作者:睡人
RT。真不是鸽了亡灵法,而是被感冒撂倒了一直没恢复多少。
原文也可在STEAM上查看,翻译是我的渣翻(图也是直接复制过来的,这倒是方便了)
NB: Translations for this dev blog into additional languages will be posting in the following week.Hello again, my name is Karl and I'm back to provide some commentary about our upcoming balance changes that were hinted at in the last dev blog.These changes intend to target clear outliers in both strength and weakness and attempt to bring them in line with the rest of the game while keeping their intended design.
这个开发日志的其他语言翻译将在下周发布。
大家好,我的名字是Karl,我来为我们即将到来的平衡变化提供一些解释——这些变化在上一个开发博客中有所暗示和透露。这些调整旨在针对明显异常强弱的存在,并试图使其与游戏的其余部分保持一致的同时保持其预期设计。
First up was Pyromancer, as she was constantly brought up during discussions during the development of the Necromancer. Community perception was that she was lacking in identity which we agreed with. The fire wizard careers were always close to each other in how they played, even in the initial development of Vermintide 2. Part of the issue is that we allow each career to wield every staff available to Sienna. The spells that the staff brings dictates what ranged role Sienna will play and we then empower the roles through the use of talents. Currently, it’s not enough to get the feeling of uniqueness.
首先是火焰法师,因为在亡灵法师的开发过程中不断提到过她。社区的看法是她缺乏合适的职业定位,我们对此表示赞同。在《鼠疫2》的最初发展阶段,火法师的几个职业在玩法上也总是很接近。问题的一部分是,我们允许每个职业都使用西耶娜可用的每种法杖。法杖带来的法术决定了西耶娜将扮演什么样的角色,然后我们通过使用天赋来赋予这些角色职能。目前看来,现在是感受不到独特性的。
[PS:我直接将“身份”翻译成小队职业定位了。
至于独特性,属于一个老生常谈且一直缺少一个定论的问题。以战役、伟业、荒原这类场合来说,很多被认为很弱的职业都具有很强的不可替代性,比如脚骑的主动控场、工程师的强火力弹幕。但法2在现版本远程定位上输出不如法1稳定有力,近战也不像法3那样暴力且有较好的容错,大招也颇为尴尬,所以一直以来评价都不太好(也就剩个赌狗天胡了),仅仅是和赏金这种玻璃大炮的远程比有相对那么好那么一点的生存能力。]
The new changes to Pyromancer aim to set the careers further apart through how they interact with her overcharge and melee mechanics.
- Battle Wizard aims at bringing a balanced playstyle. Moving between casting spells and melee while venting overcharge through the passive.
- Pyromancer leans more into the ranged side of Sienna, unleashing a lot more spells through improved overcharge capacity and spells scaling with that overcharge, but having a harder time getting rid of accumulated overcharge mid-fight.
- Unchained leans into the melee side of Sienna, choosing between risk and reward with high overcharge gains with the tools to completely dump overcharge when needed.
火焰法师的新变化旨在通过与她的过载和近战机制的互动,进一步展现职业之间的差异。
- 战斗法师旨在带来一种平衡的游戏风格。在施法和近战之间转换,同时通过被动释放过载值。
- 火焰法师更倾向于西耶娜的远程,通过提高过载容量和并且释放更多法术,但在战斗中期更难摆脱累积的过载值。
- 去缚者倾向于西耶娜的近战能力,在风险和回报之间做出权衡——获得高额的过载值收益,或是需要时使用工具释放过载。
[PS:大概是这个意思吧,反正我被这段话的长英文绕的有点懵。以职业理解看应该是这个意思。]
We made these changes to Pyromancer help achieve this goal:
- Moved 'Volans Doctrine' to Passive
- Reduced 'The Burning Head' cooldown
- New Perk 'One with Aqshy' - 50% increased max Overcharge. Added support for increasing Overcharge bar size to fit increased max overcharge :^)
- Replaced ‘Volans Doctrine’ with 'Flamestrike's Tutelage' - Sienna gains 80% reduction on Venting damage. Each nearby enemy decreases the damage reduction by 20%.
- ‘Exhaust’ replaced with ‘Dissipating Rictus' - The Burning Head grants 50% charge speed and Overcharge explosion immunity for 12 seconds.
- Increased the duration of ‘Deathly DIssipation’
- Increased the power bonus from ‘On the Precipice’
- Increased the max power bonus from ‘Ride the Fire Wind
我们对火焰法师进行了这些更改,以帮助实现这一目标:
- 将“Volans Doctrine”改为被动*(原25-2:过载不再导致减速DEBUFF)
- 减少了“The Burning Head”冷却时间(职业技能:烈焰之颅)
- 新被动“One with Aqshy”-增加50%的最大过载值。增加了对过载槽尺寸的支持,以适应增加的最大过载:^)(当前基础过载值40)
- 将“Volans Doctrine”替换为“Flamestrike's Tutelage”-西耶娜获得80%的散热伤害减免。每个附近的敌人减少20%的伤害减免。(该技能替换新25-2)
- ‘Exhaust’被‘Dissipating Rictus'取代-大招提供50%的法术充能速度和12秒的过载值爆炸免疫。(原30-1:大招清空过载值,过载爆炸期间无法使用大招)
- 增加了“Deathly DIssipation”的持续时间(原20-1:杀死特感后10秒内使用法术不增长过载值)
- 增加了‘On the Precipice’的力量加成(原20-2:30以上过载值下提高15%远程战力)
- 增加了“Ride the Fire Wind”的最大力量加成(原10-1:每秒提高1%远程战力,最大叠加20层。叠加到最大后开始逐渐减少。)
[PS:
技能我就不特地翻译了,我一直没咋用中文版本我也不知道都是啥翻译,就直接贴原名和效果了
总体来看是大加强的,主要是将25-2的过载不减速给加到基础上了。之前这个天赋卡在这个位置就导致同排天赋基本没法选择的场面。就是不带新的散热天赋也有减伤、加速这类更多的选择。
大招降低CD算是小改,主要是伤害和穿透还是捉急。算是小加强。
其他的么……数值机制算是给的很慷慨。10-1目前增长多少还不清楚,主要还是这个波动比较搞。]
Next up was Engineer. Perceived not only as weak, but also clunky to use. The clunkiness of the crank gun was clear and we have some changes lined up to alleviate that. The perceived weakness was a bit more tricky. We didn’t see this as an issue of damage output—frankly if the Engineer is allowed to concentrate fire he can put out some ridiculous numbers. But that's not when the true mettle of a career is tested.
Vermintide 2 is quite easy when you are on cruise control running through levels and killing anything before it is a threat. The true test is when the unexpected happens. When a mauler teleports behind you mid overhead while the elf pulls the chaos patrol just as two assassins spawn. This is what creates those intense stories of heroic clutches that you want to tell your friends, but also where we felt the Engineer fell flat. With no panic button, clunky weaponry, and low health; the chances of his survival were quite slim.
It is a part of the Engineer’s design to be a ranged powerhouse that has to be protected. We want to keep the same spirit of the Engineer, but right now the ranged power to clutch potential ratio is a bit weak.
接下来是工程师。不仅感觉很弱,而且使用起来也很笨重。机枪的笨拙是显而易见的,我们已经计划一些改变来缓解这种情况。目前来看的这个职业的弱点有点棘手。我们并不认为这职业在伤害输出量上有问题——坦率地说,如果工程师被允许火力全开,他的输出将有些吓人。但这并不是考验职业真正毅力的时候。
在鼠疫2中,如果你在巡航控制中通过关卡、并在任何东西成为威胁之前杀死它,这其实非常容易。真正的考验是意外发生的时候。当一个佟大为在你身后某处高地出现,而精灵在两个刺客刷新时吸引了混沌巡逻队这样的故事。这种场景创造了你想告诉你的朋友那些关于英雄时刻的激烈故事,但这点上我们也觉得工程师失败了。工程师没有这种“紧急按钮”,笨重的武器,低生命值;他活下来的机会很渺茫。
在设计上,工程师是一个必须受到保护的远程炮台。我们想保持工程师的精神,但现在他的远程火力想要打出高光时刻的潜在能力有点弱。
[PS:
说实在的,我有些难以理解这种“意外”……
至少他们真的意识到了工程师的笨重让他那惊人的火力无法发挥。]
The following changes aim to bump the Engineers ranged prowess as well as offering the players some form of a panic button through the use of bombs:
- Increased Engineer Health to 125
- Increased 'Gromril-Plated Shot' damage
- Increased base fire rate of 'linked compression chambers'
- Reduced base Crank Gun starting fire rate
- Reduced base Crank Gun fire rate gain per shot
- ‘Build Pressure’ no longer loses stacks while firing.
- Can ‘Build Pressure’ while on max ability bar
- ‘Build Pressure’ stacks no longer lost on full bar.
- ‘Leading Shots’ replaced with ‘Ingenious Ordnance' - Bardin creates a bomb every 80 seconds and explosives no longer deal friendly fire damage.
- ‘Head full of Steam’ now grants Attack Speed instead of Power.
- ‘Superior Gaskets’ now causes pressure to be lost upon firing instead of over time and each stack of pressure grants 4% power.
- ‘Experimental Steam Capacitors’ replaced with ‘'Perilous Overclock' - Building Pressure at Max stacks restores 25% charge and grants 15% crit but damages Bardin. Each Overclock increases damage suffered.
- ‘Bombardier’ now also causes Bardin to start missions with 3 bombs.
- ‘Piston Power’ now also restores all stamina when triggered.
以下改动旨在增强工程师的远程能力,并通过使用炸弹为玩家提供某种形式的“紧急按钮”:
- 将工程师生命值提高到125
- 增加“Gromril Plated Shot”伤害(30-1:增加机枪的破甲杀伤能力和单发伤害,降低射速,提高技能消耗)
- 增加了“linked compression chambers”的基础射速(30-2:机枪可以立刻以最大射速开火)
- 降低基础机枪启动射速
- 降低基础机枪每次射击的射速增益
- ‘Build Pressure’在射击时不再丢失层数(基础被动,按装填给机枪增压回技能条,默认开火&时间达到后失去所有增压层数)
- ‘Build Pressure’在技能条充满时也可以增压(现版本技能条最大值下无法增压)
- ‘Build Pressure’在技能条充满时不再丢失(现版本技能条最大值下自动清空)
- ‘Leading Shots’ 替换为 ‘Ingenious Ordnance' -巴丁每80秒制造一枚炸弹,爆炸物不再对友军造成火力伤害。(原10-1被替换。原10-1:远程射击每4次必定暴击且暴击不再随机出现)
- ‘Head full of Steam’ 现在获得攻击速度而不是力量。(原20-1:压力叠加到5层使10秒内战力+15%)。
- ‘Superior Gaskets’ 现在会导致开火时丢失压力而不是随时间推移丢失压力。每层压力提供4%力量。(原20-3:压力不会因为时间流逝丢失。每层压力提高2.5%攻速。最大叠加层数变为4层。)
- ‘Experimental Steam Capacitors’ 替换为 ‘'Perilous Overclock' - 在最大层数下的继续增加压力可以恢复25%的技能条和15%的暴击概率,但会伤害巴丁。每次过度加压都会增加所受伤害。(原20-2:压力不会因为开火和充能满丢失。)
- ‘Bombardier’ 现在额外让巴丁可以在任务开始时携带3颗手雷(25-2:巴丁的手雷同时带有炸弹和燃烧弹效果
- ‘Piston Power’ 现在额外在触发时恢复所有体力(盾).(25-3:每隔15秒巴丁获得一次强化,下一次蓄力攻击带有极强踉跄。)。
[PS:
首先125血量增加了,生存能力多少增强,可喜可贺。
首先是20-2的开火、满条不掉压力移植到了基础,而降低了基础射速和基础伤害。体验上肯定会好很多,而且基础机枪主要针对的是杂兵群和特感,附属才是打无装甲精英,这个小砍总体来说还是很赚的。
10-1的替换让基础机枪打甲更难了,但免费高爆手雷还是很值得的。远程方面可以用高破甲远程武器或者其他的队友解决。
新版20-2的额外恢复配合125血量貌似不错。但实际上还是得看一次烧多少血。
25-2性价比再次提升。但同排的减伤天赋还是依旧占模状态。比较低廉的叠减伤还是有助于维持生存的。
25-3的竞争能力依旧比不过同排的另两位。但能踉跄BOSS+新版恢复体力,在荒原还是很推荐的。
30-1的穿甲弹机枪或许是新版本的选择。首先是能弥补机枪破甲能力的问题,打暴风鼠、机枪鼠、喷火鼠这些有保障了,其次是有20-2这个爆率+速回,关键时刻或许能对罐头也能打出不错的效果。
总体来说是减少了很多琐碎的操作并且增加了不少的数值和能力。]
Warrior Priest was the third career to receive some functionality changes to his talents. The main grievance we wanted to tackle was Righteous Fury and when players receive it. We wanted to try to move away from the ‘feels bad’ moment of having your hammers start to glow just as the final enemy of the wave is slain.
战斗牧师是中第三个职业得到一些功能改变的人。我们想解决的主要不满是玩家触发“正义之怒”的问题。我们想努力摆脱这种“感觉很糟糕”的时刻——当敌潮的最后一个敌人被杀死时你的锤子才终于开始发光。
[PS:
嗯。还算可以。]
These new passive talents and changes aim to alleviate that while providing interesting ways of playing the warrior priest:
- Base Shield of Faith now renders the hero immune to ranged knockback and allows them to trample through lesser enemies.
- Replaced ‘Divine Excoriation’ with 'Blazing Bright' - Taking damage grants Victor Fury. Entering Righteous Fury grants Victor Shield of Faith.
- ‘Empowered Smite’ replaced with 'See My Wrath' - Shield of Faith grants Victor 60% Fury. Smite now deals 40% of the attacks damage.
- ‘From Fury, Fortitude’ now also grants Fury when Victor kills enemies.
- ‘Prayer of Vengeance’ now grants the party power versus Monsters
- ‘Unyielding Blessing’ now increases the duration of the Shield to 10 seconds and causes the shield to pulse when attacking.
这些新的被动天赋和变化旨在缓解这种情况,同时提供了战斗牧师的有趣玩法:
- 基础的”Shield of Faith“现在同样使英雄免受远程击退,并允许他们穿越较小的敌人。(原30-1附加效果移植到基础)
- ‘Divine Excoriation’替换为 'Blazing Bright' - 受到伤害也会积累维克多的愤怒。进入”正义之怒“状态将为维克多武装一次”信仰护盾“(原20-1:强化状态下推搡会产生冲击波踉跄附近敌人)
- ‘Empowered Smite’ 替换为 'See My Wrath' - 信仰之盾赋予维克多60%怒气. 二段打击伤害提高到40%武器威力.(原20-2:强化状态下二段打击延迟一秒触发,伤害提高至40%武器威力)
- ‘From Fury, Fortitude’ 增加效果,使维克多杀死敌人时额外获得狂怒。(原20-3:强化状态下根据你击杀的敌人将为全队恢复血量(绿血))
- ‘Prayer of Vengeance’ 现在改为增加团队”对怪物力量加成“(原25-1:全队暴击战力+35%
- ‘Unyielding Blessing’ 将护盾的持续时间增加到10秒,并使护盾在攻击时产生脉冲(原30-1:特保持续延长到8秒,赋予自动击退附近小型敌人和免疫物理效果(比如击退)
[PS:
嗯。还算可以。特保基础就带无视物理效果更舒服了。
被动更加容易触发,也让战牧有了不错的输出模式。20级的天赋能让战牧更容易滚雪球了。
25-1的调整整体上似乎更容易对抗怪物护甲的敌人,但怪物护甲敌人主要还是BOSS单位,打其他单位很难用上。带这个天赋天劫不用额外针对就能稳定起爆烧死钩子了。]
Battle Wizard has been overperforming especially when combined with the very strong coruscation staff. We are bringing down the strength of the overperforming talents such as Famished Flames as well as adding a couple of seconds to the career skill cooldown to reign in the Battle Wizards running rampant:
- Increased the cooldown of 'Fire Walk'
- Reduced the damage reduction per burning enemy from ‘Soot Shield
- Reduced the bonus damage to damage over time effects from ‘Famished Flames’ to 100%.
- Reduced the reduction to normal damage from ‘Famished Flames’ to 15%.
- Increased Cooldown Reduction from 'Volans Quickening' to 40%.
- Increased the damage of 'Lingering Flames'
战斗巫师一直表现过度——尤其是当与非常强大的闪光法杖结合在一起时。我们正在降低一些表现过度的天赋(如饥饿之炎)的强度,并在职业技能冷却时间上增加几秒钟,以约束战斗法师的泛滥:
- 职业技能'Fire Walk'冷却时间增加
- 减少“Soot Shield”每层的减伤效果(原25-1:引燃敌人将获得10%伤害减免,持续5秒,最多3次)
- 降低‘Famished Flames’DOT伤害增幅效果到100%.(原10-2:灼烧效果伤害+150%,非灼烧类攻击伤害-30%
- 降低‘Famished Flames’对非点燃伤害的削减到15%
- 'Volans Quickening' 的冷却缩减加成提高到 40%.(原30-1:火焰步冷却-30%)
- 增加'Lingering Flames'的伤害(原10-3:灼烧效果将附着在敌人身上到死,但灼烧效果无法叠加)
[PS:
我很难形容我的感受……
10-2的燃烧伤害输出掉了大约20%。而且虽然日志里写DOT伤害但是我严重怀疑肥鲨忘了法师匕首的流血DOT。增加的直接伤害聊胜于无。对罐头这类超重甲压力更大了。
技能CD加长和减伤降低都算是小削。
30-1加强聊胜于无。反正战役一般也不拿这技能首发。
10-3加强归加强,实际上还是拖。比较墨迹而且缺伤害。]
The Necromancer hit the ground somewhat smoothly balance wise, but there are some talents we would like to bring up to par. We had hoped the potential of Army of the Dead would carry her over the line, but actively using her skeletons leaves her rarely getting full value out of the talent.
We are tweaking the behavior of the talent to keep that same potential, just easier to use:
- ‘Army of the Dead’ now reanimates 6 additional Skeletons that decay after 20 seconds. (these can still stack)
- Reduced the amount of Overcharge vent needed to trigger ‘Lost Souls’ and increased their damage.
亡灵法师在平衡方面算是顺利地落地,但也有一些天赋我们想提升一下达到标准。我们曾希望亡灵大军的潜力能让她越过这条线,但主动使用她的骷髅们让她很少能从天赋中获得充分的价值。
我们正在调整天赋的表现以保持同样的潜力,只是更容易使用:
- ‘Army of the Dead’ 现在额外召唤6个骷髅兵,这些骷髅兵也会在20秒后崩坏。额外的骷髅兵也可以被叠加。(原30-1:召唤新的骷髅会让原本应该崩毁的骷髅再存在20秒再崩毁。)
- ‘Lost Souls’触发需要的过热减少并增加伤害。(原25-3:以任何方式每释放20%过载值将产生一个小幽魂,小幽魂会对附近敌人造成少量伤害,并且每个小幽魂为亡灵法师恢复2临时生命。)
[PS:
中规中矩的改动。
30-1加强依旧聊胜于无。反正战役一般也不拿这技能首发。骷髅兵突破人口上限用处倒是一般,只能说炮灰拿来卖更不心疼了。
25-3加强到什么程度还要看具体情况。毕竟同排一个高额减伤一个保证稳定补充骷髅对亡灵法来说似乎更重要点。]
"Boss Killer" CareersIt has been brought up that our boss killer careers are a bit too good at their job to the point of trivializing monsters. This patch we are nudging down their strength through the following tweaks:
- Grail Knight will see a reduction in their very easy to use power level talents as well as an increase to the cooldown of Blessed Blade
- Not Shade specific but Dual Daggers, Shade's main tool to annihilate bosses will see a reduction to the monster damage modifier
- Bounty Hunter will after an age see Double Shotted getting bug fixed. No longer triggering twice and reducing cooldown by 40% twice. We are increasing the cooldown refund to 60% to compensate.
“BOSS杀手”职业有人提出,我们的BOSS杀手职业有点太擅长他们的工作,以至于有些轻视怪物。在这个补丁中,我们通过以下调整来降低这些职业的强度:
- 圣杯骑士将减少他们非常容易获得的力量加成,并增加祝福之刃的冷却时间
- 双匕不是黯影的专用,但它依旧是黯影的主要歼灭BOSS工具。我们将减少双匕的对怪物系数。
- 赏金猎人将在一个时段后看到双重射击(30-2)得到BUG错误。这个天赋不再能够触发冷却时间减少40%两次。我们将冷却恢复增加到60%以进行补偿。
[PS:
3个让斯卡文很开心的改动。我现在很想知道这个“有人”是谁提出来的。我要把这个玩意拖去给巢穴惧鼠配种去。
圣杯战役里面也不是个正经的对BOSS单位,一般都是10-2+30-1尾刀/地形杀这种,或者欺负沙瑞克这种大脆皮。常规的几个BOSS圣杯就不是处理主职。然后力量也砍了?WTF?
黯影也算是砍了一刀,看具体系数降低成什么样吧。但如果只降低对怪物系数,杀精英效率还有保证。
赏金的改动更是重量级。60CD这个不上不下就很尴尬。而且说实话连续爆头这种技术想练得下大功夫,实战里还不一定百分百做得到。这么个高风险招式这么一改一点回报都没有?闹呢?真这么改这职业大招基本就剩补枪能力了,想要单刷基本不可能。
不过有小道消息说赏金这个改动被搁置了。]
Javelin and Coruscation staff have been running rampant for a good while. We are bringing down the strength of these weapons to let the rest of the heroes join in on the fun:
- Javelin will see a nerf to armor damage as well as a significant reduction in cleave in an attempt to reduce the extreme versatility of the weapon.
- Coruscation will see a reduction in overall damage as well as a decrease in the duration of the damage over time effect of the flame patch coupled with an increase to the tick rate in an attempt to reward keeping enemies inside the actual flame patch.
Most of our one-handed weaponry is underrepresented and or is underperforming. The fantasy of our one handed weapons is that of increased finesse and mobility that comes from having to wield and swing less weight. As such buffs to one-handed weapons should target, headshot damage, dodging, crit chance and stamina to name a few. As a first stab at giving the one handed weapons buffs that are accurate with their fantasy we have reduced the cost of pushing to 1 stamina for most one-handed weapons. More one-handed weapon buffs to come.
投枪和闪光法杖已经猖獗了很长一段时间。我们正在降低这些武器的强度,让其他英雄也享受乐趣:
- 标枪的破甲伤害降低,大幅度降低武器穿透以减少武器的极端多面功能性
- 闪光法杖将降低整体伤害,降低火焰陷阱DOT伤害的持续时间。增加生效频率,鼓励将敌人滞留在火焰陷阱范围内
我们的大多数单手武器代表性不足或者表现不佳。我们对单手武器的想法是通过减少重量来提高灵活性和机动性。因此,单手武器的增益应该包括瞄准目标、爆头伤害、躲闪、暴击几率和耐力等方面。作为第一次尝试,我们将大多数单手武器的推搡耐力消耗降低到1点(半个盾牌),以使单手武器拥有准确的预期效果。更多的单手武器增益也即将到来。
[PS:
标枪的削弱甚至有种大快人心的感觉。一个无限弹药+比长弓高的破甲能力+比长弓高的伤害+远比长弓高的穿透能力,削弱了真不意外。
闪光的削弱,严格来说我没太看明白。似乎只是降低了DOT伤害的持续时间,但后面那个附着频率增加又有些迷。如果单次伤害不变只是改变附着频率,实际伤害降低多少完全得看能叠多少层。对于罐头队这种不太容易能被拦住的敌人,伤害有实打实的削弱。
至于单手武器全都只消耗半个盾,算是小有增强吧。更多的单手武器可以作为不错的作战选择。比如单手斧这种比较依赖推搡的武器]