.25/1.5/1.75 ) (R)召喚泰貝爾 CD下降( 120-> 120/100/80 ) Evelynn Summary: We’ve slowed down Hate Spike’s missile speed, changed Ravage’s damage from magical to physical and Agony’s Embrace now grants its shield instantly. Evelynn’s newfound strength in the preseason is partially a result of our changes to the vision system, but she’s also been blowing up enemy champions during the mid-game when she can stack Magic Penetration. Changing Ravage’s damage to physical will reduce some of Evelynn’s burst, but our core focus is on the Hate Spike change. By reducing its missile speed, Evelynn’s victims should feel more rewarded for keeping her at a distance, especially if they have some speed boosts to outrange her spikes. We also cleaned up the response time of Agony’s Embrace – it feels pretty bad for Evelynn to die before the shield but after the cast. Q - Hate Spike Missile speed reduced to 1250 (from 2000) E - Ravage Damage changed to physical (from magic) R - Agony's Embrace Now grants the shield instantly (instead of 0.5 seconds later after the projectiles return to her) 伊芙琳 大綱:我們降低了她(Q)憎恨之刺的動畫速度,把(E)毀滅打擊的傷害從法傷轉成物傷, 並將大絕(R)臨終的擁抱產生盾的時間改成馬上產生 伊芙琳在Pre S4取得的的新力量是我們改變視野系統的部份結果,但他在堆了夠多魔穿後, 也能夠一次爆掉敵人的英雄.將(E)毀滅打擊改成物傷能夠降低伊芙琳的部份爆發力, 但我們的主要焦點還是放在(Q)憎恨之刺的變化.透過降低(Q)的動畫速度, 伊芙琳的受害者能夠在保持和她的距離這件事上取得更多的回報. 我們也修正了大絕(R)產生盾的時間, 因為對伊芙琳的玩家來說,在放了技能,盾還沒生之前就被打爆感覺很糟. (Q)憎恨之刺 動畫速度下降(2000->1250) (E)毀滅打擊 傷害轉成物理傷害(原本是法傷) (R)臨終的擁抱 現在施用後會馬上身盾( 而不用在動畫回到她身上後等0.5秒 ) Janna Summary: Monsoon now channels immediately on activation and the channel duration has been reduced. Additionally, we’re increasing Monsoon’s heal per second and total heal amount. Since we removed a lot of Janna’s invisible power, we can now buff up some of the cooler parts of her kit. Since Monsoon is one of Janna’s big moments in the spotlight, we decided to throw caution to the wind and buff her up with more healing potential and immediate gains. R - Monsoon Now begins channeling immediately upon activation (from an initial 0.25 second cast time) Total channel duration reduced to 3 seconds (from 4 seconds) Heal per second increased to 100/150/200 (+0.6 ability power) (from 70/110/150 (+0.35 ability power) Total heal amount increased to 300/450/600 (+1.8 ability power) (from 280/440/600 (+1.4 ability power)) 珍娜 大綱:(R)復甦季風現在施放後會馬上生效,而且需要站在原地的時間下修. 除此之外我們也增加了(R)的回血效率和總回血量 在移除了珍娜不可見的力量之後,我們現在能夠強化她的技能組中最帥氣的部份. 既然(R)復甦季風是她在聚光燈下最動人的一刻,我們決定強化讓這技能有更大的回復潛能 和能夠立刻有其效果. (R)復甦季風 現在發動後會馬上生效(之前有0.25秒的施法時間) 持續時間下降( 4->3秒 ) 每秒回血量增加( 70/110/150+0.35AP => 100/150/200 +0.6AP ) 總回血量增加( 280/440/600 +1.4AP => 300/450/600 +1.8AP ) Jinx Summary: We’ve lowered Jinx’s base health but increased her health per level. We’re also standardizing Flame Chompers! arm time, reduced its damage at earlier levels and fixing a slight bug. Given all of Jinx’s other core strengths; we’re looking to reduce some of her early game laning power. Despite Flame Chompers! taking a little longer to arm – and doing less damage at early levels – Jinx can at least get excited about their increased reliability against champions who could use movement-based abilities to get over them (Vi, Lee Sin, etc). General Base health reduced to 462 (from 500) Health per level increased to 82 (from 80) E - Flame Chompers! Standardized arm time to 0.7 seconds (from 0.5 to 0.74 seconds) Fixed a bug that would cause Chompers to sometimes not activate on champions dashing over them Reduced damage at earlier levels to 80/135/190/245/300 (from 100/150/200/250/300) 吉茵珂絲 大綱:我們降低了吉茵珂絲的基本血量,但增加了她的每級提昇血量. 我們也統一了(E)咬咬手榴彈的布置時間,降低這個技能的早期傷害,並修正一些bug 在給了吉茵珂絲其他的核心威力後,我們需要下修一些她早期線上撐線的威力. 除了(E)咬咬手榴彈整體看起來需要較長的時間來生效,而且在早期傷害較低外, 這些手榴彈現在更可靠,能對利用移動技能通過它們的英雄(菲艾,李星)生效- 吉茵珂絲感會對此感到興奮. 一般 基本血量下修( 500->462 ) 每等級血量上升( 80->82 ) (E)咬咬手榴彈 生效時間統一(原本是0.5秒到0.74秒,現在統一為0.7秒) 修正有時後英雄用技能穿過手榴彈時不會生效的bug 修正早期的傷害( 100/150/200/250/300 -> 80/135/190/245/300 ) Nasus Summary: We’re reducing Wither’s range and removing the increased Wither and Spirit Fire range granted through Fury of the Sands. We want to keep Nasus’ core strengths where they are while toning down some of his power. Reducing the cast range of Wither and removing Wither’s bonus cast range from Fury of the Sands means that Nasus must position better and make better decisions about which target to Wither, rather than “sniping” fragile opponents with long-range Withers before eating them. W - Wither Range reduced to 600 (from 700) R - Fury of the Sands No longer increases the cast ranges of Wither and Spirit Fire 大綱:我們降低了(W)枯萎的距離,並且取消了大絕發動時(W)枯萎和(E)靈魂烈焰提升的施 放距離 我們想要保持納瑟斯的核心威力,同時調降一些他的力量. 降低(W)的施放距離和(R)大絕發動時的額外距離代表著納瑟斯需要站位站的更好, 而且對於施放(W)的目標選擇要有更好的判斷,而不是在吃掉軟皮的目標前, 先遠遠的用(W)狙擊它們. (W)枯萎 施放距離下降( 700->600 ) (R)死神降臨 不再增加(W)和(E)的施放距離 Rengar Summary: We fixed a bunch of bugs in Savagery and tweaked Empowered Battle Roar. Rengar’s overall sustain with Empowered Battle Roar is incredibly high, especially because he can transition from a tank in the mid-game to an unseen predator in the late-game. While this is definitely a nerf to Rengar’s overall sustain, we wanted to maintain his ability to survive in a fight, so the scaling heal will remain a good choice when Rengar’s low on health. The Savagery change means that Rengar now has two seconds to pull off his empowered basic attack instead of six seconds. Q – Savagery Savagery basic attack buff (not attack speed buff) reduced to 2 seconds (from 6 seconds) Fixed multiple bugs that allowed Rengar to use Savagery more frequently than intended W - Battle Roar Empowered Battle Roar heal changed to 20 + (10 x level) amplified by a 1% per 1% of Rengar’s missing health (from 40 + (20 x level) health) 雷葛爾 大綱:我們修正了(Q)兇殘打擊的一些bug,並調整了強化(W). 雷葛爾透過(W)怒獅戰吼取得的生存力難以至信的高,特別是因為他能夠在遊戲中期的坦克 , 轉化成遊戲後期不可見的獵殺者.當然這是對雷葛爾整體生存力的下修,我們依然想要 維持他在戰鬥中的存活力,所以當雷葛爾在低寫量時有額外的回血能力是好選擇. (Q)兇殘打擊的調整代表雷葛爾要在兩秒普攻用掉這個技能,而不是6秒內用掉. (Q)兇殘打擊 (Q)的基本攻擊buff(不是攻速buff)下降到2秒,原本是6秒. (Q)修正一些讓雷葛爾能夠比預期的更頻繁使用(Q)的bug (W)怒獅戰吼 現在強化(W)回血改成20 + 10/每等級,每失血1%便增加1%總回血量. 原本是40 + 20/每等級. Riven Summary: We lowered Riven’s base attack damage but increased her attack damage per level to compensate. Additionally, Broken Wings’ damage has been decreased and Valor’s shield duration was shortened. Riven’s burst damage is just too high at early levels, so we’re dulling her blade. Broken Wings scaling off total AD from bonus AD means that Riven will do better when she’s behind (because she won’t be able to buy so much raw AD), but worse when she’s far ahead. We’re reducing the duration of Valor to hit some of Riven’s flexibility in lane – if she’s going to rely on Valor’s shield to trade damage, she’ll need to commit quickly or risk losing the shield. General Base attack damage reduced to 54 (from 56.7) Attack damage per level increased to 3 (from 2.7) Q - Broken Wings Damage per strike decreased to 10/30/50/70/90 (+40/45/50/55/60% total attack damage) (from 30/55/80/105/130 (+70% bonus attack damage)) E - Valor Shield duration reduced to 1.5 seconds (from 2.5 seconds) 雷玟 大綱:我們降低了雷玟的基本傷害,但強化了每等級得到的傷害作為彌補. 除此之外,(Q)斷罪之翼的傷害下降了,而(E)勇者無敵的盾持續時間變短. 雷玟早期的爆發力太高了,所以我們鈍化了她的大刀. (Q)斷罪之翼現在用全部AD加成,而不是額外AD加成,這代表雷玟在落後時 能有較好的表現,但在領先時不會這麼強.我們也降低了(E)的盾時間, 藉此消減雷紋線上的彈性-如果她想靠著(E)來和敵人換血,那她需要 快速的動作,不然就會有盾消失的危險. 一般 基本傷害下降(56.7->54) 每等級堤升的傷害增加(2.7->3) (Q)斷罪之翼 每次攻擊的傷害下降( 10/30/50/70/90 + 40/45/50/55/60%總AD), 原本是 30/55/80/105/130 ( +70% 額外AD ) (E)勇者無敵 盾的持續時間下修( 2.5秒->1.5秒 ) Shyvana Summary: We’re lowering Burnout’s overall damage and Flame Breath’s damage at earlier levels. Dragon’s Descent also received a bug fix and the damage now matches the tooltip. Shyvana’s doing a lot of damage in the early to mid-game, even when she builds tanky. It turns out that when Shyvana can push, wave clear and out-trade opponents all at once, things can get a little frustrating. We’re cooling some of that dragon blood down to make her early bullying more manageable. W - Burnout Damage per second reduced to 20/35/50/65/80 (from 25/40/55/70/85) Minimum magic damage reduced to 60/105/150/195/240 (from 75/120/165/210/255) Maximum magic damage reduced to 140/245/350/455/560 (from 175/280/385/490/595) E - Flame Breath Damage reduced at earlier levels to 60/100/140/180/220 (from 80/115/150/185/220) R - Dragon's Descent Damage now correctly matches the tooltip at 175/300/425 (from 200/300/400) 希瓦娜 大綱:我們降低了(W)聖龍怒火的總輸出,還有(E)龍之吐息的早期傷害. (R)真龍轉生的bug也被修掉,讓傷害和文案相同. 希瓦娜在遊戲早期和中期能輸出一堆傷害,就算出坦裝也很痛. 這結果讓希瓦娜一次取得推線,清兵和換血優勢,而敵人會感到很難過. 我們冷卻了龍族的部份怒血來讓他早期線上的宰制力是能被應對的. (W)聖龍怒火 每秒傷害下修( 25/40/55/70/85 -> 20/35/50/65/80 ) 最低總傷害下修( 75/120/165/210/255 -> 60/105/150/195/240 ) 最高總傷害下修( 175/280/385/490/595 -> 140/245/350/455/560 ) (E)龍之吐息 早期傷害下修( 80/115/150/185/220 -> 60/100/140/180/220) (R)真龍轉生 現在傷害和文案相同( 200/300/400->175/300/425 ) Thresh Summary: We made it more obvious that Dark Passage is a clickable item and gave it a small collision radius. We’re also slightly increasing the time it takes for The Box to form. Giving Thresh’s lantern a small collision radius means that he can’t cover things like minions or wards to prevent enemies from clicking them. Similarly, this also means that minions can’t accidentally cover up a lantern, and that enemies can’t block Thresh’s lantern with a bunch of wards. Instead, Thresh’s lantern will now slightly push units out of the way when it’s thrown on top of them – or if the unit can’t be moved (ie: wards or champions), Thresh’s lantern will land beside them and champions won’t be able to walk directly on top of it. Click that lantern! The increased delay on The Box’s wall formation is to clarify its use as a trapping ability when Thresh has the right position. Sometimes Thresh will just throw out The Box when walking behind a fleeing opponent to “clip” them on the edge, but Thresh should fail in those situations because he didn ’t bother to have the proper positioning. W - Dark Passage Now shows indicator particles to nearby allies to indicate that it is a clickable object Lantern now has a small collision radius R - The Box Delay on wall formation increased to 0.75 seconds (from 0.5 seconds) 瑟雷西 大綱:我們將(W)鬼影燈籠弄成更明顯的可點擊物品,並將它的點擊範圍變小. 我們也將大絕(R)惡靈領域成型所需的時間增加. 把(W)鬼影燈籠的點擊範圍變小,代表不能靠燈籠來阻礙敵人清眼或小兵. 同樣的,這樣代表著小兵不能蓋在燈籠上,而敵人不能夠透過一堆眼來擋住燈籠. 相對的,當瑟雷西丟出燈籠時,會把旁邊的單位稍後推開-如果碰到的單位不能移動 (像是碰到眼或英雄)-燈籠會掉在旁邊,而英雄不能直接走過去.點點燈籠吧!! 增加(R)惡靈領域的施放時間代表這是個當瑟雷西在正確位置上可以用的陷阱技. 有時候瑟雷西很單純的就是走在敵人後面,開大,就能把逃命的敵人擋住. 這種情況他應該要失敗因為它沒有良好的站位. (W)鬼影燈籠 現在會對週圍的友軍有明顯的標示通知這是個可以點擊的物品. 燈籠現在有較小的點擊範圍 (R)惡靈領域 成型時間增加(0.5->0.75秒) Yasuo Summary: We’ve smoothed out Yasuo’s gameplay overall and made Steel Tempest auto-smartcast. Additionally, Last Breath now gives maximum Flow when cast and has a slightly shortened animation. While we’re still keeping an eye on how Yasuo is performing at all levels, we wanted to smooth out his gameplay and give Last Breath more use to turn around a fight when he’s behind. General Now properly applies the 10% critical strike damage reduction to Statikk Shiv critical hits Improved the functionality of his E – Sweeping Blade to Q – Steel Tempest combo Q – Steel Tempest All casts are now automatically smart cast W – Wind Wall No longer blocks friendly Syndra orbs R – Last Breath Now grants maximum Flow on cast Spell animation shortened by 0.1 seconds Now less likely to be teleported out of by enemies spamming flash Now properly alerts spectators and allies when it is on cooldown 犽宿 大綱:我們讓犽宿整體的打法更流暢,並讓(Q)鋼鐵暴雪自動有智能施法. 除此之外,(R)奪命氣息施放時會自動把(被動浪人之道補滿,並且有較短的施放動畫. 在我們注意犽宿在遊戲各時期的表現同時,我們想要讓他的打法更流暢, 並讓大絕(R)在成功施放時有機會成為翻盤技. (一般) 現在會正確的把10%爆擊減傷作用到電刀的特效上 增加(E)(Q)連段的效應. (Q)鋼鐵暴雪 全部改成智能施法 (W)風牆鐵壁 不再擋住友軍星朵菈的球(........) (R)奪命氣息 施放時自動補滿風湧能量 攻擊動畫時間下修0.1秒 現在比較不會因為敵人施放閃現被被帶的太遠 現在CD時隊友和觀戰者都會比較清處. ======================================================== Minor Changes and Bug Fixes 小修正和bug調整 Caitlyn R – Ace in the Hole Fixed a bug where Ace in the Hole's visual effects would continue, even after the projectile was destroyed by its target becoming untargetable. Caitlyn players should now have better visual feedback for when their ultimate will not hit its target. 凱特琳 (R)王牌射手 修正有時後目標變成不可被攻擊時攻擊動畫還是會持續的bug. 凱特琳的玩家在大絕不會擊中目標時有更好的視覺反應. Darius R – Noxian Guillotine Duration after kill when Darius can re-cast Noxian Guillotine increased to 20 seconds (from 12 seconds) 達瑞斯 (R)諾克薩斯斷頭台 在擊殺敵人後,20秒內都可重新施放大絕(原本是12秒) Fiddlesticks This is a change we’re planning to make with more testing, but it went out accidentally and we’re reverting it for now. Q - Terrify Fixed a bug where Terrify would cause enemies to flee in a straight line, rather than in random directions 費德提克 這是個我們原本想再多測測再放出來的變化,但是它突然上線了,所以我們要改回來. (Q)恐懼 修正被恐懼的敵人會直線跑,而不是隨機跑的bug Fiora R – Blade Waltz Fixed a bug where Fiora could teleport while casting Blade Waltz 費歐拉 (R)劍舞之心 修正大絕期間費歐拉能用傳送的bug(......) Hecarim W – Spirit of Dread Amount healed now correctly matches the tooltip at 20% across all ranks (from 10/15/20/25/30%) 赫克林 (W)靈魂恐懼 回血量依文案所示全等級都是20%.(從10/15/25/30%->20%) Jarvan IV Passive – Martial Cadence Fixed a bug where Martial Cadence would sometimes trigger on towers 嘉文四世 (被動)戰爭律動 修正有時候會對塔生效的bug. Lux R – Final Spark Now goes on cooldown when it finishes casting, instead of when it begins casting If Lux dies while casting Final Spark, it will no longer go on cooldown 拉克絲 (R)終極閃光 現在在施放完才會進入CD,而不是施放馬上進CD. 如果拉克絲放到一半就被擊殺,大絕不會進入CD. Malzahar R – Nether Grasp Now halts the target's movement if they were being moved by a friendly effect (dashes, jumps, etc.) 馬爾扎哈 (R)冥府之握 如果敵人是被敵隊的移動技能影響(衝刺,跳躍等),現在會施放大絕會中止他們的行動. Nami R – Tidal Wave Now goes on cooldown when it finishes casting, instead of when it begins casting If Nami dies while casting Tidal Wave, it will no longer go on cooldown 娜米 (R)驚滔駭浪 現在在施放完才會進入CD,而不是施放馬上進CD. 如果娜米放到一半就被擊殺,大絕不會進入CD. Nidalee W - Bushwhack Fixed a bug where Nidalee's Bushwhack traps could be placed in walls If Nidalee casts a trap that would fall in a wall, the trap will instead be placed in the nearest non-wall position less than or equal to Bushwhack's maximum cast range (900 units) 奈德麗 (W)叢林伏擊 修正有時間陷阱會放到牆內的bug. 如果奈德麗在牆上放陷阱,這陷阱會落在離施放點最近,且在施法距離(900)內的位置. Olaf Q – Undertow Slow reduced to 29/33/37/41/45% (from 35/40/45/50/55%) 歐拉夫 (Q)逆流投擲 緩速效果下降( 35/40/45/50/55% -> 29/33/37/41/45% ) Talon E – Cutthroat Now teleports Talon slightly further behind his target 塔隆 (E)割喉 現在會把塔隆傳送到目標後面稍遠的位置 Twisted Fate Q – Wild Cards Targeting indicator updated to show the individual targeting lines 逆命 (Q)萬能牌 現在會標示出三張牌的飛行方向. ====================================================== Items Rabadon's Deathcap Tooltip now displays the amount of Ability Power gained from its UNIQUE Passive. Spirit Visage The cooldown reduction for Spirit Visage is to reduce its high gold efficiency for almost all tanky champions, especially since many were just buying Spirit Visage as part of their “core” tank build, regardless of the enemy team composition. Cooldown reduction reduced to 10% (from 20%) Sunfire Cape This change is to reduce the overwhelming power of early Sunfire Capes. Magic damage changed to 25 + character level (from 40) Jungle Items We really like Spirit of the Spectral Wraith’s healing passive, so we decided to make it a staple passive on every Spirit item. Spirit Stone Now gives 8% of damage dealt to monsters as health and 4% as mana (half effect for area of effect spells) No longer has health or mana regen No longer has Maim passive Spirit of the Ancient Golem Now gives 8% of damage dealt to monsters as health and 4% as mana (half effect for area of effect spells) No longer has health or mana regen Spirit of the Spectral Wraith Now gives 8% of damage dealt to monsters as health and 4% as mana (half effect for area of effect spells) (from 8% of spell damage for both health and mana) No longer has health or mana regen Now grants 2 ability power for every large monster kill (max: 30) Spirit of the Elder Lizard Now gives 8% of damage dealt to monsters as health and 4% as mana (half effect for area of effect spells) No longer has health or mana regen 道具 死亡之帽 文案會寫被獨特被動+30%AP是加了多少 振奮鎧甲 下降它的CDR效果是為了調整這裝備對每個坦克/大男的高效益, 特別是當他們買振奮鎧甲,只是因為把這當成他們的核心裝,而不考慮敵人的組成. CDR效果下降( 20%->10% ) 日炎斗篷 法傷調整( 40->25+等級 ) 打野道具 我們喜歡亡靈戰魂的回血被動,所以我們決定將它改成靈魂系列裝備的被動效果. 精靈石 現在對野怪的8%傷害化為回血,4%傷害化為法力(範圍技效果減半) 不再有回血和回魔 不再有殘廢被動 遠古戰魂 現在對野怪的8%傷害化為回血,4%傷害化為法力(範圍技效果減半) 不再有回血和回魔 亡靈戰魂 現在對野怪的8%傷害化為回血,4%傷害化為法力(範圍技效果減半) (原本是8%回血和8%回魔) 不再有回血和回魔 每次擊殺大型野怪+2AP,最高30 蜥蜴長老戰魂 現在對野怪的8%傷害化為回血,4%傷害化為法力(範圍技效果減半) 不再有回血和回魔 =================================================== Summoner's Rift These changes are for Summoner’s Rift only With these changes, we want to tackle the 2v1 lane swaps that many competitive teams have adopted in order to shut down enemy laners while also taking quick objectives. Initiating a 2v1 lane swap to shut down an opponent should have inherent risks, like leaving your bottom tower vulnerable to early pushes. Turrets Outer turrets no longer gain bonus armor and magic resist for the first eight minutes of the game. Top and middle lane outer turrets now have 20 damage reduction from champion basic attacks 召喚師峽谷 這邊的修正只對召喚師峽谷生效 有了這裡的修正,我們想解決很多高端隊伍愛用的, 透過2v1換線方法取得壓制優勢和快速目標的方法作個處理, 發動2v1換線應該要承受某種風險,像是讓你的下路塔容易被早期推倒. 塔 外塔在遊戲前八分鐘不再有額外的物魔防 英雄對上路和中路的外塔造成的普攻傷害降低20點 ================================================== Crystal Scar and Twisted Treeline These changes are for Crystal Scar and Twisted Treeline only Much like when we removed Needlessly Large Rod from Twisted Treeline and Crystal Scar (due to its high cost in a faster game mode), we’re doing the same with B.F. Sword while reintroducing items with alternative build paths. Lord Van Damm’s Pillager has the exact same stats and total cost as Infinity Edge, but is easier to build up over time. Blackfire Torch Movement speed reduced to 5% (from 10%) Wicked Hatchet Re-introduced with a new build and effect Builds from a Long Sword and Brawler's Gloves Costs 1200 (440 combine cost) 20 AD and 10% Critical Chance Critical strikes cause your target to bleed 60% of your bonus AD over 3 seconds (physical damage) Lord Van Damm's Pillager Re-introduced with a new build and effect Builds from Wicket Hatchet, Pickaxe, Agility Cloak Costs 3800 (995 combine cost) Stats and effect are identical to Infinity Edge Infinity Edge Removed 水晶之痕和扭曲樹林 這邊的修正只對水晶之痕和扭曲樹林有效. 就像我們在水晶之痕和扭曲樹林移除巨型魔棒(因為對高速遊戲來講它太貴了)一樣, 我們對B.F大劍採取了一樣的作法,並在購裝上加入了新的道具. 汎丹王的戰鎚有著和無限之刃一樣的屬性,但是較簡單入手. 黑燄火炬 跑速加成下降(10%->5%) 狡詰亡人斧 跟著新效果重新引入遊戲內 由長劍和格鬥手套合成 總價1200(合成費400) 20AD和10%爆擊率 爆擊會讓敵人流血,3秒內受你60%總AD的物理傷害. 汎丹王的戰鎚 跟著新效果重新引入遊戲內 由狡詰亡人斧,十字鎬和靈巧披風合成 總價3800(合成費995) 效果和屬性等同無盡之刃 ================================================= Crystal Scar and Howling Abyss These changes are for Crystal Scar and Howling Abyss only Entropy No longer builds out of BF Sword - Now builds out of pickaxe Damage reduced to 55 (from 70) Total cost reduced to 2700 (from 3475) Combine cost reduced to 500 (from 600) 水晶之痕和咆嘯深淵 這邊的修正只對水晶之痕和咆嘯深淵有用 急凍戰鎚 不再由暴風之劍合成,現在由十字鎬合成 傷害下修( 70->55 ) 總價下修( 3475->2700 ) 合成費用下修( 600->500 ) ======================================= Crystal Scar, Howling Abyss, Twisted Treeline These changes are for Crystal Scar, Howling Abyss and Twisted Treeline only Grez's Spectral Lantern Total cost reduced to 1350 (from 1450) Combine cost reduced to 250 (from 350) The Lightbringer Total cost reduced to 2200 (from 2500) Combine cost reduced to 375 (from 575) Hextech Sweeper Total cost reduced to 2000 (from 2200) Combine cost reduced to 330 (from 530) 水晶之痕,咆嘯深淵和扭曲樹林 這邊的修正只對水晶之痕,咆嘯深淵和扭曲樹林三張圖有效 格雷提燈 總價下降(1450->1350) 合成費下降(350->250) 光明使者 總價下降(2500>2200) 合成費下降(575->375) 海克斯清除者 總價下降(2200->2000) 合成費下降(530->330) =================================================== New Player Experience We’ve introduced a stable roster of free champions for new players to play. Our goal is to improve the way players learn to play League of Legends when they’re first starting out. These champions were picked because of how easy they can be learned and how enjoyable most new players find them. These changes will be turned on at a later date Players new to League of Legends will now have a static roster of free champions to play during their first few levels; after which, they will use the normal Free to Play rotation 新進玩家體驗 我們將對新進玩家設置一組免費英雄.我們的目標是 強化玩家第一次進入英雄聯盟時的學習體驗. 這些英雄被選到是因為新玩家很容易理解這些英雄,而且能夠讓他們得到樂趣. 這邊的修正會在日後上線 新玩家在前面幾級會有一組免費的英雄可以試玩, 當他們提升了幾級後,會回歸到只能用每週免費英雄的情況. -- http://goo.gl/H4sdW 遊戲基地lol專區 http://goo.gl/iAyRJ 基地3D全造型預覽 http://goo.gl/W4DbX 基地英雄專頁 http://goo.gl/60OG0 基地lol攻略區, http://goo.gl/BgfRZ 基地同人創作專區,歡迎投稿! 功能太多列不完啦!! -- ※ 發信站: 批踢踢實業坊(ptt.cc) ◆ From: 219.85.64.11
KTR150Fi :推個 01/15 12:52
jm1d38 :新進玩家那邊不錯,雖然之後還是要自己買 01/15 12:53
catclan :塔的改動是? 速推流又要回來了? 01/15 12:53
NextBox :56不能亡 01/15 12:54
phenom1 :外塔更容易掉了 20ff 01/15 12:54
shadwell :上塔降低20點??? 逆EU... 01/15 12:55
kemono :戰鎚那邊應該是合成費用995 01/15 12:58
kemono :上面那邊那斧應該也是合成費用 01/15 12:59
已修!
phenom1 :中路和上路外塔 對英雄普攻有20滴傷害減免 01/15 13:00
加上"普攻"應該和原意一樣了@@
k8704020 :翻得很棒 推一個 01/15 13:00
JBLs :更容易掉?? 不是英雄打得傷害減低嗎?? 01/15 13:01
phenom1 :riot逆EU不酷 所以不讓你逆EU 01/15 13:01
way0830 :推推 01/15 13:02
phenom1 :原本遊戲前8分鐘外塔防禦buff被拿掉了 01/15 13:02
phenom1 :正EU幾乎一定會比逆EU先推掉外塔 01/15 13:04
pspfatty :........亡靈戰魂這樣改根本神器 01/15 13:06
pspfatty :2000的道具可以得到60AP 比惡魔法典還賺 01/15 13:08
TheZeta :窩們不喜歡速推~喔不 換線太OP了,改回去 01/15 13:09
phenom1 :又再減少戰術/玩法的多樣性 頗呵 01/15 13:10
focustage :雷格爾這樣是不是永遠無法補超過以前的血 01/15 13:11
emptie :推認真 01/15 13:13
phenom1 :focustage 是的 01/15 13:14
infi23 :我還以為他早就忘記2v1線的換線效應 這件事了 01/15 13:15
potato6202 :推 01/15 13:16
bluenova :冰鳥r是冰川風暴 被動才是寒霜涅槃 01/15 13:17
修了! ※ 編輯: colmash 來自: 219.85.64.11 (01/15 13:19)
SPiCa0831 :推 很完整 01/15 13:20
alphaling :幹我的雷文...... 01/15 13:22
chigo520 :這樣以後上路拿塔換龍不是更難 還有中路刺客更容易遊 01/15 13:27
chigo520 :走反正你也破的不快 01/15 13:27
potato6202 :感覺鱷魚的優勢已經沒有了 01/15 13:30
vs011823 :戰術也還好 比賽幾乎全逆eu 一般玩家沒啥影響 01/15 13:30
an138 :雷文OP了這麼久終於又要再砍了 01/15 13:37
raxsc :直接把最近韓國常用的cait逆eu速推破解了 op 01/15 13:41
peacesb :說雷玟OP的根本沒想過是大家都被nerf 還有天賦變動 01/15 13:48
peacesb :等大家都被砍之後才冒出點頭來 然後又被重重一刀 01/15 13:48
god060119 :蒙多表示 沒被動刀潮爽 01/15 13:51
yuanjeff :萌多這下真的想去哪裡就去哪裡了 XD,光頭王沒改回來? 01/15 13:53
iidxiir3 :推C大的完整翻譯 01/15 14:06
trigungo :雷文是"冒出點頭"而已嗎...既得利益者的想法真是... 01/15 14:17
peacesb :我可沒用過雷玟 扣帽子的可以免了 01/15 14:19
peacesb :Riot最白癡的就是砍道具就算了 還砍該道具適性最好 01/15 14:20
peacesb :的英雄能力 導致一輪nerf直接進冰箱 01/15 14:20
peacesb :雷玟幾乎只有被nerf的命運 buff還沒幾樣 01/15 14:23
peacesb :在眾人齊頭式nerf的情況下 雷玟才冒點頭出來 01/15 14:24
peacesb :而且這角色就跟前幾篇文章說的 吃進場 吃判斷 吃技術 01/15 14:24
peacesb :在容錯率算低的情況下再砍了E的持續時間 01/15 14:26
peacesb :可以想見是要遏阻他中路出場率 01/15 14:26
peacesb :但連帶的他上路+會戰出場的容錯率也連帶降低 01/15 14:27
an138 :雷文是個強度無上限的英雄 還不OP嗎? 01/15 14:32
pspfatty :雷文強度無上限+1 這不叫OP那什麼才叫OP? 01/15 14:36
rix20150621 :依瑞莉亞表示…… 01/15 14:46
iel :PUSH 01/15 15:46
garygang :砍伊瑞就什麼都解決了阿! 01/15 16:03
appless111 :說雷文被NERF的到底有沒有看過實測文ZZZZ 不懂裝懂 01/15 16:41
Tonyboni :Ty 01/15 16:44
oak2002 :雷玟改這樣不知道還能不能屌打狗頭 01/15 16:48
liniangcaho :板 01/15 17:41
napnoside :上路被nerf 逆eu被nerf 鱷魚無天敵 01/15 18:25
ak478998 :好多頁,翻譯辛苦了! 01/15 19:36
moron823 :辛苦了 01/16 01:09
dark0204678 :歐不 鱷魚將是下一次nerf的重點(? 01/16 02:39