作者colmash (col)
看板LoL
標題[心得] patch 3.13完整翻譯
時間Wed Oct 30 18:59:21 2013
http://na.leagueoflegends.com/en/news/game-updates/patch/patch-313-notes
原文
http://lol.zones.gamebase.com.tw/forum/60895/topic/96427689?g=e775
素人自翻...我整個下午就翻這篇就沒了..G_G
General
PvP.net Service / Client
We made some changes that allow us to dynamically provide “Loss Forgiven
” to servers experiencing hardware or connection issues. Players should see
this more often if their game servers are having issues
We can now disable in-game items and features on the fly, so if there are
new bugs or exploits, we’ll disable things on a more sophisticated level
rather than turning off all ranked games
大廳/客戶端程式修正
我們作了一些修正,讓伺服器系統有問題時不計敗場能更動態的出現.
玩家現在在伺服器系統有問題時更容易看到相關的資訊.
我們現在能夠直接讓遊戲中的道具和其他物品失效,所以當有新的bug或其他問題時,
我們有更多調控的等級,而不是直接關掉整個積分賽.
Improved Champ Select Timer accuracy and reliability (to be turned on at
a later date).
The client will now actively sync its timer with the server during
every phase. If your original timer is behind, you may see a jump as it syncs
up with the server (e.g. jumping from 60 to 50 if you are 10 seconds behind).
But you will no longer run into situations like having seconds left on your
timer but having your selection window end prematurely.
We've also reintroduced the numbers 89 to the beginning timer, and 9
into the post Lock-In timer (did you realize they were missing?).
改善選英雄時的計時器讓它更準確和未來調整時更可靠.
客戶端現在在每個時段都會和伺服器端的計時器同步.
如果你原本的時間落後了,你可能會看到計時器跳到和伺服器端相同來同步.
(EX:從60秒跳到50秒,如果你的系統落後10秒的話)
但你不再會有明明還有時間,但是你的選擇英雄畫面太早關掉的情況.
我們也把選英雄的時候拉回89秒,並在選完英雄後有9秒的計時.(你發現他們消失過嗎?)
Fixed an issue which would cause the screen to briefly flicker black when
selecting a skin in Champ Select
Temporary summoner icons for the Season 3 World Championship teams have
been removed from the client
Fixed an issue where purchased champions or skins would disappear in rare
circumstances
修正在選英雄造型時有時間畫面會閃回去的bug
暫時性的S3世界大賽隊伍應援頭像被移除了
修正有時候買英雄或造型的畫面會消失的bug
---------------------------
Friends List
Added redundancies to fix corrupted friends lists commonly caused by 3rd
party chat clients
This will fix the following:
Online friends appearing offline
Opening the wrong friend when clicking on another
Friends appearing to be another friend
Fixed an issue where a player with a pending friend request would appear
online after sending them a game invite
Group Chat Panels received a visual update to match the new updated
friends list
好友列表
修正一些因為第三方程式造成的好友列表問題.
下面這些會被修改:
上線的朋友被當成下線
點擊某個朋友後,跳出另外一個朋友的畫面
朋友顯示成另外一個朋友
修正有時候送出邀請加入遊戲的請求後,朋友會卡住變成遊戲中的bug
群聊畫面有了視覺上的修正和新的好友列表
-------------------------------
Game Interface
Fixed a bug where some options, such as move camera on respawn, would not
save
Players who receive messages while scrolling through chat history will no
longer have their chat jump to the bottom
遊戲介面
修正有些選項,像是當英雄重生時移動鏡頭等,不會被儲存的bug
當玩家在捲動對話捲軸時不再會因為新的對話進來而跳到最下層新的對話內容
==============================================================================
In-Game Mechanics
Attack Speed slows
Summary: Attack speed slows (IE: Nasus' Wither) were immune to cleanse or
other forms of debuff removal unless attached to a movement impairing effect.
Now all attack speed slows can be cleansed and are treated like movement
speed slows.
Context: We’re updating attack speed slows in order to have more consistent
counterplay related to debuff removal. Essentially, we're looking to treat
all slows the same, whether they're movement or attack speed based.
Attack Speed slows can now be cleansed as if they were movement-impairing
crowd control effects
Affected champion abilities and items:
Gragas’ Barrel Roll
Malphite’s Ground Slam
Randuin's Omen
Warden's Mail
遊戲內機制
緩攻速效果
大綱:緩攻速效果(像是狗頭的(W))之前是無視淨化和其他移除限制速度debuff的手段的.
現在全部移除緩速的手段都會移除緩攻速的效果.
內容:我們更新緩攻速的效果,讓這類debuff能透過移除debuff而有更多的反制方法.
基本上我們把全部的緩速效果視為一樣的,不管是移動速度或是攻速.
緩攻速的效果能被淨化,就和其他緩跑速的效果一樣.
被影響到的技能和道具:
酒桶的(Q)丟酒桶
石頭人的(E)大餅
蘭頓之兆
守望者護甲
------------------------------------------
Champions with dashes tied to their ultimates
Summary: The following champions will now be affected by snaring or stunning
crowd control abilities after they complete their dashes. Their spells will
still be unstoppable, but most forms of crowd control landed while the
champion’s using the ability will be applied after the spell completes. CC
duration will tick down while a champion is mid-dash.
Context: We're adding more counterplay for champions who have long-range
dashes tied to their ultimates by making them susceptible to certain forms of
crowd control after they complete a dash - like snares or stuns. Now if a
teammate lands a snare in the middle of a champion's dash, the ulting
champion will complete their ability, but be snared at the end.
Crowd control effects can now be received during "unstoppable" movement
ultimates (they previously discarded all crowd control effects), but those
ultimates will still finish their movement regardless (crowd control effects
can persist after the cast finishes)
Affected champions:
Jarvan IV's Cataclysm
Nocturne's Paranoia
Vi's Assault and Battery
Malphite's Unstoppable Force
Hecarim's Onslaught of Shadows
有衝刺技當大絕的英雄
大綱:下面的英雄在大絕衝刺結束後會被場控的限制移動或是暈眩效果給影響.
這些英雄的技能依然不會被阻止,但是大多數的場控技在大絕期間發動時,
都會在大絕衝刺結束後再生效.場控的時效當英雄衝刺時是不計算的.
內文:我們對於把長距離衝刺技當大絕的英雄增加了更多的反制方法.
這是透過讓他們大絕衝刺完後,對場控更加敏感來達成.
現在如果隊友在英雄衝刺期間使用了場控技,發大絕的英雄會被大絕完成,
但在完成的同時會被控制住.
場控效果現在對於一些"無法被阻擋"的移動效大絕有效.
(他們之前被視為免疫全部場控效果)
但這些大絕會在被場控後依然會作完全部的動作,並在之後才會被場控住.
被影響的英雄和技能:
嘉文的(R)
夜曲的(R)
菲艾的(R)
石頭人的(R)
赫客林的(R)
-----------------------------------------
Stealth Champions
Stealthing now causes a self-only screen tint visual effect.
Affected champions:
Akali
Kha’zix
LeBlanc
Shaco
Talon
Teemo
Twitch
Vayne
Wukong
隱身英雄
隱身現在會有個只有自己看的到的視覺特效.
被影響到的英雄:
阿卡莉
卡力斯
勒布朗
薩科
塔隆
提摩
圖奇
汎
悟空
=========================================================
Champions
Aatrox
Summary: Blood Well’s passive attack speed bonus now scales with character
level (lower at earlier levels, higher at max level). Blades of Torment’s
damage has been reduced (equal at lower levels, lower at max levels).
Context: Any champion can be frustrating to play against when they’re
capable of building very tanky while still outputting considerable DPS, so
we're lowering some of Aatrox’s innate damage. With this change, Aatrox must
build items for damage and won’t be able to simultaneously tank and smash
face as easily.
Blood Well
Passive Attack Speed changed to 30/35/40/45/50/55% (upgrades every 3
champion levels) (from 50% flat)
Blades of Torment
Damage reduced to 75/110/145/180/215 (from 75/120/165/210/255)
厄薩斯
大綱:血池的被動攻速現在隨英雄等級增加(早期比較低,後期比較高).
邪劍審判的傷害在高等級時調低.
內文:任何一個出坦裝而能長期輸出大量傷害的英雄對線起來都讓人感覺很糟,
所以我們調低了一些厄薩斯的基本力量.在這次更新後,厄薩斯必須要買一些
傷害裝而不是維持一定的坦度同時打爛別人的臉.
血之湧泉(被動)
攻速加成隨等級上升,變成(30/35/40/45/50/55%,每三級提升一次)而不是固定50%
邪劍審判(E)
後期傷害下降( 75/120/165/210/255->75/110/145/180/215 )
Ahri
Summary: Charm has had its mana cost changed to a flat amount at all levels
but now increases the magic damage Ahri deals to a Charmed target. Essence
Theft now heals her for a specific amount based on the number of enemies she
hits with her passive-enhanced spell, as opposed to getting straight spell
vamp. Fox Fire now deals less damage when multiple wisps hit the same target.
Spirit Rush's base damage and AP ratios have been slightly reduced.
Context: Ahri is a champion with a lot of strengths and few weaknesses, given
her high versatility and reliability, so she can consistently apply a lot of
pressure on her opponents from relative safety. Ahri’s strengths should be
better defined than they currently are. These changes give Ahri players (and
her opponents) clear areas of mastery that differentiate the good Ahris from
the great Ahris. Our core focuses are:
Make Ahri’s default lane patterns more clear, so both Ahri and her
opponents can make plays around them
Make Ahri’s “all-in” gameplay more closely tied with landing Charm to
establish Charm as Ahri’s “kiss of death” that needs to be avoided, as
well as lower her threat/presence while Charm is on cooldown
Keep Ahri’s core gameplay intact while trimming away strength from the
low-gameplay patterns that don’t feel rewarding
Essence Theft
Now heals Ahri for 2 (+1 per champion level) (+0.09 Ability Power) each
time her passive-enhanced spells hit an enemy (previously 35% Spell Vamp)
Fox-Fire
Mana cost reduced to 50 (from 60)
Diminishing returns effect on same-target hits increased to 70% (from
50%) (best case is now 100% + 30% + 30%)
This reduces the same-target damage to 64/104/144/184/224 (+0.64 Ability
Power) (from 80/130/180/230/280 (+0.8 Ability Power))
Fixed a bug that caused Fox-Fire to sometimes deal reduced damage to a
target that should receive the standard damage amount
Charm
Now increases the magic damage Ahri deals to the target by 20% for 6
seconds
Mana cost changed to 85 (from 50/65/80/95/110)
Spirit Rush
Base damage reduced to 70/110/150 (+0.3 Ability Power) (from 85/125/165
(+0.35 Ability Power))
This reduces the max damage per target to 210/330/450 (+0.9 Ability
Power) (from 255/375/495 (+1.05 Ability Power))
阿璃
大綱:傾城(E)的法耗現在全等級統一,但是會增加阿璃對被魅惑的目標的傷害.
銷魂(被動)現在會依被加成的技能擊中的目標數目回覆血量,而不是單純的技能吸血效果.
魅火(W)在擊中同一個單位時的傷害下降,而飛仙(R)的基本傷害和AP加成都調降了.
內容:阿璃是個有許多優勢和沒什麼弱點的英雄,讓她有多功能性和高可靠性,
所以她能夠在相對安全的情況下對敵人持續造成壓力.
阿璃的威力應該要有更明顯的指標.這邊的改變讓阿璃玩家和他們的敵人
有個清楚的點,能分別知道好的阿璃和傑出的阿璃差在那.
我們的核心重點如下:
讓阿璃的線上打法更明確,使阿璃和她對線的玩家能依這打法發展.
讓阿璃的"打一波"能夠和傾城(E)擊中目標更加結合.
這讓傾城(E)成為她必須被閃避的死亡之吻,並在這個技能冷卻時明確的降低她的威脅力.
保持阿璃的核心互動玩法,並降低一些缺乏技巧的打法帶來的好處和威力.
銷魂(被動)
每擊中一個目標回復阿璃(2+1/等級)的血量,之前是直接給35%的技能吸血.
魅火(W)
法耗降低(60->50)
對同一個目標多次擊中時的傷害降低更多(遞減70%,原本是遞減50%)
所以對單體的最佳傷害下降為( 80/130/180/230/280 +0.8AP => 64/104/144/184/224
+0.64AP)
修正有時後對不同目標應該造成完整傷害但是變成遞減傷害的bug
傾城(E)
現在增加阿璃對目標造成的全部法傷20%
法耗固定為85(之前是50/65/80/95/110)
飛仙(R)
基本傷害降低(85/125/165+0.35AP => 70/110/150+0.3AP)
所以對單體的最佳傷害降低為( 255/375/495 +1.05AP=>210/330/450 +0.9AP)
Corki
Summary: Corki's base attack speed has been reduced. Missile Barrage's base
damage has been reduced at earlier ranks and the cooldown between missile
shots has been increased. Additionally, the cooldown between missile shots
can no longer be reduced by cooldown reduction, but CDR will still affect how
quickly you can gain missile ammo.
Context: Overall, we like the direction we pushed Corki toward with Trinity
Force, but currently he's too overwhelming to play against. Here we're
reducing excess power in a few areas to put him more in line with other
similar spell-based ADCs. Ultimately, Missile Barrage should function as a
powerful sustained damage tool rather than a source of burst damage.
General
Base Attack Speed reduced to 0.625 (from 0.658)
Missile Barrage
Base damage reduced to 100/180/260 (from 120/190/260)
Cooldown between missile shots increased to 2 seconds (from 1.2)
Cooldown between missile shots can no longer be reduced by Cooldown
Reduction (Cooldown Reduction still affects how quickly you gain missile ammo)
庫奇
大綱:庫奇的基本攻速下修.(R)火箭轟擊的基本傷害在早期時下降,而每發火箭的間格變長
.
除此之外,每發火箭的間格時間不再因為CDR而下降,但是CDR依然會影響你補充火箭的速度
.
內容:整體而言,我們喜歡庫奇配上三向這個方向,但是他在對線上太過強大了.
在此我們修剪掉了他一些其他領域的威力,讓他和其他技能型的ADC有接近的火力.
以結論來說,(R)火箭轟擊會是強力的持續傷害工具,而不是一種爆發性傷害的來源.
一般:
基本攻速下降(0.658=>0.625)
(R)火箭轟擊
基本傷害下修( 120/190/260 => 100/180/260 )
每發飛彈的間隔拉長為2秒(原本是1.2秒)
CDR不再影響發射飛彈的間隔時間.
(但是補充時間依然被CDR影響)
Fizz
Summary: The active ability power ratio of Seastone Trident has been reduced
significantly.
Context: We’re aiming to reduce some of Fizz’s late game damage so that he
has to rely more on successfully landing his ultimate or finding a way to
stall until his next set of cooldowns come up in order to successfully
assassinate targets in late game fights.
Playful / Trickster
Fixed a bug where Fizz became targetable while still descending from
Playful (he now only becomes targetable after landing, just like Trickster)
Seastone Trident
Active Ability Power ratio reduced to 0.15 (from 0.35)
飛斯
大綱:海神三叉戟(W)的主動威力被明顯的調降了
內容:我們瞄準了飛斯後期的威力,讓他必須要好好的使用大絕,
或者是找個方法來活到下次CD好了來在後期的會戰中刺殺目標.
(E)愛玩小飛 / 調皮小飛
修正在第二段落地動畫發生時就變成可被攻擊的目標的bug.
(第一段只有在落地後才會被攻擊,在落地動畫時是無法被攻擊的)
(E)海神三叉戟
AP加成下降(0.35=>0.15)
Heimerdinger
Summary: Heimerdinger’s kit has been significantly reworked this patch.
Techmaturgical Repair Bots no longer works on friendly turrets. H-28G
Evolution Turrets now fire a beam every twelve seconds in a projected line
shot in addition to their regular attacks. Additionally, H-28G Evolution
Turret will now shut down after a period of time if Heimerdinger leaves the
area. Hextech Micro-Rockets have been reworked to unleash a barrage of
rockets that converge at your cursor before fanning out. Enemies hit by more
than one rocket take reduced magic damage from additional rockets. CH-1
Electron Storm Grenade now travels in an arc.
UPGRADE!!! makes Heimerdinger’s next spell free while also applying bonus
effects. Upgrading H-28G Evolution Turret transforms it into a giant H-28Q
Apex Turret that deals higher damage with a lower cooldown beam. Upgrading
Hextech Micro-Rockets transforms it into Hextech Rocket Swarm, where
Heimerdinger fires out four waves of rockets that deal damage on impact.
Finally, upgrading the CH-1 Electron Storm Grenade transforms it into a CH-3X
Lightning Grenade that bounces three times (dealing damage and stunning with
each bounce) before disappearing.
Context: Heimerdinger’s got some new toys! Our core goal was to give
Heimerdinger the tools to differentiate himself in ability use and build
optimization. In particular, we focused on diversifying the Heimerdinger
experience so that each of Heimer’s abilities comes with its own form of
gameplay and interaction – players will need to think carefully about how to
use each in an optimal way. Raise your turrets!
Passive: Techmaturgical Repair Bots
Heimerdinger gives nearby allied champions and H-28G Evolution Turrets
10/15/20/25/30 bonus Health Regen
H-28G Evolution Turret
Places a Turret at target location. Turret attacks prioritize Heimerdinger
’s targets and enemies attacking Heimerdinger
Heimerdinger generates a Turret Kit every 24/23/22/21/20 seconds
(modified by Cooldown Reduction), and he can hold up to 1/1/2/2/3 Kits at once
Cost: 20 Mana and 1 Kit
Cooldown: 1s
H-28G Evolution Turret Stats
Health: 150 (+25 per champion level)
Attack - Cannon: 15/22/29/36/42 (+0.125 Ability Power) magic damage
Attack - Beam: 50/75/100/125/150 (+0.5 Ability Power) magic damage in
a line, 12 second cooldown
Maximum Turrets: 3
Hextech Micro-Rockets
Unleashes a barrage of 5 rockets that converge towards your cursor and
fan out past it. Each rocket deals 60/90/120/150/180 (+0.45 Ability Power)
magic damage
Enemies that are hit by more than one rocket take 20% magic damage for
each additional rocket (max damage 108/162/216/270/324). Minions take 60%
instead
Targeting the ability closer to Heimerdinger increases projectile spread
Cost: 70/80/90/100/110 Mana
Cooldown: 11s
CH-1 Electron Storm Grenade
Hurls a grenade that deals 60/100/140/180/220 (+0.6 Ability Power) magic
damage to enemy units and slows their Movement Speed by 35% for 2 seconds
Enemies in the center of the blast are also stunned for 1.25 seconds
Cost: 85 Mana
Cooldown: 18/16/14/12/10
UPGRADE!!!
Heimerdinger's next basic spell is free and has bonus effects
H-28Q Apex Turret: Places a Turret that deals 90/110/130 (+0.33 Ability
Power) magic damage with its cannon and 225/300/375 (+0.8 Ability Power)
magic damage with its beam for 8 seconds
Hextech Rocket Swarm: Fires 4 waves that deal 135/180/225 (+0.45 Ability
Power) magic damage each. Champions and monsters hit by multiple rockets take
reduced damage (max 550/690/865 (+1.83 Ability Power))
CH-3X Lightning Grenade: Throws a grenade that discharges three times,
dealing 150/200/250 (+0.6 Ability Power) magic damage each time. Both the
stun and slow areas are larger, and the slow is improved to 80%
Cooldown: 100/85/70
Cost: 100 Mana
海默丁格
大綱:海默丁格的技能組在這次更新中完全翻新了!(被動)
科技魔法維修機器不再對友軍的炮塔有效.H-28G 進化炮臺(Q)除了普攻外,
每12秒會發射直線攻擊的雷射炮.除此之外,當海默丁格離開了
進化炮臺週圍,炮塔會暫時性的關閉.高科技微型火箭(W)
被重製為朝著滑鼠指標的位置發射大量的火箭攻擊該區域,
而被多發火箭擊中的敵人受傷會逐漸下降.
CH-1 震盪手雷(E)現在有著弧狀的移動路線.
(R)升級!!!讓海默丁格的下一個技能有額外的加成效果.
升級(Q)會讓進化炮台造成更多傷害,
並有更高速的雷射.升級(w)火箭能讓海默丁格一次轟出
大量火箭來造成關鍵性的傷害.升級(E)讓手榴彈在消失前會彈跳三次,
每次都能造成傷害和暈眩效果.
內容:海默丁格有了一些新的玩具!
我們的目標是給予海默丁格玩家出裝和技能上的選擇來突顯自己.
特別是我們在讓海默丁格的每個技能都有自己的玩法和互動機制-
玩家對於如何讓技能發揮最大效果要好好的思考.
現在就架起你的炮臺!
(被動)科技魔法維修機器
海默丁格給予週圍的友軍英雄和H-28G進畫炮臺 10/15/20/25/30的額外回血.
(Q)H-28G 進化炮臺
在目標地放一座進化炮臺.炮臺會優先攻擊對海默丁格造成威脅的敵人
海默丁格每24/23/22/21/20秒會產生一座炮台工具(被CDR影響),
同時最多能保持(1/1/2/2/3)個
消耗:20法力和一個炮台工具
CD:一秒
炮塔屬性:
HP:150(+25/等級)
攻擊力-普攻(15/22/29/36/42+0.125AP)法傷
攻擊力-雷射(50/75/100/125/150+0.5AP)直線傷害,12秒CD
最大炮塔數:3座
(W)高科技微型火箭
發射五發火箭彈幕往你指標的位置攻擊,每發會造成( 60/90/120/150/180 +0.45AP)的傷
害
敵人每被一發火箭攻擊會降低其他火箭的傷害到剩20%(最高傷害108/162/216/270/324).
小兵重複被擊中會讓火箭傷害降到60%.
火箭發散的範圍和指標離海默丁格的距離有關
消耗:70/80/90/100/110法力
CD:11秒
(E)CH-1 震盪手雷
扔出手雷緩速被擊中的目標2秒並造成( 60/100/140/180/220 +0.6AP的傷害)
敵人在爆炸中心點的被暈眩1.25秒
消耗:85法力
CD: 18/16/14/12/10秒
(R)升級!!!
海默丁格的下一個技能有額外效果:
(Q)H-28Q 頂級炮臺:放置一個普攻造成90/110/130(+0.33AP)法傷,雷射造成
225/300/375(+0.8AP)法傷的炮塔,雷射CD 8秒.
(W)高科技火箭群:發射四波火箭炮,每波造成( 135/180/225+0.45AP )的傷害.
被同一次火箭擊中的目標受傷降低,最高可造成( 550/690/865 +1.83AP)的傷害
(E)CH-3X 震盪手雷:發射一發會爆炸三次的手雷,每次都造成(150/200/250+0.6AP)的傷害
.
每次爆炸都有暈眩和緩速的效果,而緩速效果增加到80%.
CD:100/85/70秒
消耗:100法力.
Jinx
Summary: Switcheroo!’s Minigun attack speed bonus has been reduced at early
ranks. Zap!’s base damage has been reduced at early ranks and its mana cost
has been slightly increased. Zap! also no longer reveals stealthed units.
Context: We feel that while Jinx's kit has a lot of built-in weakness in the
mid and late game, her early lane dominance is so overwhelming that it
distorts her overall power across the entire game. The goal here is to
address Jinx’s early damage potential while trying to minimize effects on
her late game.
Switcheroo! - Minigun
Total Attack Speed bonus reduced to 30/55/80/105/130% (from
50/70/90/110/130%)
Zap!
Base damage reduced to 10/60/110/160/210 (from 30/75/120/165/210)
Mana cost increased to 50/60/70/80/90 (from 45/55/65/75/85)
No longer reveals stealthed units
吉茵珂絲
大綱:(Q)鬼靈精怪!早期的攻速加成下降.(W)咻咻!的基本傷害在早期下降,而且法耗也
稍微增加.(W)咻咻!也不再會讓隱身的單位現身
內容:雖然我們覺的吉茵珂絲的技能組有很多天生的中後期弱點,
她早期在現上的威力太過強大讓她能夠保威力一直保持到後期.
這裡的目標是讓吉茵珂絲早期的傷害受到調整而不影響後期.
(Q)鬼靈精怪!:
早期攻速加成下降( 50/70/90/110/130%->30/55/80/105/130% )
(W)咻咻!
基本傷害下降( 30/75/120/165/210->10/60/110/160/210)
耗魔增加( 45/55/65/75/85->50/60/70/80/90 )
不再讓隱身的單位現身.
Kassadin
Summary: Null Sphere has had its mana cost and damage reduced at later
levels. The silence duration of Null Sphere has been increased at lower
levels but very slightly lowered at max level. Riftwalk’s base damage and
bonus damage per stack has been increased in addition to having a small AP
ratio added per stack. Additionally, Riftwalk now refunds 50% of the total
mana cost when it damages an enemy champion. Finally, Kassadin no longer
gains magic resistance per level.
Context: Currently we feel like Kassadin’s play beyond the laning phase is
too safe, especially when he gets ahead. He can deal consistently high damage
at range with Null Sphere and Force Pulse while holding on to Riftwalk for a
safe escape. These changes are focused on forcing Kassadin to use Riftwalk as
a significant part of his damage output, which also gives opponents
opportunities to capitalize on his mistakes.
General
Magic Resist per level reduced to 0 (from 1.25)
Null Sphere
Base damage reduced to 80/115/150/185/220 (from 80/130/180/230/280)
Silence duration changed to 1.5/1.75/2.0/2.25/2.5 seconds (from
1/1.4/1.8/2.2/2.6)
Mana Cost reduced to 70/75/80/85/90 (from 70/80/90/100/110)
Riftwalk
Base damage increased to 80/100/120 (from 60/70/80)
Base damage per Riftwalk stack reduced to 50/55/60 (from 60/70/80)
Added 0.1 Ability Power ratio per stack
Now refunds 50% of the total mana cost when Riftwalk damages an enemy
champion
卡薩丁
大綱:虛無法球(Q)的法耗和傷害在早期下修.早期的沉默時間也上升但在大後期稍後下降.
虛空行走(R)每次堆疊時的的基本傷害和額外傷害增加,並且讓每層有額外的ap加成.
除此之外,虛空行走(R)每次擊中敵人英雄都會回補消耗掉的法力的50%.
最後,卡薩丁不再有每等級的魔防.
內容:我們覺的卡薩丁在離開撐線期後的打法太過安全,特別是當他領先的時候.
透過虛無法球(Q)和(E)能量脈衝,他能夠持續造成大量傷害,
並把(R)虛空行走留著作逃跑之用.
這邊的改變讓虛空行走(R)成為他傷害輸出的一大主力,
並給他的敵人在卡薩丁犯錯時更多機會.
一般:
魔防成長歸0(原本是1.25/等級)
(Q)虛無法球:
基本傷害下降( 80/130/180/230/280->80/115/150/185/220 )
沉默時間調整( 1/1.4/1.8/2.2/2.6-> 1.5/1.75/2.0/2.25/2.5 )
法耗下降( 70/80/90/100/110->70/75/80/85/90 )
虛空行走(R)
基本傷害增加( 60/70/80->80/90/100/120 )
每次堆疊的基本傷害下降( 60/70/80-> 50/55/60 )
每次堆疊的AP加成增加0.1AP
當擊中敵人英雄時,回復消耗的50%法力
Morgana
Summary: Morgana’s attack range, base attack speed, and basic attack
animation have been improved across the board. Tormented Soil no longer
reduces magic resistance per tick, instead it deals additional damage based
on an enemy's missing health. Morgana should deal roughly the same amount of
overall damage, although there’ll be some variation due to how the new
Tormented Soil works.
Context: This change is more of a modernization of Morgana and her Tormented
Soil by rewarding her for being continuously aggressive with landing her Dark
Bindings. Specifically, we wanted to reinforce Morgana's standard damage
combo of Dark Binding to Tormented Soil, rather than the "ideal" combo of
using Tormented Soil's magic resistance reduction to make Dark Binding deal
more damage.
General
Attack Range increased to 450 (from 425)
Base Attack Speed increased to 0.625 (from 0.579)
Improved basic attack responsiveness
Tormented Soil
Damage per second changed to 24/38/52/66/80 (+0.22 Ability Power) (from
25/40/55/70/85 (+0.2 Ability Power))
Tormented Soil's damage now increases by up to 50% based on the enemy's
missing Health
Damage application cadence increased to every 0.5 seconds from every 1
second
No longer applies a Magic Resist reduction debuff
魔甘娜
大綱:魔甘娜的普攻距離,攻速和普攻動畫都有了成長.
(W)痛苦腐蝕不再每次傷害都降低敵人的魔防,
但是會依敵人的失血量造成額外傷害.魔甘娜整體來講造成的傷害應該不會改變太多,
但是會隨著站在(W)痛苦腐蝕上的時間有所改變.
說明:這邊的修改是讓魔甘娜的技能組更現代化,
並讓(W)痛苦腐蝕在侵略性的(Q)暗影禁錮命中後更有威力.
特別是我們希望能讓魔甘娜的最大傷害連段改為(Q)->(W),
而不是之前先靠(W)降低敵人魔防後再命中(Q)來增加傷害.
一般:
普攻距離增加(425->450)
普攻攻速增加(0.579->0.625)
普攻反應更快
(W)痛苦腐蝕
每秒傷害改變為( 25/40/55/70/85 +0.2AP => 24/38/52/66/80 +0.22AP )
依敵人的失血量,(W)的傷害可以加成到最多50%
每0.5秒計算一次傷害,而不是1秒
不再有額外的降低魔防效果
Olaf
Summary: Undertow’s slow duration has been increased and its mana cost
changed to a flat cost. Vicious Strikes grants more attack speed at lower
levels. Reckless Swing deals slightly less self-damage to Olaf on use.
Context: We were overly cautious with our initial rework changes for Olaf,
which left him undertuned, but not Old and Busted. However, now that we’ve
addressed some of his old core issues, we feel like we can be more aggressive
with tweaking his kit balance. These changes are focused on allowing Olaf to
better stick to his opponents when he’s landing his skillshots properly,
which will, in turn, allow him to better melt face when he’s in the zone.
Undertow
Slow duration increased to 1.5 - 2.5 seconds (from 1.0 to 2.0)
Mana cost changed to 60 (from 55/60/65/70/75)
Vicious Strikes
Attack Speed increased to 40/50/60/70/80% (from 20/35/50/65/80%)
Reckless Swing
Self-damage reduced to 30% damage dealt (from 40% damage dealt)
歐拉夫
大綱:(Q)逆流投擲的緩速時間增加,並且讓法力固定化.
(W)殘暴打擊在低等級時有更多的攻速.
(E)魯莽揮擊對自己造成更少的傷害.
內容:我們對歐拉夫初步的調整太過小心了,讓他的威力太弱,
但這不象徵老舊且殘破.然後,現在我們更強調他之前就有的核心問題,
這讓我們認為可以在調整他的平衡上更積進一點.
這邊的調整是讓歐拉夫在指向技擊中目標後能夠更容易貼進敵人,
並且讓他有容易發揮的空間(這句不確定)
(Q)逆流投擲
緩速時間增加( 原本是1.0~2.0秒,現在是1.5~2.5秒 )
法耗固定(55/60/65/70/75=>60)
(W)殘暴打擊
攻速增加( 20/35/50/65/80%->40/50/60/70/80% )
(E)魯莽揮擊
對自己造成30%的傷害(原本是40%)
Rammus
General
Rammus received a texture update
拉姆斯
拉姆斯的貼圖材質更新了
Sivir
Summary: Sivir has received a visual upgrade! Sivir’s Ricochet will now be
active for the next three attacks after casting and each attack bounces
infinitely, provided it can find new targets to bounce to (it will never hit
the same target twice). Additionally, targets hit by a bounce will take a
flat percentage amount of damage. Spell Shield no longer costs mana to cast.
On The Hunt no longer has a cast time but doesn’t provide a flat bonus
attack speed aura. On The Hunt now provides a large movement speed boost that
wears off to a smaller, longer lasting movement speed buff. On The Hunt also
provides a passive attack speed bonus when Sivir activates Ricochet. Finally,
Sivir no longer runs in slow motion (her movement speed remains unaffected).
Context: When we approached reworking Sivir, we shied away from homogenizing
her as another generic Marksman. Instead we took a route where we wanted to
highlight Sivir’s unique traits, like her ability to deal high
area-of-effect damage with Ricochet and her large team-wide mobility boost in
On the Hunt. Our focus here is to ensure that dedicated Sivir players will
still be able to enjoy the core gameplay mechanics they’ve come to
appreciate while also bringing Sivir up to our modern gameplay standards and
aesthetics.
General
Sivir has received a visual update!
Attack Speed per level reduced to 1.6 (from 3.28)
Ricochet
Now when activated, Sivir's next 3 basic attacks will Ricochet
No longer has a maximum number of bounces (each Ricochet can still only
strike a target once)
Now bounces to the closest target (instead of a random target within the
bounce radius)
Deals 50/55/60/65/70% damage to all secondary targets
No longer has a base damage
Cooldown increased to 9/8/7/6/5 seconds (from 7/6/5/4/3)
Spell Shield
Reduced Mana cost to 0 (from 75)
Mana return reduced to 60/75/90/105/120 (from 150)
On The Hunt
No longer has a cast time
Active no longer grants Attack Speed
Now grants Sivir a new Passive: Sivir gains 40/60/80% bonus Attack Speed
while Ricochet is active
Movement Speed bonus now begins at 60%, then reduces to 20% after 4
seconds
Cooldown changed to 120/90/60 seconds (from 100/90/80)
希維爾
大綱:希維爾有了新的視覺效果!
她的(W)十字彈射現在能夠在發動後讓接下來三次普攻都能無限次的彈跳,
但是每次普攻發生的彈跳不會擊中同一個目標多次.
除此之外,每次彈跳都會讓傷害下降.而(E)法術護盾不再需要施放用的法力.
大絕(R)狩獵不再有施放時間,但是不再提供攻速靈氣.
(R)狩獵現在會提供第一時間大量的跑速加成,但是隨時間慢慢變少.
(R)狩獵現在也提供發動了(W)十字彈射大量的攻速加成.
最後,希維爾跑起來的樣子不再像慢動作一樣了!(雖然整體的移動速度不變)
內容:當我們開始重製希維爾時,我們決定把她和其他的ADC區隔開來.
我們選擇了強調希維爾特色的作法,像是她強大的範圍傷害,
和她的大絕對全隊的加速效果.
我們在此的目標是讓專用希維爾的玩家能夠依然享受她之前的核心機制,
同時也帶來較現代化的玩法和美學特色.
基本:
希維爾有了視覺上的升級!
每等級的攻速下降(3.28->1.6)
(W)十字彈射
當發動時,希維爾接下來三次普攻都有彈射效果
不再有最大的彈射次數(但每次彈射只會擊中同一目標一次)
現在會彈往最近的目標,而不是範圍內的隨機目標
對全部的次要目標造成( 50/55/60/65/70% )傷害
不再有基本的傷害
CD增加( 7/6/5/4/3->9/8/7/6/5 )
(E)法術護盾
降低法耗(75->0)
回魔下降( 150-> 60/75/90/105/120)
(R)狩獵
不再有施放時間
發動時不再有攻速加成
現在給與希維爾新的被動:當(W)十字彈射發動時,希維爾增加(40/60/80%)攻速
跑速加成現在是60%,但是在四秒內降低到20%
CD前期增加,後期下降(100/90/80->120/90/60)
Zed
Summary: Living Shadow and Death Mark have had their cast wind-up time
increased. Death Mark now spawns the shadow at Zed’s starting position
rather than behind the target. Death Mark’s shadow will stay around longer
and Zed can switch places with it at any range.
Context: Zed’s been a balance pain point for a while, especially at the
competitive level. In particular, Zed’s current play patterns – while
satisfying for the player – can be executed so quickly that they offer
little to no reaction time for his opponents. In its current iteration, Death
Mark sets up Zed’s gameplay for free with little execution needed
beforehand. Because Zed’s intended gameplay focuses so heavily on
manipulating his shadows, we want to force him to actively think about how he
’ll use his tools to assassinate his targets.
Living Shadow
Significantly increased the time it takes for the Living Shadow to reach
its destination (missile travel speed reduced to 1500 from 2500)
Death Mark
Now spawns the Living Shadow at Zed's starting position rather than
behind the target
Increased the time Zed remains untargetable before dashing to the target
to 0.75 seconds (from 0.35)
Death Mark shadow duration increased to 6 seconds (from 4)
Increased the range at which Zed can switch places with his Death Mark
shadow to 2000 (from 1100)
劫
大綱:(W)疾風殘影和(R)死亡印記的發動時間都變長了.
死亡印記的影子產生在劫的發動位置,
而不是目標背後.死亡印記的影子會存在的更久,讓劫能在任何距離回傳回來.
內容:劫一直以來都是個平衡的問題,特別是在高階對戰上.
特別是,劫現在的玩法-讓他的玩家滿意的部份-能夠快速的被執行,
而讓敵人沒有太多的反應時間.在現在的版本中,
劫的死亡印記讓他在執行處決前不需要太多的前置動作.
因為劫原本在設計上就強調維護他的影子,我們覺定強迫他在刺殺目標前,
好好的思考如何利用他的工具.
(W)疾風殘影
顯著的增加影子發生並到達目標地的時間(速度從2500下降到1500)
(R)死亡印記
現在產生影的地點在劫原本的位置,不是敵人後面
增加劫衝往敵人時的無敵時間(原本是0.35,現在是0.75)
死亡印記影子的存在時間改為6秒(原本是4秒)
增加劫能和影子互換的距離,從1100改成2000
Ziggs
Summary: We’ve slightly increased the damage on Short Fuse. Bouncing Bomb
can now be cast at targets outside of max range but will only travel the set
distance. Satchel Charge's radius has been increased. Hexplosive Minefield
and Mega Inferno Bomb are both more effective against minions, with minions
no longer taking reduced damage from multiple hits of Minefield and Mega
Inferno Bomb dealing double damage to minions.
Context: We've improved Ziggs in terms of general utility while also trying
to more effectively carve out his niche as a pushing /counter-pushing
champion. Bombs away!
Short Fuse
Max damage increased to 150 (from 139) (now scales non-linearly)
Bouncing Bomb
Bouncing Bomb will now cast when targeted outside of its maximum range
(will fire to the maximum range in the targeted direction)
Satchel Charge
Radius increased to 325 (from 275)
Hexplosive Minefield
No longer deals reduced damage on multiple hits to minions
Damage radius per mine increased to 150 (from 135)
Mega Inferno Bomb
Now deals double damage to minions
希格斯
大綱:我們稍微增加了(被動)即刻爆發的傷害.
指定攻擊範圍內扔出彈跳炸彈(Q)只會移動一定的範圍.
(W)技術性引爆的範圍稍微增加.(E)海克斯詭雷和(R)煉獄炸彈對小兵的傷害更好,
像是小兵重複踩到(E)不再有傷害減免,而大絕(R)對小兵傷害加倍.
內容:我們增加了希格斯的整體性能來突顯他作為推線/反推線英雄的利基.要炸開啦~~
(被動)即刻爆發
最大傷害增加(從130->150),現在是非線性成長
(Q)彈跳炸彈
現在能夠朝著最大攻擊距離外丟炸彈,但依然只會移動限制內的距離
(會朝指定的方向盡量扔到最遠)
(W)技術性引爆
影響範圍增加(275->325)
(E)海克斯詭雷
對重複被炸的小兵不再有傷害減免
每發地雷的傷害範圍增加(135->150)
(R)煉獄炸彈
對小兵造成兩倍傷害
Zyra
Summary: Deadly Bloom's damage has been reduced overall but her AP ratio has
been increased. Rampant Growth's passive cooldown reduction has decreased.
The plants spawned from Rampant Growth have had their base damage reduced at
lower levels, but increased later on. We’ve also improved Zyra’s overall
feel by making seed transformation/enraging plants more intuitive.
Context: Our overall strategy here is to tone down Zyra's early level poke
damage and, while we are reducing some of her overall power, we also want to
improve her ability to fluidly combo cast with seeds. Additionally, reducing
the base damage of her spells while increasing the AP ratios is aimed at
reducing her power as a support without hurting her capabilities as a mage.
Deadly Bloom
Range reduced to 800 (from 825)
Damage changed to 70/105/140/175/210 (+0.65 Ability Power) (from
75/115/155/195/235 (+0.6 Ability Power))
Rampant Growth
Passive Cooldown Reduction reduced to 2/4/6/8/10% (from 4/8/12/16/20%)
Plant base damage changed to 23 (+6.5 per champion level) (from 26 (+6
per champion level))
Reduced the delay before seeds can be stepped on by enemies to 1.5
seconds (from 3)
Range increased to 825 (from 800)
Fixed a bug where spells would rarely not turn seeds into plants
Stranglethorns
Stun no longer persists after the knockup ends
Now properly enrages plants created within the bramble zone after
Stranglethorns has been cast
枷蘿
大綱:(Q)索命棘蔓的傷害下降,但是有了額外的ap加成.
(W)狂暴蔓延被動的CDR效果下降.而生出來的小花在低等級時的傷害下降,但在高級時增加
.
我們也透過由種子開花/狂爆更直觀讓整體手感增加
內容:我們對枷蘿修正的整體策略是降低她早期的poke威力,並且在降低她OP的力量同時,
讓透過種子完成的連段威力增加.除此之外,降低基本傷害並增加ap加成,
也能夠降低她的輔助威力而不影響她的中路法師打法.
(Q)索命棘蔓
距離下修(825->800)
傷害改變( 75/115/155/195/235 +0.6AP=> 70/105/140/175/210 +0.65AP)
(W)狂暴蔓延
被動的CDR效果下降( 4/8/12/16/20%->2/4/6/8/10% )
植物的基本傷害改變(26+6/英雄等級=>23+6.5/英雄等級)
降低敵人英雄踩到種子上發生效果的時間(3->1.5)
施放距離增加(800->825)
修正有時間法術不會讓種子開花的bug
(R)致命綻放
擊飛結束後不再有暈眩
現在對於影響範圍內,施放(R)致命綻放後才開花的種子也有狂暴效果
========================================================
Minor Changes and Bug Fixes
小修正和bug調整
Jarvan IV
Context: This change forces Jarvan to be more accurate with his Demacian
Standard / Dragon Strike combo while giving opponents some breathing room
when trying to dodge it.
Dragon Strike / Demacian Standard
Jarvan's knockup collision radius reduced to 180 from 260
嘉文
內容:這邊的修正強迫嘉文要更準確的放(E)->(Q)連段,並給他的敵人更多的喘息空間.
(E)->(Q)連段:
嘉文的擊飛判定縮小(260->180)
Kha'Zix
Void Spike - Evolved Spike Racks
Slow increased to 30% from 20%
卡力斯
(RW)進化針刺的緩速效果增加(20%->30%
Master Yi
Context: Our original reasons for having Meditate's mana cost scale so high
no longer exist, as we were primarily concerned with AP Yi bullying lanes or
Meditate refreshing multiple times in a fight.
Alpha Strike
Master Yi will no longer be hit by targeted spells during Alpha Strike
Meditate
Mana cost reduced to 50 (from 50/65/80/95/110)
易大師
內容:我們原本讓冥想(W)要耗這麼多法力的理由不再存在,因為AP易原本可能會宰制線上,
或是冥想(W)能在團戰中發動多次
(Q)先聲奪人
易大師動畫期間不再會被指定性的技能攻擊
(W)冥想
法耗下降到50(原本是50/65/80/95/110)
Nasus
Siphoning Strike
Fixed a bug where Siphoning Strike ignored Spell Shields
納瑟斯
(Q)虹吸打擊
修正虹吸打擊(Q)會無視法術盾的bug
Rengar
Context: Rengar's leap out of stealth has insufficient warning for his
target, so we changed him to de-stealth at the beginning of his leap instead
of mid-leap in order to give his target a fighting chance.
Thrill of the Hunt
Rengar now de-stealths at the beginning of his leap when attacking a
target from out of stealth
雷葛爾
內容:雷葛爾從隱身中躍出時沒有足夠的目標提示,所以我們讓他在剛起跳時就現身,
而不是跳到一半就現身,給他的目標更多逃脫機會.
(R)血性獵殺
現在在剛起跳時就會現身,而不是跳到一半才現身
Shen
Context: Shadow Dash had a fairly large start and end radius to make the
spell more forgiving to land. We no longer believe this is necessary.
Shadow Dash
Collision radius has been reduced at the start and end points of the dash
慎
內容:(E)影襲現在在起始和終結的位置有太大的命中範圍,我們現在認為這不再需要了.
(E)影襲
技能發動和結束區的額外嘲諷範圍下降.
Swain
Context: We saw Carrion Renewal as a place to add strength without
significantly impacting the phases of the game where Swain already excels.
Carrion Renewal
Now additionally restores 9% of maximum Mana on champion kill/assist
斯溫
內容:我們視(被動)腐肉重生為加強他的威力且不會影響到他現在強項的地方
(被動)腐肉重生
在擊殺/助攻英雄時額外回複9%最大法力
Syndra
Summary: Syndra received a number of usability improvements to her abilities.
Scatter the Weak now indicates where a Dark Sphere will travel and Unleashed
Power indicates how many Dark Spheres will be fired.
Scatter the Weak
Range increased to 700 (from 650)
Dark Spheres now have arrow indicators to show the direction they will
travel if hit by Scatter the Weak
Unleashed Power
Now displays a counter over the spell icon that tracks the number of Dark
Spheres that will be fired
星朵菈
大綱:星朵菈的技能有了一系列的使用難度上的調整.
(E)虛弱潰散現在會顯示球會飛的多遠,
而(R)超能解放會顯示有多少球會被扔出
(E)虛弱潰散
距離增加(650->700)
黑球現在有了影響範圍顯示被(E)虛弱潰散會飛到那
(R)超能解放
在技能按鈕上會顯示有多少球會被扔出來.
Teemo
Noxious Trap
Fixed a bug where mushrooms gave experience
提摩
(R)毒性陷阱
修正蘑菇會給敵人經驗值的bug
Thresh
General
Attack Speed per level increased to 3% (from 1%)
Thresh's basic attack wind up is reduced by 0.25% per 1% attack speed,
rather than the standard 1%
瑟雷西
一般
每等級提升的攻速增加(1%->3%)
瑟雷西的普攻準備時間每1%攻速會降低0.25%,而不是標準的1%
Tryndamere
Context: We’re trying to reduce the overall map mobility of Tryndamere so it
’s harder to safely split push all day, but to do it without hurting his
mobility in team fights.
Spinning Slash
Cooldown refund upon critically striking minions/monsters reduced to 1
second from 2 (refund upon striking champions unchanged)
泰達米爾
內容:我們試著降低泰達米爾整體的地圖機動孝,讓他不這麼好整天分推,
而不影響他在團戰時的機動性
(E)旋風斬
爆擊小兵和野怪時的CD下降一秒,而不是2秒(爆擊英雄不變)
Vladimir
Hemoplague
Fixed a bug that sometimes prevented casting of Transfusion and Tides of
Blood for longer than the spell's 0.5 second cast animation
弗拉迪米爾
(R)血之瘟疫
修正有時候開完大絕會有超過0.5秒的時間不能用其他技能的bug.
========================================================
Mana Cost Reductions on Ultimates
Context: Reiterating our stance on high mana cost ultimates, we want ultimate
abilities determined more by cooldown than mana cost. Rather than doing an
individual context paragraph for each ultimate (which is what we did
originally until someone pointed out how stupid that was), we gave them their
own section.
Ashe
Enchanted Crystal Arrow
Mana cost reduced to 100 (from 150)
Leona
Solar Flare
Mana cost reduced to 100 (from 100/150/200)
Soraka
Wish
Mana cost reduced to 100 (from 100/175/250)
Varus
Chain of Corruption
Mana cost reduced to 100 (from 120)
Viktor
Chaos Storm
Mana cost reduced to 100 (from 125/175/225)
大絕法耗下降
在此一次說明大絕的法耗問題,我們希望這些大絕主要是被技能CD限制,
而不是被魔耗限制住.我們原本是會在每個英雄說一次,
但是有人說這樣作很笨,所以我們另外開一章來說明這個主題.
艾希(R)從150->100
雷歐娜(R)從100/150/200->100
索拉卡(R)從100/175/200->100
法洛士(R)從120->100
維克特(R)125/175/225->100
===============================================================
Alternate Map Balance
Twisted Treeline out of beta
Context: With the competitive season almost done, Twisted Treeline is finally
ready to emerge from beta! This doesn't mean design iteration will stop –
we'll continue with champion balancing, system tweaks, and maybe even a new
item or two!
不同地圖的平衡
扭區樹林不再是beta了!
內容:隨著一季的結束,扭曲樹林終於不再是beta測試中!
這不代表相關的設計會停止-我們會持續作英雄平衡,系統調整
或者還會多一兩樣新的道具!
Crystal Scar
The following changes are for the Crystal Scar only
(Crystal Scar) Map-Specific Change: Self-Healing Penalty
Context: Dominion has evolved in such a way that this healing restriction no
longer serves its original intent of preventing turtling. Instead, it's only
hurting champions that rely on regen or healing to be effective, so we’ve
removed it.
Removed global self-healing reduction buff
(Crystal Scar) Map-Specific Change: Speed Shrine Buffs
Context: The previous version of speed shrine buff allowed for people ganking
bot lane to come in at basically Ghost movement speeds, with the gankee
having very little reaction time on a wardless map. This change is meant to
alleviate some of the pressure to bot lane while making teams invest more if
they want to continually pressure the lane.
Speed shrine buff now decays over its duration
Teemo
Fixed a bug where his Move Quick passive Movement Speed was not being
removed by Dominion turrets
水晶之痕:
下面的變更只會影響到水晶之痕
全球的補血debuff:
說明:水晶之痕已經演化到不再需要這個限制,這原本是要限制打龜的戰術用的.
但是現在它只會影響到靠回血來發揮影響力的英雄,所以我們移除這個限制.
移除水晶之痕的全球降回血debuff.
------------------------
加速祭壇
內容:之前的加速祭壇讓玩家能用跟開鬼步一樣的速度gank下路,而這造成了
在沒有眼的地圖上很短的反應時間.這邊的改變讓下路的壓力變小,
請且讓保持線上壓力的隊伍更有收獲.
加速祭壇的加速效果隨時間變差.
提摩
修正(W)的加速效果被水晶之痕的塔攻擊到不會降低的bug
===========================================
Crystal Scar, Howling Abyss, and Twisted Treeline
The following changes are for Crystal Scar, Howling Abyss, and Twisted
Treeline only
Grez's Spectral Lantern
Summary: Grez’s Spectral Lantern’s combine cost has gone up and the damage
has been reduced slightly. The active’s vision duration, cast range, and how
long enemy champions stay revealed after exiting the dust have all been
reduced significantly.
Context: This item was too cost effective for what it offered and these
changes are to bring it more in line with other vision items in terms of cost
and utility.
Combine cost increased to 350 Gold (from 150)
Total cost increased to 1450 Gold (from 1250)
Damage reduced to 15 (from 20)
Vision dust duration decreased to 5 seconds (from 10)
Lingering reveal reduced to 3 seconds (from 6)
Cast range decreased to 800 (from 1200)
The Lightbringer
Summary: The Lightbringer’s cost is being increased (partially due to Grez’
s Spectral Lantern’s cost increase), and it is gaining additional defensive
stats (health / armor / lifesteal) in exchange for a damage reduction. The
active’s vision duration, cast range, and how long enemy champions stay
revealed after exiting the dust have all been reduced significantly.
Context: Lightbringer is a niche item and will still be a niche item, but
this build change will open it up to more champions.
Combine cost increased to 575 Gold (from 300)
Total cost increased to 2500 Gold (from 2425)
Now builds from Ruby Crystal instead of Pickaxe
Now grants +200 Health
Damage reduced to 20 (from 50)
Armor increased to 25 (from 20)
Lifesteal increased to 15% (from 12%)
Vision dust duration decreased to 5 seconds (from 10)
Lingering reveal reduced to 3 seconds (from 6)
Cast range reduced to 800 (from 1200)
Hextech Sweeper
Summary: Hextech Sweeper now builds out of a Kindlegem and Fiendish Codex.
The overall cost has gone up and most stats have been reduced (health / AP).
The movement speed bonus has been removed and the cooldown reduction has been
increased. The active’s vision duration, cast range, and how long enemy
champions stay revealed after exiting the dust have all been reduced
significantly.
Context: Hextech Sweeper is a staple item on Twisted Treeline / Dominion and
we don't want to change that, but we're making it a little less universally
appealing by reducing the stats and removing the movement speed bonus. We're
also giving it a cooldown reduction boost to help out with some AP
itemization issues.
Combine cost increased to 530 Gold (from 200)
Total cost increased to 2300 Gold (from 1920)
Now builds from Fiendish Codex (from two Amplifying Tomes)
Health reduced to 250 (from 300)
Ability Power reduced to 40 (from 50)
No longer grants Movement Speed
Cooldown Reduction increased to 20% (from 10%)
Cooldown Reduction is no longer UNIQUE
Vision dust duration reduced to 5 seconds (from 10)
Lingering reveal reduced to 3 seconds (from 6)
Cast range decreased to 800 (from 1200)
Sanguine Blade
Context: At 50 AD, this item was too cost efficient for what it offered. We’
ve reduced some of the stats and raised the cost in order to bring this item
more in line.
Combine cost increased to 600 Gold (from 500)
Total cost increased to 2275 Gold (from 2175)
Attack Damage reduced to 40 (from 50)
Shaco
Jack in the Box
Fixed a bug where Shaco boxes were not properly revealed by the passive
on Hextech Sweeper and The Lightbringer
下面的修正只發生在水晶之痕,嚎叫深淵和扭曲樹林
格雷提燈
大綱:格雷提燈的合成費用上升,傷害下降.視線效果的時效/施放距離,
還有停留在區域內的英雄被影響到的時間也被大量降低.
說明:這個道具的CP值太好了,所以帶來這變的變化讓他和其他物品的性價比相同.
合成費用:(150->350)
總費用(1250->1450)
傷害下降(20->15)
現形之塵的效果縮短為5秒,原本是10秒
被現形的時間改為3秒,原本是6秒
施放距離下降(1200->800)
光之使者
大綱:光之使者的費用增加(主要是因為提燈的價格增加),而現在有了更多的防禦屬性.
而傷害下降.視線效果的時效/施放距離,
還有停留在區域內的英雄被影響到的時間也被大量降低.
說明:光之使者是個依然有用的道具,而這邊的改變會讓更多英雄可以利用它
合成費用上升:(300->575)
總價上升:(2425->2500)
現在由紅水晶組成,不是十字鎬
提供200血量
傷害下降到20(原本是50)
物防增加到25(原本是20)
物吸從12%增加到15%
現形之塵的效果縮短為5秒,原本是10秒
被現形的時間改為3秒,原本是6秒
施放距離下降(1200->800)
海克斯清除者
大綱:海克斯清除者現在由燃燒寶石和惡魔法典合成.
它的整體價格上升,而屬性變差(血量/AP).
跑速加成被移除而CDR效果增加.視線效果的時效/施放距離,
還有停留在區域內的英雄被影響到的時間也被大量降低.
說明:海克斯清除者是扭曲樹林和水晶之痕的名產,而我們不想變動這點.
但我們想透過降低它提供的屬性和跑速加成,讓買這道具不是大家都在作的事.
我們也給了它CDR讓他更其他AP道具更能相比
合成費用上升(200->530)
總價上升(1920->2300)
現在由惡魔法典合成,不是兩本增幅典籍
血量下修(300->250)
AP下修(50->40)
不再有跑速加成
CDR增加到20%(原本是10%)
CDR效果不再是唯一
現形之塵的效果縮短為5秒,原本是10秒
被現形的時間改為3秒,原本是6秒
施放距離下降(1200->800)
愉悅刀刃
說明:作為50AD的道具,這道具的CP值太高了.我們降低了它的一些屬性,並提高售價
讓它和其他物品同列.
合成費用增加(500->600),總價(2175>2275)
AD下降(50>40)
薩科
修正海克斯清除者和光明使者沒辦法讓薩科的盒子現型的bug
============================================================
Twisted Treeline and Crystal Scar
The following changes are for Twisted Treeline and Crystal Scar only
General
Turrets now have inventory items that describe turret mechanics
Blackfire Torch
Summary: Blackfire Torch has gained bonus movement speed in exchange for a
higher overall cost and a shorter duration on the magic damage amplification
active.
Context: Blackfire Torch is gaining the movement speed bonus that Hextech
Sweeper had because while not everyone who uses AP should get an
easily-accessed movement speed item, we do feel that AP casters should have
one in smaller maps like Twisted Treeline and Crystal Scar.
Combine cost increased to 970 Gold (from 720)
Total cost increased to 2650 Gold (from 2400)
Now grants +10% Movement Speed
Magic damage amplification decreased to 4 seconds (from 6)
Twin Shadows
Summary: Twin Shadows’ overall cost has been reduced and the cooldown on the
active has been reduced significantly, however the bonus ability power and
magic resistance is being lowered.
Context: Twin Shadows is a great item on wardless maps, but the cooldown was
too long to really make use of it. It's been made cheaper to increase
accessibility, while the stats have been reduced to reflect the new cost.
Combine cost reduced to 535 Gold (from 735)
Total cost reduced to 1700 Gold (from 1900)
Ability Power reduced to 30 (from 40)
Magic Resist reduced to 30 (from 40)
Cooldown on active reduced to 60 seconds (from 120)
Wraiths are now affected by speed shrines
扭區樹林和水晶之痕
下面的內容只影響到扭區樹林和水晶之痕
一般:塔身上帶著道具說明他們的效果
黑焰火炬
大綱:黑焰火炬有了更高的售價,但有了更多的跑速和法術增幅的效果下降
說明:黑焰火炬有了海克斯清除者的跑速效果,
因為雖然不是每個用AP的英雄都該簡單的有額外跑速.
我們覺的不管是在水晶之痕或扭區樹林上,AP英雄都該有這類物品.
合成費用上升(720->970),總價上升(2400->2650)
現在有+10%跑速
法傷增符的效果從6秒下降到四秒.
雙影斗蓬
大綱:雙影斗蓬的整體價格下降,而主動技的CD也明顯下修.
然後額外的AP和魔防被調低了
內容:雙影斗蓬在沒有眼的地圖上是很好的物品,
但是技能的CD太久讓它很難用.它被改的更便宜來容易入手,
同時屬性也下修到對應這個價格.
合成費用下降(735->535),總價1900->1700
AP加成下降(40->30)
魔防下降(40->30)
主動技CD下降(120->60)
鬼魂現在會被加速祭壇影響
============================================
Tutorial, Co-op vs. AI, Custom Games with bots
The following changes are for bot game modes only
Turrets in bot game modes (Tutorial, Co-op vs. AI and custom games with
bots) now display an indicator of their attack range and their current attack
state. You can disable this feature in the Game menu
教學模式,AI對戰和自定遊戲中開電腦
在教學模式,AI對戰和自定遊戲中有開AI的情況下,塔會顯示它們的攻擊範圍.
你能夠在遊戲選單內取消這個效果
==========================================
League System
Players who earned silver in Season 2 will now have silver profile
borders until the end of the season
聯盟系統
在S2贏得銀牌的玩家,在這季結束前的,玩家資料頁會有個銀框
--
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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
推 thinkDie : 10/30 18:59
推 tom501062003:辛苦了 10/30 18:59
推 leftavoid :推 10/30 19:00
推 parsons5566 :自己翻譯怎麼才6p 10/30 19:00
...
因為我在編輯器上翻完才貼過來...=_=ll
※ 編輯: colmash 來自: 219.85.64.11 (10/30 19:01)
推 phenom1 :當然是先在記事本打好啊 10/30 19:01
推 brian80122 :先推再看 10/30 19:01
推 NEWDEED :眼睛都花了.....辛苦了 10/30 19:01
推 lpca :有夠辛苦 感謝 10/30 19:02
推 n810516 :先推 10/30 19:02
推 nogood86 : 謝謝翻譯 跟我想的一樣 10/30 19:02
推 bluenova :完整版猛猛 推一個 10/30 19:02
推 parsons5566 :自己翻譯當然是邊看邊打賺p幣啊XD 用心給推 10/30 19:03
推 henry8168 :感謝翻譯 10/30 19:03
推 cjocjo1314 :辛苦給推!!!! 10/30 19:04
推 n810516 :邊看邊打斷線就崩潰了= = 10/30 19:04
推 lifeknight :辛苦你了 >"< 10/30 19:04
推 Haxon :因為是全文翻譯,可以考慮把原文刪掉..有點亂 10/30 19:04
我故意留的ㄟ@@
因為我不是專家,留著原文讓大家有問題的時候可以對照..
→ parsons5566 :有一段翻譯錯誤 是移動速度或[攻速] 不是跑速 10/30 19:05
改了
推 EggRoland :推推 不用刪原文吧 可以練英文 對照回上面看 10/30 19:05
推 tomalex :不管是移動速度或是跑速 <---打錯,後面是攻速 10/30 19:05
改了
推 jacoik38520 :先推 後看 感謝 10/30 19:05
→ tomalex :因為有看對照反而能找出翻譯錯誤的地方 10/30 19:06
推 ken4444 :有心 推個 10/30 19:06
推 ed4685 :完整推 10/30 19:06
推 lowc :關於阿璃那段簡直越看越生氣...弱點可多了呢!! 10/30 19:07
推 parsons5566 :庫奇怎麼上面那篇翻譯是CDR不影響r 這裡是影響?不同? 10/30 19:07
→ parsons5566 :不同文章來源嗎? 10/30 19:07
推 bluenova :ZED的R 時間延長的是影子持續時間 不是印記持續時間 10/30 19:07
改了
推 nerv2015 :阿璃之前已經被砍到不成人形了 還要再砍? 10/30 19:08
推 sheldon1992 :推!! 10/30 19:08
→ bluenova :ZYRA傷害下降的是Q不是被動 10/30 19:08
zyra那個是我沒去翻wiki..OTL
改了!
→ parsons5566 :....原來是上面那篇翻譯錯誤 我還以為CDR不影響r 10/30 19:09
推 s12885 :場控那邊別逐字句翻會比較好 10/30 19:09
→ KamilleBidan:鰻王好像翻錯了 不是擊殺 是爆擊 10/30 19:09
推 easoniverson:推 10/30 19:10
推 OT2 :海盜夫妻不用霸浮一下嗎?吉爾沃斯都哭泣了 10/30 19:10
推 dichenfong :緩攻速那邊 趁現在偷偷講 eve得W現在就可以解狗頭W 10/30 19:11
→ lowc :又不像劫OR飛斯可以兩招位移直接到後排去 10/30 19:11
→ dichenfong :緩攻速效果也會一起解 技能效果只說解對移動有影響 10/30 19:11
推 shwei2012 :高機動性又要打一波 笑死人喔 10/30 19:11
→ f6bfb5 :太強啦 10/30 19:11
推 issac35831 :感覺就是把現在太強的大砍... 10/30 19:12
推 bluenova :56哥 上面那篇我翻的 CDR不影響的是兩顆R間的時間 10/30 19:13
→ bluenova :但補充飛彈的速度依然受CDR影響 10/30 19:14
推 mingchiang :翻譯推 10/30 19:14
推 gunship :內容:我們試著降低泰達米爾整體的地圖機動"孝" 59頁 10/30 19:17
推 gunbuster200:翻譯推 10/30 19:17
推 a123647 :推翻譯 10/30 19:20
推 sivir :所以我的R現在只是一個全隊伍跑速加成而已嗎? 10/30 19:20
你還有被動效果=>開W加攻速80%!
推 www5566 :還好不是魔鬥凱薩wwwwww 10/30 19:20
推 rv0918 :翻成這樣不推不行... 10/30 19:22
推 ilris :超長的!!!!!!!!!!!!!!! 10/30 19:24
推 dichenfong :這一篇文章值 6 Ptt幣 辛苦了 10/30 19:27
推 tpcghxt :辛苦了 10/30 19:29
推 yu0417 :先推!!!原PO辛苦了 10/30 19:30
推 z83420123 :辛苦了 10/30 19:32
→ horse2819 :大絕耗魔都要變100了嗎 10/30 19:33
推 casm49 :辛苦了 推推 10/30 19:34
推 Timba :原來eve不算隱身 10/30 19:35
推 timleeTest :超用心 10/30 19:35
推 sixfive :辛苦了推 10/30 19:39
推 bbsuser1000 :辛苦了 10/30 19:39
推 ADYex :辛苦了 10/30 19:39
推 axel79910 :辛苦了 10/30 19:40
→ axel79910 :斯溫被動到了Q_Q 10/30 19:40
推 v87456 :感謝翻譯 推個 10/30 19:45
推 Timba :花女好慘… 從AP變Sup 還要在砍 !? 10/30 19:53
zyra是作為ap性能太好才被玩家拿去作sup
安妮同理
這是一種肯定吧..(思
推 Centauro :推 10/30 19:55
推 yhchen2 :有衝刺技當大絕的英雄這段看不太懂.. 10/30 19:56
簡單講
那些英雄在衝的時候受到的場控效果
在衝到定點後會作用(計算時間從停下來開始算)
之前是免疫
→ ilohoo :就是不再免役控場 但也不會被控場中斷 10/30 19:58
擊飛/擊退等強迫位移好像還是可以斷
這次講的是stun/snare這種的..@@lll
推 yhchen2 :感謝 10/30 19:58
→ loonety :龍女什麼時候才會把大改成只有隊友才看的到 10/30 19:58
推 sivir :可是加攻速是被動,現在開R就只有全體蘇瑞雅而已QQ 10/30 19:58
→ ilohoo :控場時間也不會被動畫吃掉 該暈多久就暈多久 10/30 19:58
推 soaso :這樣說來色雷希再也不能把嘉文果凍給推回去了嗎? 10/30 19:59
推 Timba :原PO 不只安妮 還有蛇女也受肯定了XD 10/30 20:01
不,從法師要轉到sup真的不多..
zyra/annie/lux都有很安定的小招群體cc才有機會..
cass/viktor/xerath這種傷害型的法師就很少見了..
推 xiao0120 :辛苦了 10/30 20:07
推 BEDA :翻這麼辛苦只有6p...淚推原po 感謝你的奉獻QQ 10/30 20:10
推 Kenqr :辛苦了 10/30 20:11
推 angel0328 :完整翻譯推 10/30 20:15
推 s8506022002 :push 10/30 20:16
推 beargirl :good 10/30 20:16
推 lamontlui :辛苦你了 感謝 10/30 20:17
推 Lunarclo :強 希望tag可以改情報免得好文被淹沒 10/30 20:21
→ harceli :泡麵頭改好多... 10/30 20:25
推 fig498 :太偉大了 10/30 20:27
推 jackymtv :大大辛苦了 10/30 20:36
推 ilohoo :泡麵頭是重製當然改很多 不過某個只要改模組的也大改 10/30 20:40
推 jujustine83 :推了! 10/30 20:54
推 sp4u06 :獅子究竟哪裡得罪人了?躺著也被NERF... 10/30 20:57
我覺的你可以去找最近幾個月rengar的高手影片
只要進入大後期,對面的後排很難躲過rengar硬換一隻的爆發..@@
推 ap1459777123:希格斯的R這樣打巴龍傷害感覺會比重擊猛 10/30 21:01
小兵限定
推 killermanJ :有打算上色嗎? 還是需要幫忙 XD 10/30 21:02
歡迎動手,我沒力啦wwww
推 IChuangdi :部要只拿少數的高手來說嘴 而且現在都速推不打後期 10/30 21:12
等這麼久真是辛苦你了..
http://www.reignofgaming.net/tier-lists/solo-tier-list/25705-
solo-queue-tier-list-lucian-patch
http://www.reignofgaming.net/tier-lists/solo-tier-list/26160-
solo-queue-tier-list-jinx-patch
這篇裡面有講到他把solo Q rengar排在God Tier的原因
有空的話可以看一下
他現在的主流打法跟速推也很合
而且早就已經是每個人都會用的出裝了
→ IChuangdi :歐拉夫E對己傷本來就該改了 以前有法吸 現在沒有 10/30 21:13
→ meng3523 :用心推 10/30 21:13
→ IChuangdi :結果只有尾兵和尾英雄有用 但是尾英雄這招傷害太低 10/30 21:14
※ 編輯: colmash 來自: 114.32.178.201 (10/30 21:17)
→ IChuangdi :改了也是好的 雖然了不起在讓勝率再多1% 10/30 21:16
→ harceli :也許會懷念砲塔噴冰塊的泡麵 多玩幾場好了 10/30 21:19
推 sandking :GOOOOD 10/30 21:29
推 oscarss07 :推推 辛苦了 10/30 21:42
推 adern9 :6p真男人 10/30 21:42
推 Nilo :拍 10/30 21:44
推 wlwillwell :威武! 10/30 21:59
推 jas78901 :辛苦了!!! 10/30 22:05
推 angdafa :大大辛苦了 10/30 22:08
推 hanhsiangmax:大推!! 另43頁 我們"覺定"強迫他在刺殺目標前 10/30 22:13
推 IronAtom :感恩 10/30 22:25
推 RedmanYO :翻譯大推 10/30 22:28
推 abc123456nba:推 10/30 22:46
推 jarlig :猛!! 連翻譯好的我都懶得看了 10/30 22:49
推 kaed :你太強了~~ 10/30 23:07
推 WannaCry :認真 推一個 10/30 23:13
推 ericl1234567:辛苦了!! 10/30 23:14
推 jitaomef :77pages 10/30 23:18
推 kanzerbee :全翻譯 就推你了 10/30 23:32
→ wtao :y04 10/30 23:36
噓 liniangcaho :辛苦歸辛苦,人家都寫e.g.了,硬要改EX LoL 10/30 23:39
推 na83 :我從銀三到白金一全靠斯溫,看來是坐等被nerf的節奏 10/30 23:52
推 franceslu :推 10/31 00:11
推 joeyben :太強了 10/31 01:28
推 asdpoiuy :推推 10/31 01:29
推 myfirstjump :好多喔~感謝你 10/31 01:50
推 zxp910608 :77頁抱歉看不完 太用心給推 繼續加油 10/31 02:13
推 ja881213 :抱歉沒看完 給推 10/31 02:15
推 bitcch :推 10/31 03:03
推 ms053653 :用心推 另外蠻王篇有錯字→地圖機動"孝" 10/31 06:10
推 taxout :辛苦了 10/31 10:20
推 wwe273970 :翻譯有心推 10/31 11:49
推 green4726 :感謝翻譯 10/31 12:07
推 fish0112 :感謝翻譯~ 10/31 12:40
推 fish0112 :泡麵頭好威的感覺 10/31 13:45
推 IsRock :推 10/31 14:31
推 G54515 :辛苦 10/31 15:35