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標題: HEROES OF THE STORM BALANCE PATCH NOTES - MAY 22, 2019 [打印本頁]

作者: kelvin12354    時間: 2019-5-23 08:17 PM     標題: HEROES OF THE STORM BALANCE PATCH NOTES - MAY 22, 2019

本帖最後由 kelvin12354 於 2019-6-12 09:28 PM 編輯

中文版後補

General

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Heroes

TANK

BRUISER

HEALER

SUPPORT

MELEE

RANGED

Anub'arak

Imperius

Ana

Zarya

Alarak

Gul’dan

Blaze

Malthael

Anduin


Maiev

Jaina

ETC

Ragnaros

Deckard


Zeratul

Lunara

Garrosh

Rexxar

Kharazim



Raynor

Johanna


Stukov


Sylvanas

Mal’Ganis

Muradin

Stitches

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Tank
Anub'arak[backcolor=rgba(0, 0, 0, 0.3)]
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Abilities

  • Level 1
    • Legion of Beetles [Trait]
      • Cooldown to spawn a Beetle increased from 8 seconds to 12 seconds

  • Level 10
    • Cocoon [R2]
      • Health reduced from 32 to 28
      • This reduces the time that the Cocoon naturally decays from 8 to 7 seconds


Developer Comment: Anub’arak is still overperforming compared to other Warriors, so this time we are reducing the power of Legion of Beetles and Cocoon, which are still stand out talents for him.  We are hesitant to over-nerf him, so our strategy going forward is to combine these smaller nerfs with buffs to other Warriors to create a healthier meta for the role.


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Blaze[backcolor=rgba(0, 0, 0, 0.3)]
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Base

  • Jet Propulsion [E]
    • Cooldown reduced from 9 to 8 seconds
    • Mana cost reduced from 45 to 40
  • Pyromania [Trait]
    • Armor bonus increased from 35 to 40

​Abilities

  • Level 4
  • Oil Dispersal [W]
    • Additional functionality: Each enemy Hero hit with Flame Stream reduces the cooldown of Oil Spill by 1 second and refunds 5 Mana
  • Feeding the Flame [Q]
    • Removed

  • Level 10
    • Bunker Drop [R1]
      • Cooldown reduced from 80 to 70 seconds
      • Mana cost reduced from 80 to 70​


  • Level 13
    • Suppressive Fire [Q]
      • Spell Power reduction increased from 20% to 25% per stack


  • Level 16
    • Thermal Protection [E]
      • Cooldown reduction reduced from 1.5 to 1.25 seconds


Developer Comment: Blaze has been outperformed by other heroes in the last few months, and these changes are intended to bring him a bit more back into the meta.  Most of these buffs are intended to help his tanking capabilities, particularly when it comes to his initiation and survivability.


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ETC[backcolor=rgba(0, 0, 0, 0.3)]
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​Abilities

  • Level 1
    • Guitar Hero [E]
      • Additional functionality: Basic Attacks now increase the duration of Guitar Solo by .25 seconds
      • Healing reduced from 50% to 40%
    • Block Party [Trait]
      • Physical Armor amount increased from 50 to 75

  • ​Level 4
    • ​Speed Metal [Trait]
      • Bonus Movement Speed increased from 15% to 20%


  • ​Level 7​
    • Hammer-On [Passive]
      • Bonus damage increased from 35% to 40%


Developer Comment: Some of ETC’s talents could use some beefing up, so we’re milking this opportunity to bring ETC more into the meta so he can better compete with the likes of Anub’arak, Diablo, and Garrosh.  Don’t worry, if these changes butcher his balance we’ll take stock of the situation and nerf him appropriately.


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Garrosh[backcolor=rgba(0, 0, 0, 0.3)]
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Base

  • Wrecking Ball [E]
    • Cooldown increased from 14 to 16 seconds

Abilities

  • Level 1
    • Unrivaled Strength [E]
      • Damage bonus increased from 75% to 125%
    • Body Check [Active]
      • Slow amount reduced from 30% to 35%
      • No longer deals bonus damage or Slow amount based on Armor Up’s bonus
      • Additional functionality: Now causes enemies to receive 40% reduced Healing for the next 3 seconds

  • Level 7
    • Brute Force [Active]
      • ​Removed

  • Level 10
    • Decimate [R1]
      • Slow amount increased from 30% to 40%






Developer Comment: While Garrosh is incredibly popular due to his ability to heavily displace enemy Heroes, he is not outperforming other Heroes in the game, sitting at a 48% win rate at higher levels of play in the hands of people who are skilled with him specifically. At lower levels of play his win rate drops to 47.2%, where he wins the award for being the second lowest win-rate Warrior in the game.  We’re slightly nerfing Wrecking Ball’s cooldown to help address his high popularity and frustrations playing against him, and buffing some of his under-picked talents to better compete with their peers to help stabilize his talent tree.

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Johanna

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[backcolor=rgba(0, 0, 0, 0.3)]Base

[backcolor=rgba(0, 0, 0, 0.3)]Abilities

Developer Comment: Johanna is a solid, versatile Warrior that brings a strong frontline presence to her team.  In addition to giving her some talent buffs, we’re increasing the damage of Condemn to further push her unique role as a Warrior who brings a considerable amount of waveclear.


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Mal'Ganis

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[backcolor=rgba(0, 0, 0, 0.3)]Abilities

Developer Comment: We’ve nerfed Mal’ganis multiple times since his release, and he has fallen off a bit too much since our last round.  These buffs to various talents are meant to increase his overall effectiveness while also rounding out his talent tiers to be more competitive.


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Muradin

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[backcolor=rgba(0, 0, 0, 0.3)]Abilities

Developer Comment: We’re buffing some of Muradin’s underutilized talents, and giving all of his Level 13 options some kind of survivability so that they better compete with Healing Static.


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[backcolor=rgba(0, 0, 0, 0.3)]Stitches

Abilities

  • Level 4
    • Chop Chop [W]
      • Duration increased from 5 to 6 seconds

  • Level 13
    • Digestive Juices [E]
      • No longer increases the damage of Devour to enemy Heroes
      • Additional functionality: Hitting enemy Heroes with Devour reduces its cooldown by 5 seconds
    • Gas Flare [Passive]
      • Bonus damage duration after hitting enemy Heroes with Hook increased from 4 to 8 seconds

  • Level 16
    • Meat Hook [Q]
      • Bonus Healing increased from 16% to 20%


Developer Comment: Stitches like buffs.  We like Stitches.  We give Stitches buffs.  When Stitches happy, you happy too!

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Bruiser
Imperius[backcolor=rgba(0, 0, 0, 0.3)]

[backcolor=rgba(0, 0, 0, 0.3)]Abilities

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  • Level 1
    • Consuming Flame [W]
      • Damage bonus changed from 125% to 100%
      • This slightly reduces the bonus damage at Level 1 from 281 to 260, but at Level 20 will change from 454 to 54

  • Level 7
    • Flash of Anger [Q]
      • Adjusted functionality: Consuming a mark from Celestial Charge deals damage around the target and gives Imperius a Shield for 300 over 4 seconds
      • Damage reduced from 198 to 180


Developer Comment: To make it more consistent with other damage modifiers, we are changing Consuming Flame’s bonus from a flat amount to a percent bonus, which will make it scale with Imperius’s level.  This is a slight nerf to his Level 1 damage, but overall a fairly significant buff to the talent during the middle and later portions of the game.  To make Flash of Anger more reliable, we are changing its functionality to be about consuming marks of Celestial Charge instead of trying to hit enemy Heroes first with Solarion’s Fire.  To compensate for the power and reliability bonuses we’re giving, we are reverting the damage bonus that we gave to the talent last patch.  This functionality change should make the use case for the talent much more clear: Impale enemies, gain benefits.


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Malthael[backcolor=rgba(0, 0, 0, 0.3)]
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Abilities

  • Level 4​
    • Throwing Shade [E]
      • Quest requirement reduced from 15 to 12


  • Level 10
    • Tormented Souls [R1]
      • Mana cost reduced from 100 to 20

  • Level 16​
    • Mortality [W]
      • Damage increased from 6% to 8% maximum Health


Developer Comment: We read the feedback that it is difficult to capitalize on the cooldown resets on Wraith Strike due to the high Mana cost of casting the ability multiple times.  To compensate for this, we are drastically reducing the Mana cost of Tormented Souls, which should make it much easier to get value.


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Ragnaros

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[backcolor=rgba(0, 0, 0, 0.3)]Base

[backcolor=rgba(0, 0, 0, 0.3)]Abilities

Developer Comment: It’s been awhile since we’ve reevaluated the Firelord’s place in the Nexus.  Overall he’s doing fairly well, but we felt he could use a small buff to compete with the current meta heroes in the game.  We also saw this as an opportunity to help his Level 20 pick rates out, so we’re buffing Flames of Sulfuron to be a fairly meaningful Stun increase and increasing the uptime of Submerge.

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Rexxar

Base

  • Misha’s Health reduced from 1762 to 1620
  • Misha’s Health Regeneration reduced from 3.671 to 3.375
  • Misha’s Health scaling increased from 4% to 4.75%
  • Misha’s Health Regeneration scaling increased from 4% to 4.75%

Developer Comment: These changes are to make Rexxar’s laning phase a little less overwhelming for the majority of opponents, particularly on maps with control points.  We're slightly lowering Misha's power in the early game, but increasing her scaling so that she is less powerful in early-game trades, but is still a threat in the mid to late portions of the game.

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Healer

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Ana[backcolor=rgba(0, 0, 0, 0.3)]
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Base

  • Biotic Grenade [W]
    • Allied Healing amount reduced from 166 to 152

Developer Comment: While Ana is currently not greatly outperforming other Healers, even at the highest level of play, she is being seen much more often compared to her peers.  We’re reducing the healing power of Biotic Grenade, which should bring her down a notch as well as reduce the power of its associated talents.


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Anduin

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[backcolor=rgba(0, 0, 0, 0.3)]Base

[backcolor=rgba(0, 0, 0, 0.3)]Abilities

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Developer Comment: Anduin’s Light is bringing victory! Just about 48% of the time, which is great for a new Hero release. What we’re aiming to do though is buff up a lot of the lesser chosen Talents on him so that he feels like he has a greater variety of options. We’re also looking to make Bold Strategy a little more bold, and a little less automatic. We’re aiming to do this by reducing his higher than typical Mana tension baseline (which Bold Strategy helped alleviated by increasing Flash Heal’s cooldown and making his healing more efficient), while also increasing the cooldown penalty for Bold Strategy. This is in addition to buffing up the other two Talents on the tier, which also buffs Bold Strategy. Net result is that Pursued by Grace and Renew will give Anduin a little more consistent healing, and potentially open up synergy with the significantly buffed Binding Heal at level 7.


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Deckard Cain[backcolor=rgba(0, 0, 0, 0.3)]
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Abilities

  • Level 20
    • Perfect Gems [W]
      • Horadric Cube cooldown reduction increased from 5 to 6 seconds
    • Respect the Elderly [R1]
      • Silence and Blind duration increased from 2 to 3 seconds
    • Morenados! [R2]
      • Cooldown reduction increased from 6 to 10 seconds


Developer Comment: Deckard has been performing well since his last round of buffs.  These changes are to increase the competitiveness of his Level 20 talents, which are all currently being outshone by Bottomless Flask.


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Kharazim

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[backcolor=rgba(0, 0, 0, 0.3)]Base

[backcolor=rgba(0, 0, 0, 0.3)]Abilities


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Developer Comment: To better round out Kharazim’s Level 7 talents, we are baking in some of the functionality of talents that normally come online for him later on.  This should make this tier more competitive while also opening up other options for players to take as a replacement for the talents that have been removed.  For example, players who want to get in and punch a lot with Blazing Fists will now have a defensive option to take at Level 13 since they no longer have to take Fists of Fury to complete the build.


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Stukov[backcolor=rgba(0, 0, 0, 0.3)]
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Abilities

  • Level 1
    • Fetid Touch [W]
      • Additional functionality: After hitting 15 enemy Heroes with Weghted Pustule, remove half of its Mana cost

  • Level 7
    • Targeted Excision [Trait]
      • Additional functionality: Also reduces the cooldowns of Stukov’s Basic Abilities by 1.5 seconds

  • Level 13
    • It Hungers [E]
      • Enemy Heroes hit required reduced from 12 to 10
    • Poppin’ Pustules [Trait]
      • Additional functionality: Enemies hit by the explosion also have a Weighted Pustule applied to them

  • Level 16
    • Universal Carrier [Q]
      • Healing reduction on Healing Pathogen reduced from 50% to 40%


Developer Comment: We’re making some quality of life changes to some of Stukov’s talents to make them better.  Targeted Excision in particular suffered from some awkwardness where when used properly, the cooldown of Bio-Kill Switch would often be lower than the cooldowns of his Healing Pathogen and Weighted Pustule, which made part of its benefit meaningless.  This change should make its 5-second cooldown more important, as he can use his other abilities sooner after his initial cast of Bio-Kill Switch.

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Support

Zarya[backcolor=rgba(0, 0, 0, 0.3)]
[backcolor=rgba(0, 0, 0, 0.3)]Abilities

Developer Comment: We saw an opportunity to improve Zarya’s Heroic options, and while taking a look at her saw that Together We Are Strong was also underperforming compared to its peers, so we’re giving all of these talents a bit more punch.

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Melee Assassin

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Alarak[backcolor=rgba(0, 0, 0, 0.3)]
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Abilities

  • Level 4
    • Chaos Reigns [Q]
      • Damage bonus after hitting 15 Heroes increased from 50 to 60
      • Damage bonus after hitting 2 Heroes with a single Discord Strike increased from 50 to 60
      • Damage bonus for hitting 3 enemy Heroes in a single Discord Strike increased from 80 to 100
    • Negatively Charged [E]
      • Damage bonus per stack reduced from 5% to 4%
    • Show of Force [Trait]
      • Damage reduced from 80 to 68
    • Additional Functionality: Hitting an enemy Hero with 3 of Alarak’s abilities within 2 seconds also grants Alarak 2% Sadism, up to 20% maximum.  This bonus Sadism is lost on death

Developer Comment: These changes are meant to create better competition between Alarak’s Level 4 talents.  We are buffing Chaos Reigns and giving Show of Force an exciting new scaling bonus, while also reducing the power of Negatively Charged.  While we realize that Negatively Charged is an extremely attractive talent that can sometimes get out of control when Alarak gets a lot of stacks, and an obvious way to nerf it would be to cap its stacks, a large part of the enjoyment of playing Alarak and of taking talents like Negatively Charged is about living the dream when playing well.  We are instead going to try simply reducing the bonus and making the other talents on the tier more attractive, which should hopefully help talent picks on other tiers as well.


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[backcolor=rgba(0, 0, 0, 0.3)]
Maiev

Base

  • Spirit of Vengeance [E]
    • Damage reduced from 180 to 150

Abilities

  • Level 4
    • Sudden Vengeance [E]
      • No longer requires Maiev to Blink within .35 seconds of the Spirit of Vengeance hitting an enemy Hero for its effect to proc

  • Level 7
    • Ruthless Spirit [E]
      • New functionality: Hitting an enemy Hero with Spirit of Vengeance causes Maiev to deal 15% increased damage for 4 seconds.  This can stack up to 2 times.


Developer Comment: To help curb Maiev’s performance at the highest levels of play, we are reducing her wave clear damage with Spirit of Vengeance, which should mitigate her ability to easily rotate between lanes for ganks.  Due to the fairly low pick rates of talents related to the ability, we also saw an opportunity to beef them up and make them more meaningful options compared to others on their tiers.


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Zeratul

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[backcolor=rgba(0, 0, 0, 0.3)]Abilities

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Developer Comment: eratul has been a considerable threat, particularly at the higher levels of play.  This change is meant to simply reduce his power.  We chose to nerf Cleave because it is his least interactive way of dealing damage, particularly when combined with Wormhole.


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Ranged Assassin

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Gul'dan

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[backcolor=rgba(0, 0, 0, 0.3)]Abilities

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Developer Comment: Rain of Destruction has not been the predominant Heroic since Gul’dan’s release.  We believe there are two reasons for this: the first being that it has some randomness to its output in regards to where the meteors land, and the second being that it requires Gul’dan to channel for 7 seconds, which gives his opponents an incredibly long time to interrupt him while also not allowing him to use his other abilities or provide any other output during that time.  We’re targeting the second issue with this change, which will allow Gul’dan to gain the ability to move and use his abilities while the Rain of Destruction is happening.  We may in the future look at the randomness of the Heoric’s meteors, but at this time we want to try this change as it retains most of the original fantasy of Gul’dan raining Hellfire upon his enemies.  We’re also improving some of Gul’dan’s lesser picked talents.  We realize that he has some fundamental issues with Corruption focused talents dominating his talent tree, and are looking at exploring ways in the future to make alternative ways to play more meaningfully competitive.


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Jaina

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[backcolor=rgba(0, 0, 0, 0.3)]Abilities

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Developer Comment: Ice Lance has been outperforming the other talents on its tier for a long time.  While we enjoy the playstyle that it enables, it is slightly too powerful compared to the other options.  We are reducing its cooldown reduction while also giving Jaina other build paths to consider.


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[backcolor=rgba(0, 0, 0, 0.3)]

Lunara[backcolor=rgba(0, 0, 0, 0.3)]
[backcolor=rgba(0, 0, 0, 0.3)]

Abilities

  • Level 1
    • Hippity Hop [Z]
      • Out of combat requirement for the Movement Speed bonus reduced from 5 to 4 seconds




[backcolor=rgba(0, 0, 0, 0.3)]

Developer Comment: Lunara is in the middle of the pack in regards to her performance against other ranged assassins.  We’re buffing a slew of her talents to make her stand out more, and to make playstyles more attractive that currently aren’t as popular on her.


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[backcolor=rgba(0, 0, 0, 0.3)]

Raynor[backcolor=rgba(0, 0, 0, 0.3)]
[backcolor=rgba(0, 0, 0, 0.3)]

Abilities

  • Level 7​
    • Fuel the Rush [Passive]
      • Additional functionality: Reduce the Mana cost of Adrenaline Rush from 75 to 50



[backcolor=rgba(0, 0, 0, 0.3)]

Developer Comment: Now that Raynor has fairly meaningful Mana costs on his abilities, we are adding some reductions in his talents so that he isn’t punished in regards to his Mana consumption when taking them.


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[backcolor=rgba(0, 0, 0, 0.3)]

Sylvanas[backcolor=rgba(0, 0, 0, 0.3)]
[backcolor=rgba(0, 0, 0, 0.3)]

Abilities

  • Shadow Dagger [W]
    • Damage reduced from 32 > 30


Developer Comment: Sylvanas is a little bit too powerful, so we’re slightly lowering her damage to bring her more in line with other ranged assassins.

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[backcolor=rgba(0, 0, 0, 0.3)]Bug Fixes[backcolor=rgba(0, 0, 0, 0.3)]General


英雄

肉盾

鬥士

治療者

輔助

近戰

遠程

阿努巴拉克

英普瑞斯

安娜

札莉雅

亞拉瑞克

古爾丹

爆焰

瑪瑟爾

安杜因

瑪翼夫

珍娜

菁英牛頭大佬

拉格納羅斯

凱恩

澤拉圖

露娜拉

卡爾洛斯

雷克薩

克拉辛

雷諾

喬安娜

斯圖科夫

希瓦娜斯

馬爾加尼斯

穆拉丁

縫合掛



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[backcolor=rgba(0, 0, 0, 0.3)]肉盾



[backcolor=rgba(0, 0, 0, 0.3)]阿努巴拉克

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[backcolor=rgba(0, 0, 0, 0.3)]天賦


[backcolor=rgba(0, 0, 0, 0.3)]開發者說明: 阿努巴拉克跟其他戰士相比仍然太強,因此這次我們要降低甲蟲大軍與網繭縛體這兩項仍然過於強大的天賦。我們很怕會過度削弱他,所以我們的策略是在做這些小幅的削弱時,同時強化其他戰士,為這個英雄類型創造較健康的遊戲環境。

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[backcolor=rgba(0, 0, 0, 0.3)]爆焰

[backcolor=rgba(0, 0, 0, 0.3)]

[backcolor=rgba(0, 0, 0, 0.3)]技能

[backcolor=rgba(0, 0, 0, 0.3)]天賦


[backcolor=rgba(0, 0, 0, 0.3)]開發者說明:爆焰在最近幾個月被其他英雄壓著打,因此這些更動就是意在將他稍微帶回主流。這些強化大部份都是要協助他發揮肉盾的能力,特別是開戰與生存。

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[backcolor=rgba(0, 0, 0, 0.3)]精英牛頭大佬

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[backcolor=rgba(0, 0, 0, 0.3)]技能

[backcolor=rgba(0, 0, 0, 0.3)]天賦

[backcolor=rgba(0, 0, 0, 0.3)]開發者說明:精英牛頭大佬的部份天賦有強化的空間,所以我們要利用這次的機會將他帶回主流,讓他可以更好地與像是阿努巴拉克、迪亞布羅、卡爾洛斯這些英雄競爭。別擔心,如果這些改動破壞了平衡,我們會對情況做出判斷,並且適當地削弱他。


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[backcolor=rgba(0, 0, 0, 0.3)]卡爾洛斯

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[backcolor=rgba(0, 0, 0, 0.3)]技能

[backcolor=rgba(0, 0, 0, 0.3)]天賦

[backcolor=rgba(0, 0, 0, 0.3)]開發者說明:雖然卡爾洛斯因為能夠使敵方英雄重度錯位而大受歡迎,但他在高階遊戲中由專精他的玩家打出來的勝率是 48%,表現並沒有超過其他英雄。在較低階的遊戲中,他的勝率則降到 47.2%,是遊戲中勝率倒數第二的戰士英雄。為了因應他的熱門程度以及與他對抗的沮喪感,我們稍微弱化了破壞鐵球的冷卻時間。同時我們強化他部份乏人問津的天賦,讓它們能更好地與同階層天賦競爭,穩定卡爾洛斯的天賦樹。

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[backcolor=rgba(0, 0, 0, 0.3)]喬安娜

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[backcolor=rgba(0, 0, 0, 0.3)]技能

[backcolor=rgba(0, 0, 0, 0.3)]天賦

[backcolor=rgba(0, 0, 0, 0.3)]開發者說明:喬安娜是堅毅而多功能的戰士,是隊伍中的強大前排。除了強化她部份的天賦,我們提高了天譴的傷害,進一步強調她擅長清線的戰士特性。


[backcolor=rgba(0, 0, 0, 0.3)]返回頁首



[backcolor=rgba(0, 0, 0, 0.3)]瑪爾加尼斯

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[backcolor=rgba(0, 0, 0, 0.3)]技能


[backcolor=rgba(0, 0, 0, 0.3)]開發者說明:自從瑪爾加尼斯登場後,我們對他進行了多次改動,導致他在最近一次的改動變得過弱。這些天賦的強化將提高此角色的整體效益,同時使他的天賦層級變得更有競爭力。


[backcolor=rgba(0, 0, 0, 0.3)]返回頁首





[backcolor=rgba(0, 0, 0, 0.3)]穆拉丁

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[backcolor=rgba(0, 0, 0, 0.3)]天賦

[backcolor=rgba(0, 0, 0, 0.3)]開發者說明:我們要強化穆拉丁部份的少用天賦,並且賦予他在 13 級的所有天賦選項都有生存能力,讓它們能更好與雷霆癒體競爭。

[backcolor=rgba(0, 0, 0, 0.3)]返回頁首



[backcolor=rgba(0, 0, 0, 0.3)]縫合怪

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[backcolor=rgba(0, 0, 0, 0.3)]天賦

[backcolor=rgba(0, 0, 0, 0.3)]開發者說明:縫合怪喜歡強化。我們喜歡縫合怪。我們強化縫合怪。縫合怪開心,你就開心!

[backcolor=rgba(0, 0, 0, 0.3)]返回頁首

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[backcolor=rgba(0, 0, 0, 0.3)]鬥士



[backcolor=rgba(0, 0, 0, 0.3)]英普瑞斯

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[backcolor=rgba(0, 0, 0, 0.3)]天賦

[backcolor=rgba(0, 0, 0, 0.3)]開發者說明: 為了與其他傷害調整機制一致,我們將噬敵烈焰的加成由固定的質改變為百分比,更能匹佩英普瑞斯的等級變動。這對於他的 1 級傷害而言是微幅的削弱,但是總體說來在遊戲中後期對此天賦是相當顯著的加成。為了讓怒焰爆發更可靠,我們更動了它的機制,以消耗天威突刺的標記取代先以索拉瑞恩之火命中敵方英雄。為了平衡我們所賦予的力量及穩定性強化,我們收回了在上次更新時賦予該天賦的傷害加成。這項機制變動應該能讓天賦的使用更為直觀:刺穿敵人,獲得加成。

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[backcolor=rgba(0, 0, 0, 0.3)]瑪瑟爾

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[backcolor=rgba(0, 0, 0, 0.3)]天賦

[backcolor=rgba(0, 0, 0, 0.3)]開發者說明: 我們聽到回饋說因為多次施放技能的法力消耗過高,所以很難運用鬼魅追擊的冷卻時間重置功能。為了彌補這一點,我們大幅降低了苦痛亡魂的法力消耗,這應該能更容易利用這方面的優勢。

[backcolor=rgba(0, 0, 0, 0.3)]返回頁首




[backcolor=rgba(0, 0, 0, 0.3)]拉格納羅斯

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[backcolor=rgba(0, 0, 0, 0.3)]基本

[backcolor=rgba(0, 0, 0, 0.3)]天賦

[backcolor=rgba(0, 0, 0, 0.3)]開發者說明:距離我們上次在萬象界域重新評估炎魔的地位已經有段時間了。一般來說他的表現不錯,但我們覺得可以小幅地強化他,讓他在遊戲中能跟目前的主流英雄競爭。我們也覺得要處理他在 20 級的天賦選擇不均的狀況,所以我們有感地延長薩弗拉斯之焰的昏迷時間,並且提高隱沒的使用時間。

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[backcolor=rgba(0, 0, 0, 0.3)]雷克薩

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[backcolor=rgba(0, 0, 0, 0.3)]基本


[backcolor=rgba(0, 0, 0, 0.3)]開發者說明: 這些改動是要讓雷克薩在推線階段對於大多數的對手而言比較不會過強,特別是在有控制點的地圖上。我們小幅地降低米莎在遊戲前期的力量,但是提高她的成長比例,讓她在遊戲前期弱化,但在遊戲中後期仍然能成為威脅。

[backcolor=rgba(0, 0, 0, 0.3)]返回頁首

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[backcolor=rgba(0, 0, 0, 0.3)]治療者

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[backcolor=rgba(0, 0, 0, 0.3)]安娜

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[backcolor=rgba(0, 0, 0, 0.3)]基本


[backcolor=rgba(0, 0, 0, 0.3)]開發者說明: 雖然安娜的表現即使在高層級的遊戲中都並未大幅度地勝過其他治療者,但她比起其他同角色類型的英雄來說確實出場率更高。我們降低了生化手榴彈的治療量。由於這也會降低相關天賦的力量,所以應該會讓她下降一個檔次。


[backcolor=rgba(0, 0, 0, 0.3)]返回頁首

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[backcolor=rgba(0, 0, 0, 0.3)]安杜因

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[backcolor=rgba(0, 0, 0, 0.3)]基本

[backcolor=rgba(0, 0, 0, 0.3)]天賦

[backcolor=rgba(0, 0, 0, 0.3)]開發者說明: 安杜因的聖光會帶來勝利!大約 48% 的勝率,以新英雄釋出來說非常好。我們的目標是藉由強化許多較少選擇的天賦,讓他感覺到有更多樣的選擇。我們也想要讓英勇策略再更英勇,而且不那麼被動一點。我們想要藉由降低他高於標準的法力壓力來做到這一點(英勇策略可以透過提高快速治療的冷卻時間及治療效率來緩解這個壓力),一方面也加重英勇策略在冷卻時間上的懲罰。這同時伴隨著另外兩個同級天賦的強化(而它們也會強化英勇策略)。最後的結果是恩典隨行以及恢復會讓安杜因的治療更為穩定,並且有可能在 7 級的時候藉由交互作用大幅地強化束縛治療。

[backcolor=rgba(0, 0, 0, 0.3)]返回頁首

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[backcolor=rgba(0, 0, 0, 0.3)]迪卡凱恩

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[backcolor=rgba(0, 0, 0, 0.3)]天賦

[backcolor=rgba(0, 0, 0, 0.3)]開發者說明: 凱恩從上次的強化後就一直表現得很好。這些更動是要提高他 20 級天賦的競爭力,因為它們現在都完全被無盡藥水給比下去了。


[backcolor=rgba(0, 0, 0, 0.3)]返回頁首



[backcolor=rgba(0, 0, 0, 0.3)]克拉辛

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[backcolor=rgba(0, 0, 0, 0.3)]基本

[backcolor=rgba(0, 0, 0, 0.3)]天賦

[backcolor=rgba(0, 0, 0, 0.3)]開發者說明:為了進一步完善克拉辛的 7 級天賦,我們用了一些本來對他來說較晚才會出現的機制。 這應該會讓這個層級更具競爭力,同時向玩家開啟其他的選項,取代那些被移除的天賦。 例如,想要以奔熾拳衝入敵陣開扁的玩家,因為現在不需要選百怒拳來完成配置,所以可以在 13 級選擇防禦。

[backcolor=rgba(0, 0, 0, 0.3)]返回頁首

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[backcolor=rgba(0, 0, 0, 0.3)]斯杜科夫

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[backcolor=rgba(0, 0, 0, 0.3)]天賦

[backcolor=rgba(0, 0, 0, 0.3)]開發者說明: 我們要為斯杜科夫部份的天賦做些一般性的更動,讓它們更好用。特別是鎖定傳染在適當使用的情況下,仍然要面對一些尷尬的狀況,例如病毒爆發的冷卻時間可能通常會比癒合病原體和黏稠膿皰要短,這讓它部份的益處變得毫無意義。這項更動應該能讓它的 5 秒冷卻時間更為重要,因為如此一來他在最初施放病毒爆發後可以更早使用其他技能。


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[backcolor=rgba(0, 0, 0, 0.3)]輔助




[backcolor=rgba(0, 0, 0, 0.3)]札莉雅

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[backcolor=rgba(0, 0, 0, 0.3)]天賦

[backcolor=rgba(0, 0, 0, 0.3)]開發者說明: 我們認為可以強化札莉雅的英雄絕技,同時我們也認為團結就是力量比起同級天賦的表現較為低落,所以我們強化了這些天賦。

[backcolor=rgba(0, 0, 0, 0.3)]返回頁首

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[backcolor=rgba(0, 0, 0, 0.3)]近戰刺客

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[backcolor=rgba(0, 0, 0, 0.3)]亞拉瑞克

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[backcolor=rgba(0, 0, 0, 0.3)]天賦

[backcolor=rgba(0, 0, 0, 0.3)]開發者說明: 這些改動意在於亞拉瑞克的 4 級天賦間創造更好的競爭性。我們強化的混沌將臨並賦予武力壓制刺激的全新成長加成,同時降低了負極電光的力量。雖然我們知道負極電光是非常有吸引力的天賦,然而有時候會在亞拉瑞克獲得大量堆疊時失去控制。有一種很明顯的削弱方式就是限制它的堆疊,但是操控亞拉瑞克並且選擇負極電光這種天賦的最大樂趣,就在於順手的時候會有宛如美夢成真的感受。因此我們改為降低加成並讓其他同級天賦更具吸引力,希望這也能改善其他等級的天賦選擇。


[backcolor=rgba(0, 0, 0, 0.3)]返回頁首



[backcolor=rgba(0, 0, 0, 0.3)]瑪翼夫

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[backcolor=rgba(0, 0, 0, 0.3)]基本

[backcolor=rgba(0, 0, 0, 0.3)]天賦

[backcolor=rgba(0, 0, 0, 0.3)]開發者說明:為了在較高層級的遊戲中限制瑪翼夫的表現,我們降低了她以復仇之靈清線的傷害,這應該能削弱她在各線間輕易地連放技能進行夾擊的能力。由於有些與技能相關的天賦確實乏人問津,所以我們認為可以強化它們,使其跟同級的其他天賦相比能成為有意義的選項。



[backcolor=rgba(0, 0, 0, 0.3)]返回頁首



[backcolor=rgba(0, 0, 0, 0.3)]澤拉圖

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[backcolor=rgba(0, 0, 0, 0.3)]技能

[backcolor=rgba(0, 0, 0, 0.3)]開發者說明:澤拉圖是個大威脅,特別是在較高階層的遊戲中。這項改動用意很單純,就是降低他的力量。我們選擇削弱順劈斬是因為這是它造成傷害的方式裡面互動性最低的,特別是在跟蟲洞相結合的時候。

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[backcolor=rgba(0, 0, 0, 0.3)]遠程刺客

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[backcolor=rgba(0, 0, 0, 0.3)] 古爾丹

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[backcolor=rgba(0, 0, 0, 0.3)]天賦

[backcolor=rgba(0, 0, 0, 0.3)]開發者說明:毀滅之雨從古爾丹登場後一直都沒能成為佔優勢的那個英雄絕技。我們認為有兩個原因:首先是它的輸出因為隕石的落點而帶有隨機性,第二是它要求古爾丹引導 7 秒鐘,讓他的對手有非常長的時間可以打斷他,同時也不容許他使用其他技能,或是在那段時間內提供任何形式的輸出。 我們這次的改動以第二個問題為目標,讓古爾丹獲得在毀滅之雨降落中能保有移動及使用技能的能力。我們可能會在未來處理這項英雄絕技的隕石隨機性的問題,但我們想要先嘗試這次的改動,保留古爾丹朝敵人降下地獄烈焰之雨的原始形象。我們也改良了古爾丹部份較少人選擇的天賦。我們知道他仍有些基本的問題,例如主流大宗的腐蝕波天賦樹,我們正在想辦法在未來提供替代方案來產生更有意義的競爭。

[backcolor=rgba(0, 0, 0, 0.3)]返回頁首



[backcolor=rgba(0, 0, 0, 0.3)] 珍娜

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[backcolor=rgba(0, 0, 0, 0.3)]天賦

[backcolor=rgba(0, 0, 0, 0.3)]開發者說明:冰霜長矛長久以來一直壓倒其他同級天賦。雖然我們很喜歡它能帶來的玩法,但是跟其他選項比起來,它還是有點太強。我們降低了它的冷卻時間降幅,同時賦予珍娜其他值得考慮的配置途徑。

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[backcolor=rgba(0, 0, 0, 0.3)]露娜拉

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[backcolor=rgba(0, 0, 0, 0.3)]天賦

[backcolor=rgba(0, 0, 0, 0.3)]開發者說明:露娜拉跟其他遠程刺客相比大概排名在中間。我們強化了她的部份天賦,讓她能更為強大,並且讓她現在比較不流行的玩法變得較具吸引力。

[backcolor=rgba(0, 0, 0, 0.3)]返回頁首

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[backcolor=rgba(0, 0, 0, 0.3)]雷諾

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[backcolor=rgba(0, 0, 0, 0.3)]天賦

[backcolor=rgba(0, 0, 0, 0.3)]開發者說明:現在雷諾的技能有了真正意義上的法力消耗,因此我們在他的天賦中放進了一些降低花費的效果,讓他不會因為選擇這些天賦而受到法力消耗方面的懲罰。

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[backcolor=rgba(0, 0, 0, 0.3)]希瓦娜斯

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[backcolor=rgba(0, 0, 0, 0.3)]技能

[backcolor=rgba(0, 0, 0, 0.3)]開發者說明: 希瓦娜斯有點太強了,所以我們微幅地降低了她的傷害,讓她與其他遠程刺客較為一致。







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