作者:睡人
RT。真不是鴿了亡靈法,而是被感冒撂倒了一直沒恢復多少。
原文也可在STEAM上查看,翻譯是我的渣翻(圖也是直接複製過來的,這倒是方便了)
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.
這個開發日誌的其他語言翻譯將在下週發佈。
大家好,我的名字是Karl,我來為我們即將到來的平衡變化提供一些解釋——這些變化在上一個開發博客中有所暗示和透露。這些調整旨在針對明顯異常強弱的存在,並試圖使其與遊戲的其餘部分保持一致的同時保持其預期設計。
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.
首先是火焰法師,因為在亡靈法師的開發過程中不斷提到過她。社區的看法是她缺乏合適的職業定位,我們對此表示贊同。在《鼠疫2》的最初發展階段,火法師的幾個職業在玩法上也總是很接近。問題的一部分是,我們允許每個職業都使用西耶娜可用的每種法杖。法杖帶來的法術決定了西耶娜將扮演什麼樣的角色,然後我們通過使用天賦來賦予這些角色職能。目前看來,現在是感受不到獨特性的。
[PS:我直接將“身份”翻譯成小隊職業定位了。
至於獨特性,屬於一個老生常談且一直缺少一個定論的問題。以戰役、偉業、荒原這類場合來說,很多被認為很弱的職業都具有很強的不可替代性,比如腳騎的主動控場、工程師的強火力彈幕。但法2在現版本遠程定位上輸出不如法1穩定有力,近戰也不像法3那樣暴力且有較好的容錯,大招也頗為尷尬,所以一直以來評價都不太好(也就剩個賭狗天胡了),僅僅是和賞金這種玻璃大炮的遠程比有相對那麼好那麼一點的生存能力。]
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.
火焰法師的新變化旨在通過與她的過載和近戰機制的互動,進一步展現職業之間的差異。
- 戰鬥法師旨在帶來一種平衡的遊戲風格。在施法和近戰之間轉換,同時通過被動釋放過載值。
- 火焰法師更傾向於西耶娜的遠程,通過提高過載容量和並且釋放更多法術,但在戰鬥中期更難擺脫累積的過載值。
- 去縛者傾向於西耶娜的近戰能力,在風險和回報之間做出權衡——獲得高額的過載值收益,或是需要時使用工具釋放過載。
[PS:大概是這個意思吧,反正我被這段話的長英文繞的有點懵。以職業理解看應該是這個意思。]
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
我們對火焰法師進行了這些更改,以幫助實現這一目標:
- 將“Volans Doctrine”改為被動*(原25-2:過載不再導致減速DEBUFF)
- 減少了“The Burning Head”冷卻時間(職業技能:烈焰之顱)
- 新被動“One with Aqshy”-增加50%的最大過載值。增加了對過載槽尺寸的支持,以適應增加的最大過載:^)(當前基礎過載值40)
- 將“Volans Doctrine”替換為“Flamestrike's Tutelage”-西耶娜獲得80%的散熱傷害減免。每個附近的敵人減少20%的傷害減免。(該技能替換新25-2)
- ‘Exhaust’被‘Dissipating Rictus'取代-大招提供50%的法術充能速度和12秒的過載值爆炸免疫。(原30-1:大招清空過載值,過載爆炸期間無法使用大招)
- 增加了“Deathly DIssipation”的持續時間(原20-1:殺死特感後10秒內使用法術不增長過載值)
- 增加了‘On the Precipice’的力量加成(原20-2:30以上過載值下提高15%遠程戰力)
- 增加了“Ride the Fire Wind”的最大力量加成(原10-1:每秒提高1%遠程戰力,最大疊加20層。疊加到最大後開始逐漸減少。)
[PS:
技能我就不特地翻譯了,我一直沒咋用中文版本我也不知道都是啥翻譯,就直接貼原名和效果了
總體來看是大加強的,主要是將25-2的過載不減速給加到基礎上了。之前這個天賦卡在這個位置就導致同排天賦基本沒法選擇的場面。就是不帶新的散熱天賦也有減傷、加速這類更多的選擇。
大招降低CD算是小改,主要是傷害和穿透還是捉急。算是小加強。
其他的麼……數值機制算是給的很慷慨。10-1目前增長多少還不清楚,主要還是這個波動比較搞。]
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.
接下來是工程師。不僅感覺很弱,而且使用起來也很笨重。機槍的笨拙是顯而易見的,我們已經計劃一些改變來緩解這種情況。目前來看的這個職業的弱點有點棘手。我們並不認為這職業在傷害輸出量上有問題——坦率地說,如果工程師被允許火力全開,他的輸出將有些嚇人。但這並不是考驗職業真正毅力的時候。
在鼠疫2中,如果你在巡航控制中通過關卡、並在任何東西成為威脅之前殺死它,這其實非常容易。真正的考驗是意外發生的時候。當一個佟大為在你身後某處高地出現,而精靈在兩個刺客刷新時吸引了混沌巡邏隊這樣的故事。這種場景創造了你想告訴你的朋友那些關於英雄時刻的激烈故事,但這點上我們也覺得工程師失敗了。工程師沒有這種“緊急按鈕”,笨重的武器,低生命值;他活下來的機會很渺茫。
在設計上,工程師是一個必須受到保護的遠程炮臺。我們想保持工程師的精神,但現在他的遠程火力想要打出高光時刻的潛在能力有點弱。
[PS:
說實在的,我有些難以理解這種“意外”……
至少他們真的意識到了工程師的笨重讓他那驚人的火力無法發揮。]
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.
以下改動旨在增強工程師的遠程能力,並通過使用炸彈為玩家提供某種形式的“緊急按鈕”:
- 將工程師生命值提高到125
- 增加“Gromril Plated Shot”傷害(30-1:增加機槍的破甲殺傷能力和單發傷害,降低射速,提高技能消耗)
- 增加了“linked compression chambers”的基礎射速(30-2:機槍可以立刻以最大射速開火)
- 降低基礎機槍啟動射速
- 降低基礎機槍每次射擊的射速增益
- ‘Build Pressure’在射擊時不再丟失層數(基礎被動,按裝填給機槍增壓回技能條,默認開火&時間達到後失去所有增壓層數)
- ‘Build Pressure’在技能條充滿時也可以增壓(現版本技能條最大值下無法增壓)
- ‘Build Pressure’在技能條充滿時不再丟失(現版本技能條最大值下自動清空)
- ‘Leading Shots’ 替換為 ‘Ingenious Ordnance' -巴丁每80秒製造一枚炸彈,爆炸物不再對友軍造成火力傷害。(原10-1被替換。原10-1:遠程射擊每4次必定暴擊且暴擊不再隨機出現)
- ‘Head full of Steam’ 現在獲得攻擊速度而不是力量。(原20-1:壓力疊加到5層使10秒內戰力+15%)。
- ‘Superior Gaskets’ 現在會導致開火時丟失壓力而不是隨時間推移丟失壓力。每層壓力提供4%力量。(原20-3:壓力不會因為時間流逝丟失。每層壓力提高2.5%攻速。最大疊加層數變為4層。)
- ‘Experimental Steam Capacitors’ 替換為 ‘'Perilous Overclock' - 在最大層數下的繼續增加壓力可以恢復25%的技能條和15%的暴擊概率,但會傷害巴丁。每次過度加壓都會增加所受傷害。(原20-2:壓力不會因為開火和充能滿丟失。)
- ‘Bombardier’ 現在額外讓巴丁可以在任務開始時攜帶3顆手雷(25-2:巴丁的手雷同時帶有炸彈和燃燒彈效果
- ‘Piston Power’ 現在額外在觸發時恢復所有體力(盾).(25-3:每隔15秒巴丁獲得一次強化,下一次蓄力攻擊帶有極強踉蹌。)。
[PS:
首先125血量增加了,生存能力多少增強,可喜可賀。
首先是20-2的開火、滿條不掉壓力移植到了基礎,而降低了基礎射速和基礎傷害。體驗上肯定會好很多,而且基礎機槍主要針對的是雜兵群和特感,附屬才是打無裝甲精英,這個小砍總體來說還是很賺的。
10-1的替換讓基礎機槍打甲更難了,但免費高爆手雷還是很值得的。遠程方面可以用高破甲遠程武器或者其他的隊友解決。
新版20-2的額外恢復配合125血量貌似不錯。但實際上還是得看一次燒多少血。
25-2性價比再次提升。但同排的減傷天賦還是依舊佔模狀態。比較低廉的疊減傷還是有助於維持生存的。
25-3的競爭能力依舊比不過同排的另兩位。但能踉蹌BOSS+新版恢復體力,在荒原還是很推薦的。
30-1的穿甲彈機槍或許是新版本的選擇。首先是能彌補機槍破甲能力的問題,打暴風鼠、機槍鼠、噴火鼠這些有保障了,其次是有20-2這個爆率+速回,關鍵時刻或許能對罐頭也能打出不錯的效果。
總體來說是減少了很多瑣碎的操作並且增加了不少的數值和能力。]
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.
戰鬥牧師是中第三個職業得到一些功能改變的人。我們想解決的主要不滿是玩家觸發“正義之怒”的問題。我們想努力擺脫這種“感覺很糟糕”的時刻——當敵潮的最後一個敵人被殺死時你的錘子才終於開始發光。
[PS:
嗯。還算可以。]
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.
這些新的被動天賦和變化旨在緩解這種情況,同時提供了戰鬥牧師的有趣玩法:
- 基礎的”Shield of Faith“現在同樣使英雄免受遠程擊退,並允許他們穿越較小的敵人。(原30-1附加效果移植到基礎)
- ‘Divine Excoriation’替換為 'Blazing Bright' - 受到傷害也會積累維克多的憤怒。進入”正義之怒“狀態將為維克多武裝一次”信仰護盾“(原20-1:強化狀態下推搡會產生衝擊波踉蹌附近敵人)
- ‘Empowered Smite’ 替換為 'See My Wrath' - 信仰之盾賦予維克多60%怒氣. 二段打擊傷害提高到40%武器威力.(原20-2:強化狀態下二段打擊延遲一秒觸發,傷害提高至40%武器威力)
- ‘From Fury, Fortitude’ 增加效果,使維克多殺死敵人時額外獲得狂怒。(原20-3:強化狀態下根據你擊殺的敵人將為全隊恢復血量(綠血))
- ‘Prayer of Vengeance’ 現在改為增加團隊”對怪物力量加成“(原25-1:全隊暴擊戰力+35%
- ‘Unyielding Blessing’ 將護盾的持續時間增加到10秒,並使護盾在攻擊時產生脈衝(原30-1:特保持續延長到8秒,賦予自動擊退附近小型敵人和免疫物理效果(比如擊退)
[PS:
嗯。還算可以。特保基礎就帶無視物理效果更舒服了。
被動更加容易觸發,也讓戰牧有了不錯的輸出模式。20級的天賦能讓戰牧更容易滾雪球了。
25-1的調整整體上似乎更容易對抗怪物護甲的敵人,但怪物護甲敵人主要還是BOSS單位,打其他單位很難用上。帶這個天賦天劫不用額外針對就能穩定起爆燒死鉤子了。]
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'
戰鬥巫師一直表現過度——尤其是當與非常強大的閃光法杖結合在一起時。我們正在降低一些表現過度的天賦(如飢餓之炎)的強度,並在職業技能冷卻時間上增加幾秒鐘,以約束戰鬥法師的泛濫:
- 職業技能'Fire Walk'冷卻時間增加
- 減少“Soot Shield”每層的減傷效果(原25-1:引燃敵人將獲得10%傷害減免,持續5秒,最多3次)
- 降低‘Famished Flames’DOT傷害增幅效果到100%.(原10-2:灼燒效果傷害+150%,非灼燒類攻擊傷害-30%
- 降低‘Famished Flames’對非點燃傷害的削減到15%
- 'Volans Quickening' 的冷卻縮減加成提高到 40%.(原30-1:火焰步冷卻-30%)
- 增加'Lingering Flames'的傷害(原10-3:灼燒效果將附著在敵人身上到死,但灼燒效果無法疊加)
[PS:
我很難形容我的感受……
10-2的燃燒傷害輸出掉了大約20%。而且雖然日誌裡寫DOT傷害但是我嚴重懷疑肥鯊忘了法師匕首的流血DOT。增加的直接傷害聊勝於無。對罐頭這類超重甲壓力更大了。
技能CD加長和減傷降低都算是小削。
30-1加強聊勝於無。反正戰役一般也不拿這技能首發。
10-3加強歸加強,實際上還是拖。比較墨跡而且缺傷害。]
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.
亡靈法師在平衡方面算是順利地落地,但也有一些天賦我們想提升一下達到標準。我們曾希望亡靈大軍的潛力能讓她越過這條線,但主動使用她的骷髏們讓她很少能從天賦中獲得充分的價值。
我們正在調整天賦的表現以保持同樣的潛力,只是更容易使用:
- ‘Army of the Dead’ 現在額外召喚6個骷髏兵,這些骷髏兵也會在20秒後崩壞。額外的骷髏兵也可以被疊加。(原30-1:召喚新的骷髏會讓原本應該崩毀的骷髏再存在20秒再崩毀。)
- ‘Lost Souls’觸發需要的過熱減少並增加傷害。(原25-3:以任何方式每釋放20%過載值將產生一個小幽魂,小幽魂會對附近敵人造成少量傷害,並且每個小幽魂為亡靈法師恢復2臨時生命。)
[PS:
中規中矩的改動。
30-1加強依舊聊勝於無。反正戰役一般也不拿這技能首發。骷髏兵突破人口上限用處倒是一般,只能說炮灰拿來賣更不心疼了。
25-3加強到什麼程度還要看具體情況。畢竟同排一個高額減傷一個保證穩定補充骷髏對亡靈法來說似乎更重要點。]
"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殺手”職業有人提出,我們的BOSS殺手職業有點太擅長他們的工作,以至於有些輕視怪物。在這個補丁中,我們通過以下調整來降低這些職業的強度:
- 聖盃騎士將減少他們非常容易獲得的力量加成,並增加祝福之刃的冷卻時間
- 雙匕不是黯影的專用,但它依舊是黯影的主要殲滅BOSS工具。我們將減少雙匕的對怪物係數。
- 賞金獵人將在一個時段後看到雙重射擊(30-2)得到BUG錯誤。這個天賦不再能夠觸發冷卻時間減少40%兩次。我們將冷卻恢復增加到60%以進行補償。
[PS:
3個讓斯卡文很開心的改動。我現在很想知道這個“有人”是誰提出來的。我要把這個玩意拖去給巢穴懼鼠配種去。
聖盃戰役裡面也不是個正經的對BOSS單位,一般都是10-2+30-1尾刀/地形殺這種,或者欺負沙瑞克這種大脆皮。常規的幾個BOSS聖盃就不是處理主職。然後力量也砍了?WTF?
黯影也算是砍了一刀,看具體系數降低成什麼樣吧。但如果只降低對怪物係數,殺精英效率還有保證。
賞金的改動更是重量級。60CD這個不上不下就很尷尬。而且說實話連續爆頭這種技術想練得下大功夫,實戰裡還不一定百分百做得到。這麼個高風險招式這麼一改一點回報都沒有?鬧呢?真這麼改這職業大招基本就剩補槍能力了,想要單刷基本不可能。
不過有小道消息說賞金這個改動被擱置了。]
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.
投槍和閃光法杖已經猖獗了很長一段時間。我們正在降低這些武器的強度,讓其他英雄也享受樂趣:
- 標槍的破甲傷害降低,大幅度降低武器穿透以減少武器的極端多面功能性
- 閃光法杖將降低整體傷害,降低火焰陷阱DOT傷害的持續時間。增加生效頻率,鼓勵將敵人滯留在火焰陷阱範圍內
我們的大多數單手武器代表性不足或者表現不佳。我們對單手武器的想法是通過減少重量來提高靈活性和機動性。因此,單手武器的增益應該包括瞄準目標、爆頭傷害、躲閃、暴擊幾率和耐力等方面。作為第一次嘗試,我們將大多數單手武器的推搡耐力消耗降低到1點(半個盾牌),以使單手武器擁有準確的預期效果。更多的單手武器增益也即將到來。
[PS:
標槍的削弱甚至有種大快人心的感覺。一個無限彈藥+比長弓高的破甲能力+比長弓高的傷害+遠比長弓高的穿透能力,削弱了真不意外。
閃光的削弱,嚴格來說我沒太看明白。似乎只是降低了DOT傷害的持續時間,但後面那個附著頻率增加又有些迷。如果單次傷害不變只是改變附著頻率,實際傷害降低多少完全得看能疊多少層。對於罐頭隊這種不太容易能被攔住的敵人,傷害有實打實的削弱。
至於單手武器全都只消耗半個盾,算是小有增強吧。更多的單手武器可以作為不錯的作戰選擇。比如單手斧這種比較依賴推搡的武器]