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[改版] 更新3.10完整翻譯
Jul 31st 2013, 04:35, by e7227339 ( col )

http://na.leagueoflegends.com/news/patch-310-notes
原文網址

Champions

Ashe


Summary: While cleaning up Ashe's passive, we found a small bug that had been granting unwarranted Focus stacks. We ordered an orbital strike on the bug, and gave Focus a minor buff to compensate.

Focus

Focus stacks per second increased to 4/5/6/7/8 from 3/4/5/6/7
Fixed a bug where Focus was granting stacks while on cooldown in certain situations


艾希
摘要:當在整理艾希的被動的時候,我們發現有個bug會給艾希額外的被動堆疊.我們直接消滅了那個bug,並給被動一些buff作為補償.

(被動)每秒堆疊的被動增加( 3/4/5/6/7 => 4/5/6/7/8)
(被動)修正專注在CD時偶爾還是會增加的bug


Elise

Summary: Spiderlings are now less tanky overall, particularly against champions who build armor penetration. Spiderlings will also descend from Rappel after Elise, meaning if she Rappels with tower aggro and no friendly minions around, she'll be targeted first once she lands (towers used to target Spiderlings first because they would descend first). Rappel also no longer allows Elise to travel outside of the indicated range.

Context: Elise has been a high-value pick in competitive play for some time thanks to the overall strength of her kit. We considered reducing the damage of some of her abilities, but felt like we should target her more frustrating aspects first. Specifically, we wanted to reduce the tankiness of Elise's spiderlings and lower their utility as damage sponges. With these changes we can add a little more counterplay for her opponents, meaning Elise players will need to think more carefully about her Spider Swarm passive.

The other ability we targeted was the deceptively long range of Rappel. We initially designed Elise's Rappel to allow for some extra travel space outside of her indicated range, but in retrospect this made the skill extremely frustrating to play against. These changes mean the circular visual indicator will more accurately show who Elise is able to descend upon.

Spiderlings

Health reduced to 90-260 from 125-550
Armor increased to 30/50/70/90 from 30 (based on Spider Form rank)
Magic Resist increased to 50/70/90/110 from 50 (based on Spider Form rank)
Multi-target damage reduction adjusted to 25% from 10/20/30/40%
Spiderlings no longer continue taking actions before vanishing once Elise shifts into Human Form
Spiderlings now group closer together while moving

Volatile Spiderling

Movement Speed has been reduced

Rappel

Elise can no longer descend outside of the indicated area
Fixed a bug where Elise could begin casting spells and attacking as soon as she began her descent while she was still untargetable
Spiderlings will now descend from Rappel slightly after Elise instead of descending at the same time


伊莉絲
大綱:小蜘蛛現在沒這麼坦了,特別是對有出物穿的英雄而言.小蜘蛛現在在韌絲飛躍時會在伊莉絲之降落,這代表著如果伊莉絲降在敵方塔的攻擊範圍內,而且旁邊沒有小兵被塔攻擊,那伊莉絲會在落地時被塔攻擊(之前塔會攻擊先降落的小蜘蛛).韌絲飛躍現在也沒辦法讓伊莉絲飛的比顯示的範圍遠了

內文:伊莉絲因為她整體技能組的威力,在高階對戰中已經有好一陣子都是有高選取價值的角色了.我們曾經考慮過降低她部份技能的傷害,但後來覺的我們應該先把重心放在她一些讓對線的人感覺很差的面向.特別是我們想降低小蜘蛛的生存力,和他們吸收傷害的能力.有了這些改變,我們讓伊莉絲對線的玩家有多一點點的機會反制伊莉絲,也讓伊莉絲的玩家在利用他們的被動時要想的更清楚點.

另外一個我們觀注的焦點是韌絲飛躍的長距離.我們原本設計這個技能除了顯示範圍外,還多一點點額外的距離來讓伊莉絲飛過去,但回想起來這讓對抗這個技能時感覺超級差.這邊的修正讓通知敵方的圓環效果有更明確的指示效果.

(被動)小蜘蛛血量下降(125-550->90-260)
(被動)小蜘蛛物防增加(30->30/50/70/90 ,依(R)等級增加)
(被動)小蜘蛛魔防增加(50->50/70/90/110 ,依(R)等級增加)
(被動)多目標的傷害減免降低( 10/20/30/40% -> 25%)
(被動)小蜘蛛在變回人型後,到消失前不再進行動作
(被動)小蜘蛛在移動時會成群結隊
(W)爆裂毒蛛-移動速度變慢
(E)韌絲飛躍-伊莉絲不再能降落到顯示的範圍之外
(E)韌絲飛躍-修正讓伊莉絲剛開始降落時,但還是無敵時,就能普攻和使用技能的bug
(E)韌絲飛躍-小蜘蛛會在伊莉絲之後降落,而不是同時降落


Fiddlesticks

Crowstorm

No longer reduces Baron Nashor's, Dragon's or Vilemaw's Magic Resist


費德提克
(R)群鴉風暴-不再降低巴龍,飛龍和Vilemaw的魔抗

Fizz

Playful/Trickster

Fixed a bug that occasionally caused rapid casts to deal no damage


飛斯
(E)修正愛玩小飛/調皮小飛有時後按太快會沒傷害的bug

Karthus

Lay Waste

Now casts at max range when targeted beyond max range during Death Defied

Defile

Ability Power ratio reduced to 0.2 from 0.25
Fixed a bug where Cooldown Reduction allowed Defile to be rapidly toggled, increasing its damage output


卡爾瑟斯
(Q)荒蕪在被動期間會施放在指定方向的最遠處,如果指定的點超過施法距離的話
(E)污染的AP加成降低(0.25->0.2)
(E)修正在取得一定CDR後,能夠讓汙染快速開關來增加整體傷害輸出

Malzahar

Call of the Void

Missile visibility from fog of war and brush now consistent with other missiles

Summon Voidling

Voidlings no longer repeatedly switch targets when more than one unit is affected with Malefic Visions


馬爾扎哈
(Q)虛空召喚-在草叢或戰爭迷霧中發動時的視覺效果和其他技能一樣.
(被動)召喚噓靈-虛靈不再因為多個目標被(E)煞星幻像影響就在多個目標間舉棋不定

Master Yi (remake)

Summary: Master Yi has been reworked with a new model and changes to his kit. For a full rundown of the Wuju Master's changes, click here.

General

Health per level increased to 92 from 86
Base Mana reduced to 180 from 199
Mana per level increased to 42 from 36
Base Armor reduced to 15 from 16.3
Armor per level reduced to 3 from 3.7
Attack Speed per level reduced to 2.75% from 2.98%

Double Strike

Every 4th consecutive basic attack, Master Yi will attack twice, dealing 50% damage on the second strike

Alpha Strike

Master Yi becomes untargetable and dashes to up to 4 units, dealing 25/60/95/130/165 (+1.0 total Attack Damage) physical damage and 75/100/125/150/175 bonus damage to minions. Alpha Strike can critically strike for 60% of Master Yi's total Attack Damage.
Alpha Strike's cooldown is reduced by 1 second each time Master Yi basic attacks
Mana Cost: 70/80/90/100/110
Cooldown: 18/17/16/15/14

Meditate

Master Yi channels for 4 seconds, gaining 40/45/50/55/60% damage reduction and healing for 30/50/70/90/110 (+0.3 Ability Power) per second. This heal is increased by 1% for every 1% Health Master Yi is missing. The damage reduction is halved against turrets
Mana Cost: 50/65/80/95/110
Cooldown: 35

Wuju Style

Passive: Master Yi gains 7/9/11/13/15% Attack Damage
Active: Master Yi deals 10/15/20/25/30 (+0.1/0.125/0.15/0.175/0.2 total Attack Damage) true damage on hit for 5 seconds. Wuju Style's passive bonus is lost while the skill is on cooldown
Mana Cost: 0
Cooldown: 18/17/16/15/14

Highlander

Passive: When Master Yi kills a champion, the cooldowns on his basic abilities are reduced by 18 seconds (half for assists)
Active: Grants Master Yi 30/55/80% Attack Speed and 25/35/45% Movement Speed for 10 seconds. If Master Yi scores a kill or assist while Highlander is active, Highlander's duration is extended by 4 seconds
Mana Cost: 100
Cooldown: 75


易大師(重製)
易大師有了全新的模組和技能上的變更,想要完整了解易大師的變動請看這邊
http://lol.zones.gamebase.com.tw/forum/60895/topic/96117281/1?g=e775

一般
每等級得到的血量增加(86->92)
基本法力下降(199->180)
每等級得到的法力增加(36->42)
基本物防下降(16.3->15)
每等級得到的物防下降(3.7->3)
每等級得到的攻速下降(2.98%->2.75%)

(被動)雙重打擊-每次第四次普攻,易大師會連續攻擊兩次,在這個額外的攻擊時會造成原本的50%傷害.

(Q)先聲奪人-易大師成為無法指定的目標並衝擊四個敵人,造成(25/60/95/130/165 +1.0總AD)的物理傷害,對小兵和野怪會造成額外(75/100/125/150/175)的傷害.先聲奪人會暴擊並額外造成60%總AD的傷害.
(Q)先聲奪人在易大師每次普攻時降低一秒CD
(Q)法耗 70/80/90/100/110
(Q)CD 18/17/16/15/14

(W)冥想-易大師持續施法四秒,期間全部傷害減免40/45/50/55/60%,並治療自己(30/50/70/90/110 +0.3AP/每秒).治療的效果每當易大師損失1%血時會增加1%,傷害減免的效果對塔減半.
(W)法耗50/65/80/95/110
(W)CD 35秒

(E)無極劍道-被動效果-易大師額外取得7/9/11/13/15%傷害
(E)無極劍道-主動效果-易大師接下來五秒內每次普攻造成 (10/15/20/25/30 +0.1/0.125/0.15/0.175/0.2總AD)的真實傷害.當技能在冷卻時間時被動的額外傷害也會消失
(E)法耗:0
(E)CD:18/17/16/15/14

(R)高原血統-被動效果-每當易大師擊殺英雄時,全部一般技能的CD降低18秒
(R)主動-易大師在10秒內取得30/55/80%的攻速和25/35/45%的額外跑速,當擊殺英雄
或助攻時,高原血統的主動效果延長4秒
(R)法耗:100
(R)CD:75秒


Nami

Aqua Prison

Fixed a bug where the stun sometimes lasted longer than intended


娜米
(Q)禁錮水牢-修正有時候暈人的時間比預期的久的bug

Poppy

Heroic Charge

Fixed a bug where Poppy would retain her previous move or attack order after charging
Fixed a bug that caused Poppy to stutter briefly after charging


波比
(E)英勇衝鋒-修正衝刺後會攻擊原本攻擊目標的bug
(E)英勇衝鋒-修正衝刺後波比會有一點卡卡的bug

Ryze

Summary:The ranges of Ryze's spells are being reduced this patch, but his Desperate Power movement speed buff has been increased to compensate.

Context: With his spell range and high late game damage, Ryze could effectively nuke back line squishies from distance while still playing the role of “tanky beast” (when built in that way). We wanted to refocus on Ryze's core identity as a mid-range mage, meaning his positioning and proximity to the enemy team is more important than before, while his increased speed should allow him to get up close to priority targets to melt their delicate little faces.

Overload

Cast range reduced to 600 from 650

Rune Prison

Cast range reduced to 600 from 625
Mana cost reduced to 60/70/80/90/100 from 80/90/100/110/120

Spell Flux

Cast range reduced to 600 from 675

Desperate Power

Movement Speed increased to 60/70/80 from 35/45/55


雷茲
大綱:雷茲全部技能的距離都下降了,但是他大絕發動時的跑速增加作為補償
內文:基於他的施法距離和後其的高輸出,雷茲能夠有效率的轟擊敵人的後排軟皮英雄,並保持自己是個坦型野獸的定位.我們想要重新強調雷茲的定位是中程的法師,代表著他和敵人隊伍間的距離掌握比以前更加重要,而增加他的速度能讓他趕上高優先的目標並熔掉他們.

(Q)施法距離降低(650->600)
(W)施法距離降低(625->600)
(W)法耗下降(80/90/100/110/120->60/70/80/90/100)
(E)施法距離降低(675->600)
(R)大絕期間跑速加成增加(35/45/55->60/70/80)


Thresh

Summary: Thresh's reduced base health and armor make him more vulnerable at early levels, but collected souls now grant a flat bonus with no diminishing returns.

Context: We wanted to make trading in lanes a little riskier for Thresh as he had a lot of crowd control through Death Sentence and Flay. Additionally, collecting souls, while a vital part of early game Thresh play, had the tendency to become negligible late game due to their diminishing returns. Giving souls a flat bonus means Thresh's passive stays relevant throughout the game.

General

Base Health reduced to 500 from 541
Base Armor reduced to 12 from 18

Damnation

Souls now always grant 0.75 Armor and Ability Power instead of starting at 1.0 and granting diminishing returns per soul collected


瑟雷西
大綱:降低瑟雷西的基本血量和物防後,讓他早期更脆弱一點,但收集靈魂會有更一至的效果,而不再有邊際效應的減免.
內文:我們想要讓瑟雷西在線上換血時要冒更多的風險,因為他因為(Q)和(E)有大量的場控能力.除此之外,收集靈魂,在遊戲早期是瑟雷西的重要工作,但是到了中後期因為邊際效應顯的微不足道.讓靈魂有一至的效果代表能讓瑟雷西的被動特色在遊戲從頭到尾都更統一.

一般
基本血量下降(541->500)
基本物防下降(18->12)
(被動)每個靈魂都會產生0.75的物防和AP,而不再是初始1.0並隨的收集量下降.


Twisted Fate

Summary: Loaded Dice no longer grants global bonus gold, but instead gives Twisted Fate between 1-6 gold per kill. Pick a Card has been changed, too, giving TF players a smaller window to throw the card after locking it instead of one long window to both lock and throw the card.

Context: Loaded Dice was giving Twisted Fate and his team a lot of hidden power without feeling individually impactful. The change fits more thematically with his kit and allows his passive to feel more noticeable by giving TF more gold on average over the course of the match.

The Pick a Card changes are intended to introduce more counterplay to the ability, as many players were locking their card within a second or two of shuffling, then sitting on the locked card for the rest of the duration to intimidate opponents. While these changes mean TF players have more time to utilize Pick a Card, they'll have a smaller window to act once they lock in their card.

Loaded Dice (Remade)

Upon killing a unit, Twisted Fate rolls his dice, gaining anywhere from 1 to 6 bonus Gold. Naturally, Twisted Fate has a higher chance to receive a larger bonus

Pick a Card

Now has 8 seconds to lock the card and 4 seconds to throw it instead of 10 seconds to do both


逆命
大綱:灌鉛骰子不再給全隊金錢,但是給逆命每次擊殺小兵1~6的金錢.選牌也有了變化,讓逆命的玩家在抽到牌之後要快點把牌丟出去,而不是在抽牌和選牌期共用一段很長的時間.

內文:灌鉛骰子原本給逆命和他的隊伍很難有感覺的巨大優勢.這邊的修正讓這個被動技能更符合他的主題,並給逆命在遊戲期間顯著的有更多金錢.
選牌的變化是要讓這個技能有更好的反制方法,因為很多玩家會在選牌的第二張或第三張就抽起來,並拿著那張牌來威脅敵人很長的一段時間.這邊的改變讓逆命的玩家來選擇要用那張牌,但是在選定牌後要快點出手.

(被動)灌鉛骰子-重製-當擊殺任何單位時,逆命會扔出骰子,並依骰子的點數取得對應的1~6金.很自然的,逆命天生就容易丟出高的點數.

(W)選牌-現在在選牌期間有八秒,並有四秒的時間可以把牌丟出去,而不是共用10秒.


Udyr

Spirit Guard Udyr has new death animations


烏迪爾
極獸霸魂造型有新的死亡動畫

Vayne

Condemn

Fixed a bug where the cast range was longer than intended (650 instead of 550)

Final Hour

Cooldown increased to 100/85/70 from 70 seconds



(E)修正重型弩箭的施放距離比設計長的bug( 650->550 )
(R)大絕CD增加(70->100/85/70)

Warwick

Infinite Duress

Fixed a bug where damage would continue to be dealt after being interrupted by enemy champions


沃維克
(R)修正大絕被打斷時,傷害會持續發生的bug

Zac

Elastic Slingshot

Damage reduced to 80/120/160/200/240 from 80/130/180/230/280


札克
(E)必殺黏星-傷害下修( 80/130/180/230/280 -> 80/120/160/200/240 )

General Champion Changes

Champions with dash abilities will no longer be able to activate them while taunted (Jax's Leap Strike, Katarina's Shunpo, and Shen's Shadow Dash)
Champions that waste basic attacks or abilities on damage nullifying shields or absorption shields without breaking the shield (Kayle's Intervention, Poppy's Diplomatic Immunity, Morgana's Black Shield, Barrier, etc) will now be properly granted assists if that champion dies within the appropriate time frame


整體英雄變化
有衝刺技能的英雄被嘲諷後不再可以使用(賈克斯,卡特琳娜和慎)
把普攻和技能打在無敵或有帶盾的英雄身上時,還是會算助攻

Items


Magic Resistance Items

Summary: A new magic resistance item has been added to the game in the form of a mid-level MR item that builds into Spirit Visage and Banshee's Veil.

Context: We wanted to reposition Magic Resistance as a personal stat as opposed to an aura-focused stat (see below for our Runic Bulwark updates). With these changes we specifically wanted to create more itemization options against sustained magic damage dealers in the mid game as well as create more options for tanks versus late game poke teams.

New Item: Spectre's Cowl

Recipe: Ruby Crystal + Negatron Cloak + 205 Gold = 1400 total Gold
+200 Health
+45 Magic Resist
UNIQUE Passive: Grants +15 Health Regen per 5 seconds for up to 10 seconds after taking damage from an enemy champion

Spirit Visage

Recipe Changed: Spectre's Cowl + Kindlegem + 375 Gold = 2625 total Gold, up from 2200
Health increased to 400 from 200
Magic Resist increased to 55 from 45
Now additionally grants +20 Health Regen per 5 seconds

Banshee's Veil

Recipe Changed: Spectre's Cowl + Ruby Crystal + 875 Gold = 2750 total Gold, up from 2520
Health increased to 450 from 400
Magic Resist increased to 55 from 45
Mana reduced to 0 from 300
Additional UNIQUE Passive: Grants +45 Health Regen per 5 seconds for up to 10 seconds after taking damage from an enemy champion or when the spell shield breaks

Guardian Angel

Recipe Changed: Negatron Cloak + Chain Vest + 1310 Gold = 2750 total Gold, up from 2600
Magic Resist increased to 40 from 30


魔防道具
大綱:一樣新的魔防裝被加到遊戲中當成中期的魔防選擇,並能升級成振奮盔甲或女妖面紗
內文:我們想重新定位魔防為個人用的防禦屬性,而不是全體用的靈氣屬性.(可以看後面的符文聖盾的修正)
而隨著這裡的變化,我們想要讓應對中期持續型法傷有更好的道具選擇,
並且讓坦克到後期,面對poke team時有更好的應對能力.

新道具-幽靈兜帽
配方:紅寶石+負極斗篷+205G = 1400G
+200血量
+45魔防
唯一被動:在受到敵方英雄傷害後,接下來10秒內,回血量增加15HP/5.

振奮盔甲
配方修正:幽靈兜帽+燃燒寶石+375G=2625G,原本是2200G
血量增加(200->400)
魔抗增加(45->55)
現在額外增加20HP/5

女妖面紗
配方修正:幽靈兜帽+紅寶石+875G=2750G,原本是2520G
血量增加(400->450)
魔防增加(45->55)
沒有法力
額外的新被動:當被敵人英雄傷害,或是盾破掉時,接下來10秒內+45HP/5


Runic Bulwark and Locket of the Iron Solari

Summary: Runic Bulwark has been removed from the game. Aegis of the Legion now builds into Locket of the Iron Solari.

Context: We wanted to reduce the burden of buying an Aegis/Bulwark every game. By combining Aegis and Locket, we can more clearly push them into their strategic niche of team fight area-effect damage reduction items.

Aegis of the Legion

Combine cost reduced to 375 Gold from 625 (total cost reduced to 1900 Gold from 2150)
Health reduced to 200 from 250
No longer grants self-only Magic Resist
UNIQUE Aura – Legion
No longer grants Armor
Magic Resist increased to 20 from 15
No longer grants additional bonuses to minions

Runic Bulwark

Removed from the game

Locket of the Iron Solari

New build path: Aegis of the Legion + 600 Gold = 2500 Gold
+300 Health
+20 Armor
+10% Cooldown Reduction
UNIQUE Active retained
Now grants UNIQUE Aura - Legion


符文聖盾和日輪的加冕
大綱:符文聖盾被移除,而軍團盾可以升級成日輪的加冕
內文:我們想要降低每場遊戲都買聖盾/軍團盾的需求.藉由結合聖盾和日輪,
我們能更加明確的定義他們是團戰用的範圍傷害減免道具.

軍團盾:
合成費用下降(625->375),總價位下修(2150->1900)
血量下修(250->200)
不再有自身的魔防
範圍靈氣-軍團
不再有物防
魔防增加(15->20)
不再對小兵有用

符文聖盾:移除

日輪的加冕
新的合成方式:軍團盾+600G=2500G
+300血量
+20物防
+10% CDR
還是有主動盾
現在有軍團靈氣


Blade of the Ruined King

Active Haste/Slow duration reduced to 3 seconds from 4


殞落王者
主動的加減速時間變少(4秒->3秒)

Warden's Mail

Passive Slow duration reduced to 1 second from 1.5
Cost reduced to 1000 from 1100


守望者鎧甲
降低攻速的時效變低(1.5->1秒)
價格降低(1100->1000)

Randuin's Omen

Passive Slow duration reduced to 1 second from 1.5
Cost reduced to 3000 from 3100 (combine cost unchanged)


蘭頓之兆
降低攻速的時效變低(1.5->1秒)
總價下降(3100->3000)

Frozen Heart

Cost reduced to 2900 from 3000 (combine cost unchanged)


寒冰之心
總價下降(3000->2900)

New Icons

The following items have received new icons
Abyssal Scepter
Catalyst the Protector
Deathfire Grasp
Glacial Shroud
Haunting Guise
Hextech Revolver
Thornmail
Vampiric Scepter


下面的道具有新的圖示
深淵權仗
催化神石
冥火之握
冰川護甲
幽魂面具
海克斯科技左輪
荊棘之甲
吸血鬼權杖

Maps

Summoner's Rift


Jungle Monsters

Summary: All camps outside of buff camps will now spawn later in the game. Some experience has been moved back from the Ancient Golem and Lizard Elder to their Young Lizard spawns meaning junglers will have to fully clear the camp in order to hit level 2, and not just kill the buff monster.

Context: Our first jungle modifications in 3.8 were not quite enough to enact the changes we wanted, so we're pushing spawn timers even further to finish the job while fixing some other unintended side effects.

Junglers could completely cripple their enemy team counterparts – especially early on – without fully committing to confrontation by smiting the buff and escaping, or killing their opponent with the immediate level advantage. We like the importance of aggressive early game invades, but want to make sure there's an appropriate amount of risk involved.

Wraiths
Spawn time increased to 2:05 from 1:55
Wolves
Spawn time increased to 2:05 from 1:55
Giant Wolf
Base experience granted increased to 170 from 153
Golems
Spawn time increased to 2:05 from 1:55
Big Golem
Base experience granted increased to 160 from 137
Ancient Golem
Base experience granted reduced to 260 from 340
Base Health reduced to 1400 from 1500
Lizard Elder
Base experience granted reduced to 260 from 340
Base Health reduced to 1400 from 1500
Young Lizard
Base experience granted increased to 50 from 10
Base Health increased to 400 from 300


地圖
召喚師峽谷
野怪
大綱:非Buff區的野怪都會比較慢出生.Buff怪的部份經驗值被移到身邊的小蜥蝪身上,這代表著打野手必需要把整群清完才能升二級,不是只清大隻buff怪就能升級

內文:我們在3.8中導入的野區改變還不夠達到我們希望的效果,所以我們將小怪的出生時間更加延後來修正一些非預期的效應.
打野手可能會因為敵人的反野而完全殘廢-特別是早期-因為敵對可能搶到buff怪後就逃走,或是擊殺buff怪後取得等級優勢來追殺敵隊落後的打野英雄.我們喜歡遊戲早期侵略的重要性,但是要保證對雙方都要有一樣的風險.

四鬼/三狼/雙石像:出生時間延後到2:05
三狼:大狼的基本經驗值增加153->170
雙石像:大石像的基本經驗值增加137->160

紅/藍buff怪:基本經驗值降低(340->260)
紅/藍buff怪:基本血量下修(1500->1400)

小蜥蝪:基本經驗值增加(10->50),基本血量增加(300->400)


Baron Nashor

Summary: Baron Nashor now takes less physical and magical damage from targets affected by Voracious Corrosion (the single target debuff he applies to whoever's tanking him) as opposed to directly reducing Attack Damage.

Context: Soloing Baron with sustained magic damage was too easy for a select few champions. This change makes things more consistent overall. A noted side effect is that teams who start fighting Baron will be at less of a disadvantage when engaged upon by the enemy team due to the fact that Voracious Corrosion no longer alters overall attack damage and instead only reduces damage directed at Baron Nashor. We'll continue to monitor this and act if it seems to be a significant problem.

Voracious Corrosion
No longer reduces the target's Attack Damage by 50%
Now reduces the physical and magic damage the target deals to Nashor by 50%


巴龍
大綱:巴龍受到被貪婪腐蝕(巴龍的主要攻擊目標)影響的敵人攻擊時,會受到比較少的傷害,而不是降低他們的物裡傷害.
內文:利用持續法傷來單挑巴龍在選擇某些英雄時是相對簡單的事.這邊的修正會讓這種事變少.另外一件重點是這會降低攻擊巴龍的隊伍被突襲時的不利因素,因為被貪婪腐蝕影響的人不再會因此而降低傷害輸出.我們會再持續注意這點並看這是否會成為大問題.

貪婪腐蝕:不再降低目標的傷害50%
貪婪腐蝕:現在降低被影響的目標對巴龍造成的傷害50%.


Turrets

Summary: Turrets are now harder to push down within the very early stages of the game. We've also corrected a minor bug that gave purple side inner turrets slightly more armor than intended.

Context: Due to the high global value of map objectives and the ease of taking down turrets in the early game with certain compositions, players – particularly in competitive play – have been entirely bypassing the laning phase. Ultimately we didn't want to completely eliminate this strategy but its prevalence was invalidating many champions who have high potential during the laning phase. These changes should introduce more risk into aggressive early-game objective-focused strategies without eliminating its viability completely.

For additional context, while the numbers might initially seem high (in particular the Purple Side Inner Turrets having 10 more armor than intended), Turrets begin the game with much more armor relative to champions so these changes are not as significant as they might first seem.

Outer turrets now gain 60 bonus Armor at the start of the game, which starts decaying after 4 minutes have passed and finishes decaying 4 minutes later
Outer turret base Armor increased to 60 from 54
Outer turrets no longer gain Armor over the first 8 minutes of the game
Fixed a bug where purple side inner turrets had 10 more Armor than intended


炮塔
大綱:炮塔在遊戲早期會更難被推倒.我們也修正了紫方內塔有比較高的物防的bug
內文:因為有相當高的全隊經濟價值,和地圖控制的能力,高階對戰的玩家通常會快速的推倒炮塔並跳過對線階段.
我們的目標並不是要完全終結這種策略,但這種作法的問題是會讓許多在線上有優勢的英雄消失.這邊的修正會讓早期高速打掉地圖目標的策略有更多的風險,但不是完全的終止這種作法.

此外,雖然從數字上看起來很高(特別是紫方內塔有預期外的額外10點物防),炮塔在遊戲早期物防相對於英雄實際感受上其實並不特別大.

外塔在遊戲開始時有額外60點物防,在四分鐘之後開始降低.這些物防會在四分鐘後消失
外塔的基本物防增加(54->60)
外塔在開始的八分鐘內不再隨時間增加物放
修正紫方內塔有額外10點物防的bug


Twisted Treeline and Crystal Scar

General Changes

Summary: Needlessly Large Rod and Deathfire Grasp have been removed from these map modes, with more mid-level AP items added in, including Liandry's Torment, Seeker's Armguard, and Moonflair Spellblade – a mid-tier defensive AP item. Blackfire Torch now has the same active ability of Deathfire Grasp.

Context: This small-scale AP rework is intended to address AP survivability and viability in Twisted Treeline and Crystal Scar. Needlessly Large Rod (and, by extension, Deathfire Grasp) have been removed because it was unreasonably difficult to save up for on these maps. The addition of Moonflair Spellblade and Seeker's Armguard should help with early-mid game survivability.

Needlessly Large Rod removed
Deathfire Grasp removed
Liandry's Torment enabled
Seeker's Armguard enabled

RETURNING ITEM: Moonflair Spellblade (Ranged Only)

Recipe: Seeker's Armguard + Negatron Cloak + 420 Gold = 2300 Total Gold
+50 Ability Power
+50 Armor
+50 Magic Resist
UNIQUE Passive - Tenacity: Reduces the duration of stuns, slows, taunts, fears, silences, blinds, and immobilizes by 35%

Blackfire Torch

Reworked: Blasting Wand + Fiendish Codex + 720 Gold = 2400 Total Gold
+80 Ability Power
+10% Cooldown Reduction
UNIQUE Active: Deals 20% of target champion's maximum Health in magic damage over 6 seconds and increases all subsequent magic damage taken by the target by 20% (60 second cooldown)

Wooglet's Witchcap

New Build Path: Seeker's Armguard + Blasting Wand + Amplifying Tome + 1045 Gold = 3500 Total Gold
Armor increased to 45 from 40


扭曲樹林和水晶之痕
大綱:巨型魔棒和冥火之握從這地圖上完全移除,而更多的中期AP道具加進遊戲內,像是大面具,探索者護腕和月光魔劍-中階的AP防禦道具.黑燄火炬有了和冥火之握一樣的被動

內文:小規模的AP重製是要讓AP角在扭曲樹林和水晶之痕更好用一點.巨型魔棒和延申出的冥火之握因為要買到太困難了而被移除.額外增加的月光魔劍和探索者護腕能增加AP角中早期的生存力.

巨型魔棒-移除
冥火之握-移除
大面具-新增
探索者護腕-新增

道具回歸-月光魔劍(遠程限定)
配方:探索者護腕+負極斗篷+420G=2300G
+50AP
+50物防
+50魔防
唯一被動:35%軔性

黑燄火炬-重製
新配方:爆裂魔杖+惡魔法典+720G=2400G
+80AP
+10% CDR
唯一主動:造成目標英雄20%最大生命力的傷害,並再接下來6秒內讓他受到的全部法傷增加20%.

烏莉特的法帽
新配方:探索者護腕+爆裂魔杖+增幅典籍+1045G=3500G
物防增加(40->45)


Bug Fixes

Vilema now properly selects his melee attack for melee champions with more than 100 range
Vilemaw no longer twitches when players leave his lair
Lesser Wraith Health now properly scales with time


Bug修正
威洛魔現在會在他的近戰距離內挑選攻擊近戰英雄
當玩家離巢時,威洛魔不再抽動
小幽魂的血量會正確隨時間變化

General

Champion Search Tags

Summary: Now, champion search tags more accurately represent the team role each champion plays and better explains the recommended play style for a particular champion to new players. In future releases, we'll continue to refine these tags and how they appear in PvP.net. For more information on our changes, read more here.

Champions will now be tagged with a single, primary role from the following:
Assassin, Fighter, Mage, Marksman, Support, Tank
You'll see these changes across PvP.net


一般
英雄選擇標籤
大綱:現在英雄搜尋時的標籤會更精確的選擇出團隊地位對應的英雄,並對新玩家建議的玩法有更好建議.
未來我們會持續改善這些標籤和它們的顯示方式.想知道更清處的資料可以看這篇
http://lol.zones.gamebase.com.tw/forum/60895/topic/96139699/1?g=e775

英雄現在被標示為下面六種角色中的一種:刺客,鬥法,法師,射手,輔助和坦克
你能從客戶端看到這些變化


Ready Check

Summary: In order to get players into games faster, those that habitually fail to accept matched games will be temporarily removed from the queue. This should help players with longer queue times in addition to removing some fringe abuse cases.

Players that frequently fail a Ready Check will be given time-outs from re-entering the queue to prevent them from lengthening the queue times of other players
Normal play patterns (including missing a Ready Check every once in a while) will not trigger this penalty


準備好了!
大綱:為了讓玩家能快點進入遊戲,多次沒點"準備好了"的按鈕的會被移出排隊.這會讓排隊排很久的玩家有所改善.
常常沒按"準備好了"的玩家在排隊前會有一段時間不能加入排隊,避免他們造成其他人排隊時間加長
一般玩家(偶爾沒按到的)不會觸發這個懲罰

Chat

Fixed a bug where the /mute chat command did not work
Fixed a bug where you could not use the /mute @ChampionName chat command unless the target was on your friends list


聊天
修正/mute沒辦法禁言的bug
修正/mute 英雄名稱 ,除非對方是你好友清單上的人,不然無效的bug

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