11月25日公告:巨龙绝境精英特长调整

在上班没时间翻译,已经花了1个小时摸鱼才排版成现在的样子。所以,你们就…用浏览器自带的功能机翻一下吧。大概能看懂。😉

元素使 – 元晶师

Catalyst first appeared in Beta 2, where we saw excitement for several of the mechanics it offered, but your feedback also pointed us to a lot of areas in which we could improve it! For each End of Dragons elite specialization, we’ve put together a list of key items of feedback that we saw expressed during the beta that specialization appeared in, and highlights of which specific changes were made to address that feedback. Afterwards, we have the full list of detailed changes for that specialization.

核心问题

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1) The Jade Sphere mechanic felt difficult to use and tied the Catalyst down in one location without sufficient benefit to make up for it.

针对此问题的回答: This is the crux of the issue, and we’ve made big changes here. For starters, Jade Sphere energy no longer drains out of combat, and the Jade Sphere no longer drains your energy gradually while deployed. Instead, it consumes a flat amount to instantly cast at the target location and will always persist for five seconds. Now, you can deploy multiple Jade Spheres from different attunements at the same time, allowing you to deploy the benefits of your Jade Sphere and associated combo fields in multiple simultaneous locations as you swap attunements. We’ll be keeping an eye on your feedback about this change in Beta 4, and hope that it’ll create a faster paced and more mobile experience in play.

2) Several skills felt difficult to use well or weren’t connecting with targets when you’d expect them to.

针对此问题的回答: We’ve improved a mix of Hammer and Utility skills to make them behave more reliably, or easier to consistently use to their full potential. Most notably, the #3 Hammer skill in each attunement has been significantly improved. They now activate instantly, and the circling projectile now orbits faster and closer to you, so that it’ll strike enemies in melee range consistently. The skill to launch them is now a Projectile Finisher, and has a lower cooldown, so that you can use it to combo with the fields from your Jade Sphere. The Catalyst’s Augment utility skills have been broadly improved- in many cases, the effects that formerly only occurred when within the range of a same-attunement Jade Sphere are now part of the base functionality of these skills, and they now receive an additional benefit, such as reduced cooldown, when within range of the Jade Sphere.

3) Catalyst felt difficult to survive with, like playing on hard mode, even in open world content.

针对此问题的回答: We’ve added survivability to several skills. On the hammer, Whirling Stones will now block projectiles while channeling, Immutable Stone will grant Barrier, and Cleansing Typhoon will remove conditions. On the trait side, we’ve also increased the duration of the defensive effect of Hardened Auras. The full list of detailed changes is below.

详细调整

职业机制

  • 每个调谐都有一个单独的部署翠玉元晶技能版本,消耗10能量激活,在地面上产生持续5秒的领域。各协调部署元晶技能的冷却时间分开算,元晶领域也不再随着元晶师切换协调而改变,多个元晶领域可以同时激活。
  • 部署翠玉元晶:这个技能现在可以立即激活。
  • 元晶师的能量不再在脱离战斗后消耗。

巨锤 — 所有

技能 改动
巨锤3 这些技能现在可以立刻激活。圆环半径从200降低到130,以更好地与近战攻击距离保持一致。将威力系数从0.35降低到0.25,以补偿更快的弹道速度。
高潮结尾 冷却时间从20秒减少到15秒。该技能现在是一个投射物终结技。

巨锤 — 火焰协调

技能 改动
三重烧灼 减少了与三个攻击区域中心点的距离,使得三个攻击略微容易击中同一个敌人。
熔火尽头 首次命中敌人时会获得更多的威能层数和更长的激怒持续时间,之后命中的每个敌人获得的数量会减少。在PvP和WvW中,力量系数从1.5提高到1.7。

巨锤 — 流水协调

技能 改动
碰撞源流 首次命中敌人获得的治疗量增加,之后命中的每个敌人获得的治疗量减少。攻击5个敌人时的总治疗量大致相同。
净化台风 额外获得在攻击前净化两个症状的效果。

巨锤 — 空气协调

技能 改动
苦痛飓风 在PvP和WvW中,威力系数从0.27提高到0.3。
凶狠风暴 玩家距离目标大致600单位时会停止继续向后移动,不选择目标时使用该技能不受此限制。

巨锤 — 大地协调

技能 改动
回旋刺石 引导时间从3.25秒减少到2秒,引导时可阻挡元晶师周围的投射物。
屹立之石 成功阻挡攻击时获得屏障。

通用技能

技能 改动
抚伤流水 不需要在元晶范围内也能净化症状了,在元晶范围内使用会减少技能的冷却时间。
振奋之气 不需要在元晶范围内也能获得奔驰疾速了,在元晶范围内使用会减少技能的冷却时间。该技能可立刻激活。
大地要塞 不需要在元晶范围内也能获得屏障了,在元晶范围内使用会减少技能的冷却时间。
寒冰碎裂 不需要在元晶范围内也能在额外打击时施加冰冻了,在元晶范围内使用会延长持续时间。施法时间从733ms减少到250ms。
无情灼焰 不需要在元晶范围内也能让你的攻击无法格挡了,在元晶范围内使用会延长持续时间。冷却时间从25秒减少到20秒。施法时间从733ms减少到250ms。
元素迅捷 不再根据打击减少所有武器技能的冷却时间,现在会在激活后刷新(翻译存疑)当前协调的所有武器技能。施法时间从733ms减少到250ms。

特性

技能 改动
硬质光环 持续时间从6秒增加到10秒。
强化光环 持续时间从6秒增加到10秒。

工程师 – 机甲师

During Beta 3, we received excellent feedback regarding the Mechanist. We saw the community excited for the mech itself, a promising alacrity support build, and a way to play a ‘supported’ Condi Engineer build, but you also helped us identify key locations that need additional polish and improvement. Not everything is 100% complete here; we’ll especially still be working on some of the awkward aspects of the mech’s Crash Down summoning in the open world, to get it more consistent and functional for End of Dragons.

核心问题

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1) Lack of easy-to-use pet controls, like Core Ranger has.

针对此问题的回答: We’re adding an ‘Attack My Target’ button with a keybind, as well as adding a key binding to ‘Return to Me’. By default, these are bound to F6 and F7, but you can rebind them to anything you like using the new key binding options for Profession Skill 6 and 7.

2) The Mech Command skills (F1, F2, F3) can feel unreliable, as the Mech often queues them behind something else it is trying to do.

针对此问题的回答: We’ve removed the two ‘auto’ skills the Mech would cast on its own, Rocket Punch and Jade Siphon, as Mech Command skills would queue behind them and be delayed.
Rocket Punch is now activated when you use Mace 3 (Prototype Rocket Fist), and the mech will use its Rocket Punch on the same target as your Prototype Rocket Fist.
Now the Mech Command skills can freely interrupt the Mech’s basic attacks and one-another, causing them to be much more reliable when activated.

3) Too much power is loaded into the Mech, instead of the Engineer player. This can be unbalancing in PvP, and if the mech is defeated and on cooldown, lead to feeling like you’re playing half a specialization. It’s also difficult to consistently get boons on the Mech, leading to wildly varying power in PvE.

针对此问题的回答: This is a big one, with a lot of related changes!
We’re adjusting the Mech’s base attributes (before it inherits a percentage of yours) down from our ‘level 80 monster’ base of 1376 to our ‘player’ base of 1000, matching your own.
To resolve a related problem, it’ll no longer have any Precision or inherit that attribute from you by default. This is because on a level 80 character, Precision up to 1000 points has no effect, and only precision values above 1000 will increase critical chance. If the Mech has a base Precision and inherits a percentage of yours (which must include your base 1000), it ends up with a mismatching Critical Hit Chance. We are instead adjusting the trait “Mech Frame: Variable Mass Distributor” to copy 100% of your Precision attribute to the Mech, so that you can use that trait to cause its critical hit chance to match your own, allowing you to consistently build for crit-capping.

By taking away some of these base attribute values from the Mech, it gave us the freedom to increase the power of other parts of the Mechanist’s kit, especially the Mace and Signet skills.

4) Related to #3: Boons on the Mech are an immense amount of potential power, but it is difficult to reliably get boons on it when playing in a group.

针对此问题的回答: A full list of changes will be found below, but a key highlight is that the Mech now also inherits Signet passive bonuses where appropriate, and Shift Signet’s passive now automatically copies all boons applied to you to your Mech, with the same duration, which will make your Mech function much stronger and more consistently along you in group content. To make this work sensibly and fairly, the Mech no longer inherits a percent of the attributes on its master that are caused by Might. In other words, it only benefits from Might on itself, not from Might on you.

5) The Mech can die suddenly in some content, leaving you with a long ‘penalty’ cooldown.

针对此问题的回答: We’ll be keeping an eye on this. Right now, we agree that a 100 second cooldown is too long- we’re lowering it to 50 seconds.

There’s other aspects to this too, though, which we wanted to address by adding tools to make it harder for the Mech to suddenly die in the first place. It’ll now also gain the passive benefit of the Barrier Signet skill when you have it, giving it some additional damage reduction, and we’ve redesigned the third minor trait, ‘Energy Siphoning’, to be a defensive proc that will prevent sudden bursts of damage from unexpectedly downing the mech.

That trait is now ‘Exigency Protocols’. As a passive bonus, it increases the power of all Regeneration boons you apply by 20%. (And Mace 2 now applies Regeneration in addition to Vigor, so you can make easy use of this.)

And as a conditional proc, when the Mech drops below 50% health, it’ll gain Regeneration and a strong buff that reduces all incoming damage by 50% for 5 seconds. Although this effect has a cooldown before it can proc again, we are hoping these changes will both help your Mech survive burst damage and give you easy-to-use methods to keep it healed.

We are aware of specific mechanics in certain content (such as Vale Guardian’s green circles) that are affecting pets and are treating these as individual bugs in those encounters to fix in future updates. We do not intend for any current encounter mechanic to disproportionately impact your ability to use pets.

详细调整

玩法调整

  • 机甲坠落的最大冷却时间从100秒减少到50秒。取消坐骑后重新召唤机甲的速度加快。
  • 80级机甲的基础威力、体力和韧性等属性从1374降低到1000,与玩家的基础值一致。
  • 80级机甲的基础精准为0,暴击率为5%,默认不再继承玩家25%的精准属性。
  • 特性「机甲结构:可变质量分配器」不再让机甲继承威力,现在是让机甲继承玩家100%的精准和暴击率属性。
  • 机甲不再继承威能给予你的一定比例的威力和症状伤害属性。

钉锤技能

技能 改动
钉锤打击 伤害系数从0.6增加到0.8。
钉锤猛击 伤害系数从0.6增加到0.8,并附带持续5秒的1层困惑。
屏障爆发 伤害系数从1.0提高到1.4。困惑的持续时间从6秒减少到5秒。施法时间约增加0.2秒。
蓄能猛攻 对敌人造成的症状改为3层5秒的易伤和困惑,对盟友施加的增益改为3秒活力和再生。
原型飞弹拳 现在算是爆炸,使用技能时会对目标释放火箭拳。原型飞弹拳和火箭拳现在都会造成5秒燃烧和0.5秒昏迷,会比原先的1秒昏迷破的蔑视更多。

纹章技能

技能 改动
斥力纹章 纹章被激活时会在玩家头上出现视觉效果,不再解除昏迷,被动效果的威力属性提升改为增加10%打击伤害。被动效果同时对机甲生效。
超导纹章 纹章被激活时会在玩家头上出现视觉效果,激活技能后每次攻击造成3秒燃烧,被动效果的症状伤害属性提升改为增加10%症状伤害。被动效果同时对机甲生效。
屏障纹章 纹章被激活时会在玩家头上出现视觉效果。被动效果同时对机甲生效。
位移纹章 纹章被激活时会在玩家头上出现视觉效果,可被立即激活。激活时解除昏迷,移除你和机甲身上的两个症状。新增被动效果:你获得的所有增益会同时施加给机甲。被动效果提供的移动速度也同时对机甲生效。
超频纹章 纹章被激活时会在玩家头上出现视觉效果,可被立即激活。激活的加农炮技能每击造成的燃烧的基础持续时间从2秒增加到5秒。打击伤害提高50%。机甲使用该技能追踪目标时,其躯干的旋转速度大大加快。

机甲指令

技能 改动
危机区域
危机区域 机甲昏迷时也可以使用,让范围内的所有目标解除昏迷,并清除范围内盟友身上的症状。该技能移除症状的数量从5个减少到3个,范围提高到600码。该技能提供的再生换成稳固。
释能阵列
释能阵列 每次脉冲会打击三个敌人,每次击中额外施加1层3秒燃烧。

特性

技能 改动
机甲武器:单刃切刀
机甲武器:单刃切刀 每次击中造成流血的持续时间从6秒减少到3秒。
机甲结构:引流导管
机甲结构:引流导管 敏捷的持续时间从1秒减少到0.75秒。
机甲斗士
机甲斗士 该特性效果改为机甲继承玩家100%的体力和坚韧。
能量虹吸
能量虹吸 该特性被删除,由「紧急协议」特性替代。你所施加的所有再生增益效果提升20%,机甲的生命值低于50%时受到伤害会获得再生,以及5秒的50%伤害减免,60秒触发一次。
机甲力场:屏障引擎
机甲力场:屏障引擎 半径从360增加到600。

执念剑灵

When Willbender made its appearance in Beta 1, we were hoping it’d dash into your hearts. It didn’t quite make it, so we’ve executed changes on some of the major pain points we saw brought up and are excited to see you get your hands on it again soon in Beta 4.

核心问题

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1) Skill animation felt stiff, with many skills rooting you in place during their animations.

针对此问题的回答: We’ve taken a look at a bunch of skills, with the approach of ‘is there a strong gameplay reason why you shouldn’t be able to move while executing this skill?’ For several of these, the answer was no, and we’ve made appropriate adjustments. For example, Whirling Light now not only allows you to move during it, but increases your speed. See the full list of changes below for details on all adjusted skills. This relates to the following feedback we took to heart:

2) The teaser video and theme were about motion and momentum, but the specialization did not effectively deliver on this.

针对此问题的回答: We wanted to double down on the essential feel of Willbender; fast, mobile, never stopping, and rewarding you for pressing the attack. We’ve taken special care to update the Willbender Virtue skills to carry this sense of momentum. The F1, Rushing Justice, has been updated to decrease total execution time, improve the transition between the dash and the finishing attack, and to make the attack portion always execute. The F2, Flowing Resolve, is now a short dash that holds two charges, allowing you to space them out to capitalize on the healing effect, or use them back-to-back for quick direction changes, leaving multiple trails of Willbender Flames behind you. In Willbender’s traits, we’ve reworked Restorative Virtues to be a key component of aggressive builds, as it now reduces the cooldown of all of your weapon skills whenever you trigger one of your active Virtue effects with subsequent strikes while a Virtue is active.

3) Lack of synergy with core Guardian trait lines, due to little support for Burning, and lack of exciting interactions between active virtues and Virtue-boosting traits.

针对此问题的回答: While the Willbender excels at being a fast and deadly dual-blade attacker, Beta 1 showed that there was a lot of room to improve the trait selection to allow for other strong and interesting build combinations. We’ve revamped the first tier of Willbender traits, removing the attribute reductions, and focusing them on improving Condition Damage (and adding Burning to Willbender Flames), Power, or Healing, respectively. We’ve also created interactions between traits in other locations, such as updating the grandmaster trait Phoenix Protocol to work with the Virtues grandmaster Battle Presence to be able to apply Alacrity to allies.

详细调整

美德技能

技能 改动
执念烈焰 Using the same version of Willbender Flames will no longer cancel itself, to better facilitate Flowing Resolve’s new functionality.
急速正义 Improved the transition between running and punching. Increased velocities toward the end of the run and initial punch. Total range of the skill has been increased, taking the ability from maximum 450 to maximum 800 distance. Strike damage has been improved from 0.6 to 1.5. Reduced cast time of the attack by about 1/4 second.
流动决心 This ability will now use ammunition and its maximum ammunition has been set to 2. Flowing Resolve now stacks in duration. Velocity and distance have been reduced by 40%.
流动决心 This ability will now use ammunition and its maximum ammunition has been set to 2. Flowing Resolve now stacks in duration. Velocity and distance have been reduced by 40%.
英勇冲撞 This ability now delivers a five-target area attack on impact, in addition to setting the Willbender Flames.

副手利剑

技能 改动
处决呼唤 The secondary attack of this ability now delivers 4 strikes simultaneously. Secondary attack damage has been reduced by 50% and is amplified by 20% to targets struck by the initial attack.
突进猛击 Increased power coefficient from 1.0 to 1.4 in PvP and WvW.

通用技能

技能 改动
闪现连击 You may now move while executing this ability.
闪现连击- Repose You may now move while executing this ability.
旋风之光 You may now move while executing this ability. While active, this ability now grants a 50% movement speed increase while active and is affected by both movement speed and animation timescales. Attack radius has been increased from 170 to 240. Added a radius fact. Reduced cooldown from 20 seconds to 15 seconds in PvP and WvW.
如来神掌 This ability is now targeted with a 600 range and will shadowstep the Willbender toward their target before performing the area attack.

特性

技能 改动
Boon Pact This trait has been reworked and renamed to Searing Pact and will now provide 120 Condition Damage and cause Willbender Flames to apply Burning to enemies it strikes, with a 2 second duration.
Power for Power This trait has been reworked and will now provide 120 Power, while causing Willbender Flames to inflict 33% increased strike damage.
Conceited Curate This trait has been reworked and will now provide 120 Healing Power, while causing Willbender Flames to heal the Guardian on a successful strike.
Restorative Virtues This trait has been reworked and will now reduce the cooldown of all Guardian weapon skills by 1/4 second when a virtue’s effect triggers, with no internal cooldown. Additionally, activating Flowing Resolve will grant the Willbender 2 seconds of Alacrity.
Holy Reckoning This trait has been reworked and will now grant the Willbender Might each time any virtue triggers. Additionally, activating Rushing Justice grants the Willbender 3 seconds of Fury.
Vanguard Tactics The boons this trait applies have been adjusted. Shadowsteps will now grant the Guardian Resolution for 3 seconds and Protection for 1.5 seconds. Activating Crashing Courage will now grant the Willbender Resistance for 3 seconds.
Lethal Tempo This trait now increases both strike and condition damage dealt. Baseline damage increase has been decreased from 3% to 1% in PvE, and from 3% to 2% in PvP and WvW.
Phoenix Protocol This trait now includes Alacrity in addition to Regeneration when applying boons in a circle, when traited with Battle Presence.
Tyrant’s Momentum This trait now increases Lethal Tempo’s damage bonus from 1% to 3% (2% to 4% in PvP/WvW) per stack. Other effects of this trait are unchanged.

其他调整

技能 改动
迸裂圣盾 This trait has been given a 1 second cooldown when Willbender is equipped, to prevent infinite loops of death in conjunction with Crashing Courage.

幻术师 – 灵刃咏者

We saw a great response to Virtuoso from Beta 1 and appreciate all of the feedback that has been given.

With its return in Beta 4, we’ve made specific adjustments to certain mechanics, skills, and traits, to help gameplay flow a little smoother, make optimizing gear easier, and improve the role of specific traits.

核心问题

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1) Blades persist between combat, but it’s difficult to gain them before fights, especially as certain utility skills would not give them without a target. This felt strange, and slowed down play.

针对此问题的回答: Virtuosos will now automatically stock a blade every 10s while out of combat. In addition, you can now use Mirror Images and Decoy without a target to gain blades out of combat. This should make it much easier to initiate a fight with a Bladesong, which leads us to #2…

2) There was no direction in skill activation, leading to a vague rotation. We heard a desire for a mechanic to create moments of opportunity and structure to skill use, rather than using everything off recharge.

针对此问题的回答: The minor trait Deadly Blades now (in addition to the existing vulnerability on crit) causes you to gain a 5% increase to all damage dealt for 5s after completing a Bladesong. This does not stack. This should make it feel better to initiate a battle with a Bladesong and weave them into your skill rotation to keep the bonus damage going!

3) Quiet Intensity gives you 10% increased critical chance from Fury, but not your Phantasms. As crit capping Phantasms is still very important, this makes a problem: You’d still need more Precision on your gear to crit cap them too!

针对此问题的回答: We 100% agree. Phantasms will now get the 10% bonus critical chance from this trait too.

4) Infinite Forge and Psychic Riposte are not as good for blade generation as Bloodsong.

针对此问题的回答: We’ve removed the 3-blade cap from Infinite Forge, and Psychic Riposte now stocks 3 blades all at once when it activates.

5) The Condition Damage traits generally seem underwhelming compared to Power options. The condition builds just don’t stack up!

针对此问题的回答: Oops. A lot of this one was probably a bug. Having the trait Sharpening Sorrow selected was causing Bladesong Sorrow to not apply any confusion on hit! That’s fixed now. In addition, we’ve bumped up the duration of the bleed applied by Jagged Mind in PvE, and the new 5% bonus to damage from Deadly Blades will also help here. We’ll be keeping an eye on how this plays during Beta 4.

Of course, we’ve also fixed lots of bugs and have done additional tuning on skill and trait performance.

详细调整

玩法调整

  • While out of combat, the Virtuoso will now automatically stock a blade every 10 seconds.

剑刃之歌

技能 改动
和谐咏刃 Damage coefficient per blade reduced from 0.8 to 0.7 in PvE only.
和谐咏刃 Damage coefficient per blade reduced from 0.8 to 0.7 in PvE only.
不谐咏刃 Damage coefficient reduced from 1.2 to 1 in PvE only.
旋刃魂曲 Damage coefficient reduced from 0.3 to 0.2 in PvE only. Base block duration set to 2s.

匕首技能

技能 改动
飞行利刃 Damage coefficient per hit reduced from 0.65 to 0.5 in PvE only.
飞行利刃 Added a skill fact to clarify that each count towards causing a bonus flurry of blades will expire after 5 seconds if not ‘used’ by reaching a count of 3. This is not a functionality change.
利刃呼唤 Damage coefficient per hit reduced from 0.6 to 0.5 in PvE only.
狂刃风暴 Increased power coefficient from 1.0 to 1.25 in PvP and WvW.

通用技能

技能 改动
千刀万剐 Recharge reduced from 75s to 60s in PvE only. This skill is now unblockable. Can now be aimed in any direction while moving. This skill is now cast instantly. Number of hits increased from 6 over 3s to 10 over 5s. Damage coefficient per hit reduced from 2 to 0.5 in PvE, and from 1 to 0.5 in PvP and WvW.
剑刃暴雨 Damage coefficient per hit reduced from 1 to 0.8 in PvE only.
剑刃暴雨 Damage coefficient per hit reduced from 1 to 0.8 in PvE only.
灵能之力 Reduced cooldown from 45 seconds to 40 seconds in PvP and WvW.

特性

技能 改动
Psychic Riposte Blades stocked on activation increased from 1 to 3. Internal cooldown increased from 1s to 3s. No longer fires a damaging attack when triggered, instead causes your next Bladesong to be unblockable.
Infinite Forge No longer capped at a maximum of 3 blades.
Quiet Intensity Your summoned phantasms now also gain the increased critical strike chance from Fury.
Duelist’s Reversal Now additionally grants Regeneration for 3s.
Deadly Blades Now additionally grants a 5% increase to all damage dealt for the next 5s after successfully casting a Bladesong skill.
Jagged Mind Bleed duration increased from 2s to 2.5s in PvE only.

本体幻术师

技能 改动
幻光纹章 Added clarifying text stating that for Virtuoso, this skill’s passive effect triggers when stocking a blade.
幻象灵感 Added clarifying text stating that for Virtuoso, this trait triggers when stocking a blade.
幻象壁垒 Added clarifying text stating that for Virtuoso, this trait triggers when stocking a blade.
魔能汇聚 Added clarifying text stating that for Virtuoso, this trait triggers when stocking a blade.
幻光纹章 Added clarifying text stating that for Virtuoso, this skill’s passive effect triggers when stocking a blade.
金蝉脱壳 Will now stock a blade if used out of combat. Previously this skill only stocked a blade if a target was in range.
双面镜像 May now be used out of combat to stock two blades. Previously this skill only stocked blades if a target was in range.

问题修复

技能 改动
幻光纹章 Fixed a bug preventing the passive heal effect of this signet from occurring when you stock a Blade.
幻象灵感 Fixed a bug preventing this trait from activating and healing nearby allies when you stock a Blade.
立刻启航 Fixed a bug causing this skill to create a clone instead of stocking a blade when used by a Virtuoso.
佯装冲刺 Fixed a bug causing this skill to create a clone instead of stocking a blade when used by a Virtuoso.
富饶幻灭 Fixed a bug allowing boons to be gained when using a Bladesong even when that Bladesong’s cast was aborted.
悲伤咏刃 Fixed a bug in which Bladesong Sorrow did not apply Confusion if the trait Sharpening Sorrow was equipped.
悲伤咏刃 Fixed a bug in which Bladesong Sorrow could hit additional times if you are standing inside the targets’ hitbox.
旋刃魂曲 Skill effects now properly cancel if this skill is aborted mid-execution.
群体失真 Fixed a bug in which this trait did not activate when a Virtuoso uses Bladeturn Requiem.
幻光分身 Fixed a bug in which this skill did not stock blades for a Virtuoso past a maximum of 3.
Mental Focus Updated to correctly display that the damage increase to targets within the distance threshold is 10% in PvE. This is not a reduction in the actual power of this trait, the displayed 15% in Beta 1 was incorrect, and the actual bonus damage granted is 10%.

唤灵师 – 堕落先知

Harbinger is in many ways flipping Necromancer’s normal gameplay on its head, with reduced durability in Shroud and the new Blight mechanic. We collected a lot of great feedback on this during Beta 1 and have identified a number of ways to improve the specialization. There was so much feedback here that we had to filter down to the most key changes that would have the biggest impact. To do this, we identified the following common pieces of important feedback from you:

核心问题

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1) The mechanic of draining life force to heal when in combat and not in shroud was not very clear, and felt more punishing than helpful, as it often made it difficult to accumulate Life Force to use in Shroud.

针对此问题的回答: We agree, there was too much going on here, and this mechanic felt ‘tacked on’ with no clear purpose or synergy with the rest of the Harbinger’s kit. We are cutting this element out entirely, but as this results in less healing, we’re making a few related changes: Blight will reduce your max health by less (1.5% per stack, down from 2%), and the Harbinger’s Heal Skill, Elixir of Promise, has had its base healing increased by about 2.5x in PvE, and will now apply Regeneration to help keep you topped off as blight stacks expire.

2) Blight, as a new mechanic, isn’t meeting expectations. It should interact in some way with your skills!

针对此问题的回答: We’ve created a new mechanic, called “Blight Threshold”. Skills with this mechanic will, if you are above a certain amount of Blight stacks when you activate them, remove that amount of Blight from you but gain additional damage and effectiveness. This mechanic will be seen on Shroud 3, Shroud 4, and your Elixir skills. This relates to the next piece of key feedback we received:

3) Elixirs are boring! Press button, get boon isn’t enough for the base version of the skill, even if traits do let them do more.

针对此问题的回答: We’ve redesigned the core behavior of all the Elixir skills.

They still give you boons when you activate them, but now they will do a lot more by default.

The key changes that apply on all of them:

All elixirs are now ground-targeted skills. You will throw an elixir bottle at the targeted location, where it can affect up to 5 enemy targets in a circle of size 240.
All elixir skills still grant you boons when you activate them- but now they also cause damage and apply conditions to enemies in the targeted area.
They all use the new Blight Threshold mechanic- if you have enough blight, they consume some to double damage and the effect on enemies.
If you are standing in the impact area of your own thrown elixir, you will gain more Blight back than the Blight Threshold can consume. This means you can choose to use elixirs to dump blight by throwing them away from you or generate blight by throwing them near you.
If you use the trait Twisted Medicine, which causes your elixirs to also apply boons to allies, the ally boons are now granted in the impact area of the elixir. Since the self-generated boons are on activation of the skill, this means that you can gain boons yourself and apply boons to allies at a distance by throwing an elixir at them.
While this means there’s a lot more going on with these skills, and that can get complicated, we’ve found from playing with these changes that they introduce an exciting level of mastery to achieve with practice and create fun opportunities to use elixirs in a variety of ways.

We’ve also done a lot of bug fixing and balance tuning to get Harbinger in the right spot as we get closer to the release of End of Dragons.

详细调整

玩法调整

  • The reduction to your maximum health per stack of Blight has been reduced from 2% to 1.5%.
  • Harbingers no longer passively drain Life Force to convert to health while injured and out of shroud.
  • New mechanic: “Blight Threshold”. Certain skills (Shroud 3, 4, and Elixir skills) will, if you are above a certain threshold of Blight, remove that much Blight but have a much stronger effect.

手枪技能

技能 改动
恶性射击 Damage coefficient increased from 0.6 to 0.65 in PvE only.
哀嚎射击 Duration of inflicted Torment decreased from 6s to 4s in PvE only.

帷幕技能

技能 改动
污浊弹矢 Damage coefficient increased from 0.45 to 0.65 in PvE only.
黑暗弹幕 Duration of inflicted Torment decreased from 6s to 3s in PvE only. Recharge increased from 4s to 6s.
吞噬切割 Range decreased from 900 to 600. Recharge increased from 6s to 8s in PvE only. No longer applies torment by default. Additional functionality has been added to this skill; If you are at or above the Blight Threshold (5) on use, this skill removes 5 stacks of Blight, deals double damage, and applies 5 stacks of Torment for 5s to affected targets.
贪食跃冲 Range decreased from 900 to 600. Additional functionality has been added to this skill; If you are at or above the Blight Threshold (10) on use, this skill removes 10 stacks of Blight, deals double damage, and applies 5 stacks of Torment for 10s to affected targets.
贪食跃冲 Underwater functionality has been split into a new aquatic skill, Voracious Dive. Voracious Dive will shadowstep to the targeted enemy and is not an evade. In other respects, it is similar to Voracious Arc.
致命抽取 Additional work has been done on this skill to make it function consistently and hit targets as expected in the indicated area. Now if a target controlled by this skill uses a stunbreak, they will become immune to the remainder of Vital Draw’s effect.

试剂技能

技能 改动
承诺试剂 Base healing of this skill has been significantly increased in PvE. Now applies Regeneration (8s) to yourself on cast instead of Vigor. Is now ground-targeted; enemies in the impact area will take damage and be Poisoned (3 stacks, 5s). No longer generates Life Force. If you are in the impact area, gain 10 Blight. Blight Threshold 5: Damage and condition duration doubled.
风险试剂 Still grants Might and Fury to yourself on cast. Is now ground-targeted; damage and apply Weakness (5s) to enemies in the impact area. If you are in the impact area, gain 10 Blight. Blight Threshold 5: Damage and condition duration doubled.
无知试剂 Still breaks Stuns and grants Resistance to yourself on cast. Is now ground-targeted; damage and apply Blind (2s) to enemies in the impact area. If you are in the impact area, gain 10 Blight. Blight Threshold 5: Damage and condition duration doubled. Cooldown increased from 25s to 30s.
福佑试剂 Still removes conditions, generates life force for each removed condition, and grants Resolution on cast. Is now ground-targeted; damage and corrupt a boon on enemies in the impact area. If you are in the impact area, gain 10 Blight. Blight Threshold 5: Damage doubled, corrupt 2 boons instead of 1.
苦痛试剂 Still grants Quickness and Swiftness to yourself on cast. Is now ground-targeted; damage and apply Cripple (5s) to enemies in the impact area. If you are in the impact area, gain 10 Blight. Blight Threshold 5: Damage and condition duration doubled.
雄心试剂 Still grants all possible boons to yourself on cast. Is now ground-targeted; damage and apply one stack of every damaging condition (Bleed, Burn, Confusion, Poison, Torment) for 5s to enemies in the impact area. If you are in the impact area, gain 15 Blight. Blight Threshold 10: Damage and condition duration doubled. Cooldown increased from 60s to 90s.

特性

技能 改动
Wicked Corruption Bonus strike damage per stack of Blight reduced from 1% to 0.5%.
Septic Corruption Bonus condition damage per stack of Blight reduced from 1% to 0.5%.
Vile Vials No longer causes elixirs to apply Slow to nearby enemies. This trait still applies Vulnerability but will do so in the targeted area of the Elixir skill, not around the caster.

问题修复

技能 改动
恶毒爆冲 Fixed a bug causing this skill to apply one stack of Poison in PvE instead of the intended 3.
Dark Disciple Fixed a bug causing this trait to not link properly into chat.
Deathly Haste Quickness granted by this trait now priorities members of your party then squad before other nearby allied players.
Deathly Haste Now can grant quickness to non-player allies, such as minions. Players in your party then squad are prioritized as targets before minions, where available.
Deathly Haste Fixed a bug causing this trait to not link properly into chat.
Deathly Haste Fixed a bug in which the pulse of this aura effect could sometimes happen twice on entering Shroud.
Vile Vials Fixed a bug causing this trait to not link properly into chat.
Septic Corruption Fixed a bug causing this trait to not link properly into chat.
Implacable Foe Fixed a bug causing Vitality from the Soul Reaping trait, Vital Persistence, to not be used for this trait’s conversion to Ferocity.
Twisted Medicine Fixed a bug causing Vitality from the Soul Reaping trait, Vital Persistence, to not be used for this trait’s conversion to Concentration.
Dark Gunslinger Fixed a bug causing Vitality from the Soul Reaping trait, Vital Persistence, to not be used for this trait’s conversion to Expertise.
Dark Gunslinger Fixed a bug causing the Vitality to Expertise percentage skill fact to not display while in PvP or WvW.
预兆帷幕 Fixed a bug in which swapping specializations while in Shroud could leave the player in a broken Shroud state.
先驱帷幕 Fixed a bug in which swapping specializations while in Shroud could leave the player in a broken Shroud state.
雄心试剂 Fixed a bug in which this skill would not activate the 6-pc bonus of Superior Rune of the Zephyrite.
Cascading Corruption Fixed a bug in which the pulse of this aura effect could sometimes happen twice on entering Shroud.
Cascading Corruption Fixed a bug causing this trait to not link properly into chat.
Doom Approaches Fixed a bug in which the pulse of this aura effect could sometimes happen twice on entering Shroud.
黑暗弹幕 Added missing ‘Pierces’ skill fact in tooltip.
预兆帷幕 No longer disables autoattack when activated or deactivated.
先驱帷幕 No longer disables autoattack when activated or deactivated.
致命抽取 Fixed a bug where hits from this skill gave 1% Life Force per target instead of the intended 3%.
致命抽取 Fixed a bug where the skill facts in the tooltip indicated an incorrect amount of hits.

游侠 – 狂兽师

The Untamed is the first Ranger elite specialization to improve the power and utility of your pet, and it fell short of the mark. We’ve combed through your feedback to identify important changes to get it on track, and although it has been a very short time since it appeared in Beta 3, we’ve taken several steps to make significant improvements to this specialization and will continue to keep an eye on it in Beta 4.

核心问题

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1) The Attack My Target command and the key bind for Return to Me have been removed. This made the pet feel harder to control and feel worse to play alongside than for other Ranger specializations.

针对此问题的回答: We’ve added Attack My Target and Return to Me back. By default, they’ll be bound to F6 and F7, but you can change them to anything you like with the ‘Profession Skill 6 and 7’ key bind options.

2) The Unleashed mechanic only improves your Hammer skills, not the skills of other weapons. This feels like a punishment for not using Hammer.

针对此问题的回答: A new mechanic has been created to support all of the weapons available to the Untamed. Now, when you become Unleashed, your 1 slot skill will be replaced for a few seconds with a powerful ‘Unleashed Ambush’ skill. After using an Ambush, there is a cooldown before you can gain access to an Unleashed Ambush again.

3) The strong visual effect on the player when Unleashed narrows down visual customization options for your character, and makes it difficult to see the armor, outfits, dyes, or infusions you are using.

针对此问题的回答: This visual effect will now appear only when you activate Unleashed, and then fade out after about three seconds, so it will no longer always be present in combat.

详细调整

职业机制

  • Unleashed Ambush skills have been added for all ranger weapons available to the untamed. These skills become available for a short duration when entering the Unleashed state, replacing the slot 1 skill. Using an unleashed ambush skill begins a shared cooldown during which these skills will be unavailable.
  • The unleashed visual effect on the player now fades out after about 3 seconds.
技能 改动
游侠觉醒 Reduced cooldown from 10 seconds to 1 second.
宠物觉醒 Reduced cooldown from 10 seconds to 1 second.
剧毒爆发 Increased power coefficient from 0.75 to 1.0 in PvE only.
剥裂藤蔓 This skill is now a blast finisher. Increased power coefficient from 1.0 to 1.3 in PvE only.
孢络尘雾 This skill no longer prevents the player’s pet from moving or from using other abilities. Enveloping Haze: Increased power coefficient from 0.25 to 0.35 in PvE only.

巨锤技能

技能 改动
Overbearing Smash/Unleashed Overbearing Smash The secondary strike no longer leaps in place and instead uses an animation that allows players to move freely.
Thump/Unleashed Thump This skill now leaps toward your target.
觉醒的猛烈横击 Increased power coefficient from 1.8 to 2.16 in PvE only.
Unleashed Savage Shockwave Increased power coefficient from 1.0 to 1.2 in PvE only.
觉醒的捶击 Increased power coefficient from 2.0 to 2.3 in PvE only.

通用技能

技能 改动
惊险馈赠 This skill now heals a percentage of the player’s missing health instead of draining health from their pet. The no-death buff and subsequent heal are also applied to the player’s pet. This skill grants superspeed if the player is unleashed, and grants stability if the player is not unleashed.
孢子爆炸 This skill now inflicts Poison instead of Cripple. This skill now grants Might if the player is unleashed, and grants Protection if the player is not unleashed.
症状异变 This skill now breaks stuns. This skill now grants Fury if the player is unleashed, and grants Vigor if the player is not unleashed.
反常穿越 This skill now grants Might if the player is unleashed, and grants Regeneration if the player is not unleashed.
自然束缚 This skill now grants Quickness if the player is unleashed, and grants Resistance if the player is not unleashed.
森林壁垒 This skill now grants Superspeed if the player is unleashed, and grants Vigor if the player is not unleashed. Buffs applied by this skill are now also applied to the player’s pet.

特性

技能 改动
自然刚毅
自然刚毅 This trait now causes Unleashed Ambush skills to siphon health from enemies in addition to its other effects.
盲目爆发
盲目爆发 This trait now increases the damage of Venomous Outburst and increases the damage of Unleashed Ambush skills in addition to its other effects.
腐化藤蔓
腐化藤蔓 This trait now causes Unleashed Ambush skills to remove boons from enemies in addition to its other effects.
净化觉醒
净化觉醒 This trait has switched slots with Bolstering Unleash. It now has a 10 second internal cooldown and cleanses 2 conditions instead of 1.
鼓舞觉醒
鼓舞觉醒 This trait has switched slots with Cleansing Unleash and has been renamed to Nature’s Shield. It now grants barrier when using a cantrip.
野性誓言
野性誓言 This trait no longer increases incoming damage while unleashed and no longer reduces outgoing damage while your pet is unleashed.

问题修复

技能 改动
自然束缚 Fixed a bug where the attack radius was 225 instead of 240.
觉醒的专横碾压
(觉醒的)专横碾压 Fixed a bug where the secondary attack could prioritize a different target than the first attack.
觉醒的专横碾压
(觉醒的)专横碾压 Added a missing damage skill fact for the secondary attack.
专横碾压 Fixed a bug where the daze duration skill fact was not properly updated when traited with Moment of Clarity.
巨锤打击 Fixed a bug where this skill wasn’t displayed in the hero panel
  • Fixed a bug where swapping the active pet through the pet management panel would fail to apply the unleashed buff to the new pet.
  • Fixed a bug in which commanding the Jacaranda pet to use Photosynthesize would fail if the jacaranda was above 75% health.

魂武者 – 裁决者

We loved seeing your excitement for the Vindicator in Beta 2! We saw a lot of excitement for the addition of Greatsword to Revenant and read a lot of excellent and productive discussion around the dodge mechanic and the Alliance Legend.

核心问题

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1) Dodge abilities either felt too weak to be effect damage dealers, or were overwhelmingly exclusive in use for healing builds, overshadowing the rest of the specialization.

针对此问题的回答: We’ve taken another look at the Vindicator’s dodge mechanic and have made several changes. The pause that roots you in place at the end of the dodge has been removed, allowing you to immediately resume movement after landing. The durations and energy costs of the different Grandmaster traits’ effects on your dodges have been standardized, and damage dealt increased.

2) The two sides of Alliance Legend are most useful when aligned with matching build and gear choices, and the swapping mechanic makes it difficult to use the skills you want to.

针对此问题的回答: Now when Alliance Legend is active, you have a ‘F3’ Alliance Tactics skill, which will toggle your Alliance Legend skills between Kurzick and Luxon skills at no energy cost, with a 10 second cooldown, to allow you to more specifically toggle skills on demand without activating that slot first.

3) The Vindicator perpetually feels like a hybrid and is difficult to specialize into a damage-dealing role.

针对此问题的回答: Several key changes have been made to allow for more focus into dealing damage. In the first trait tier, Leviathan Strength now increases your strike damage dealt by 10% whenever your Endurance is not full. Together with improvements to several key Greatsword skills, as well as adjustments throughout the traits and the Alliance Legend skills, Vindicator will be more readily able to focus into a power damage role. We will be assessing where these changes land in Beta 4, and the builds they enable, and will be ready to make additional tuning for End of Dragon’s launch if needed.

详细调整

职业机制

技能 改动
同盟战术 This ability has been split out from Energy Meld and now resides on the Vindicator’s F3 slot only when Alliance stance is active. Cooldown is 10 seconds. Energy cost is 0.
能量结合 Energy cost reduced from 25 to 10.
闪避 Removed the pause at the end of the dodge. Fixed a bug that caused evasion to end before the dodge itself. These abilities are no longer affected by animation timescales.

巨剑技能

技能 改动
幻影突袭 Slightly reduced the aftercast of the attack portion of this ability so that the player can move sooner.
帝国守卫 The active duration for True Strike has been increased from 3 to 4 seconds when activating Imperial Guard. Energy cost reduced from 12 to 10. Updated skill facts to indicate maximum stacks. This ability is no longer affected by slow or quickness effects.
真实打击 Increased damage per stack of Imperial Guard from 0.2 to 0.3 in PvP and WvW, 0.4 in PvE. Added a 0.25 cooldown to this ability so it’s more difficult to trigger prematurely.
永恒挽歌 This ability will now target downed enemies. Updated skill facts to better indicate the skill’s functionality. Decreased cast time by 20%. Increased the number of explosions from 7(random)+(3 to 7 guaranteed) to 9(random)+5(guaranteed) on nearby enemies. This ability is now a whirl finisher. Damage from this ability will now increment additively on targets instead of as multiple single strikes. Energy cost reduced from 15 to 10.

通用技能

Alliance abilities will now only switch to their opposites when Alliance Tactics is used.

技能 改动
游牧突进 Recharge reduced from 10 to 3 seconds. Energy cost increased from 15 to 20. Damage has been increased from 2.5 utility modifier to 3.5 utility modifier.
战斗之舞 This ability now gains evasion when it first begins. Reduced start-up time by 400ms. Cooldown reduced from 10 seconds to 1. Energy cost increased from 15 to 20
Scavenger’s Burst Energy cost increased from 15 to 20. Recharge reduced from 10 seconds to 3. This ability now grants Fury at the same rate as Quickness. Damage has been increased to 2.25 utility modifier in PvE only.
树木之歌 Recharge reduced from 10 seconds to 3 seconds.
掠夺之怒 This ability no longer grants Fury per target struck, but instead dazes foes affected for 1.5 seconds. Damage has been increased to 2.22 utility modifier in PvE only. This ability is now useable mid-air.
唤醒 Fixed a bug that caused this ability to affect a smaller area than the indicated 360 radius. This ability is now useable mid-air.
圣徒维克多的盛骨瓮 Energy upkeep for this ability has been reduced from -10 to -5. Health cost per second has been reduced by half.
放下圣徒维克多的盛骨瓮 Recharge reduced from 2 seconds to 1 second.

特性

技能 改动
海兽之力
海兽之力 This trait now increases outgoing strike damage by 10% when the Vindicator’s Endurance is not full.
星岬特赦
星岬特赦 Reversed the order of boon application so that Luxon skills grant Might and Kurzick skills grant Regeneration. Both Energy Meld and Alliance Tactics grant both bonuses simultaneously, for increased effect.
死亡前兆
死亡前兆 This trait no longer increases maximum Endurance. Damage dealt has been increased by 66% in PvE only.
帝国附庸
帝国附庸 Impact damage for this ability has been increased by 125% in PvE only. Power coefficient reduced from 3.0 to 2.67 in PvP and WvW.
风荷圣徒
风荷圣徒 This trait no longer decreases maximum Endurance. Healing and barrier applied have been adjusted.

问题修复/其他

技能 改动
敏捷好斗 This trait now functions with Vindicator movement skills.
慷慨丰腴 This trait now functions with Vindicator alliance stance skills.

潜行者 – 魅影者

We saw a lot of eagerness for the addition of a support specialization to the Thief. Beta 3 generated a lot of excellent buildcraft and discussion, and we’ve begun tuning the Specter for an appropriate debut in End of Dragons.

核心问题

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1) Consume Shadows was causing Shadow Shroud to feel like something you should enter, and then immediately exit, to get Consume Shadows’ healing effect as quickly as possible. This diminished the utility and fun of the Shroud skills themselves, as it was a strong reason to never use them.

针对此问题的回答: The maximum potential healing and barrier from Consume Shadows will now grow stronger for every second you are in Shroud, up to 5 seconds. In Shadow Shroud itself, the skill Dawn’s Repose has been changed from a dash into a ground-targeted leap, to make it easier to target a specific location, and is now a leap finisher.

2) Endless Night, by affecting three targets, was creating expected gameplay of manually selecting and ‘rotating’ between different targets in a group, in order to sustain quickness on multiple targets. This isn’t very fun to do.

针对此问题的回答: We’d rather not have Specter able to strongly cover both Alacrity and Quickness for groups, and so have decided to focus on the Alacrity aspect. Endless Night has been adjusted to only target one ally. This may maintain a strong all-around support role for a focused target in certain gameplay, such as 2v2 PvP or playing with a friend in the open world, while allowing Specter to still fill healing and alacrity support roles for group play.

详细调整

虹吸技能

Using this skill will now stop auto-attacking, to better accommodate for traits like Hidden Thief that grant stealth.

节杖技能

技能 改动
三连弹矢 Fixed a bug that caused this ability to be queued twice.
暗影削弱 Fixed the skill fact for barrier application
无尽黑夜 The number of targets this ability affects has been reduced from 3 to 1. Slow and Quickness application has been reduced from 2 to 1.5 seconds. Fixed a bug that caused the targeted ally to not be affected when attempting to fire through multiple allies.

帷幕技能

  • Leaving Shadow Shroud now sets the Shadow Shroud ability on full cooldown.
技能 改动
Dawn’s Repose This ability is now a ground-targeted ability instead of a ground-targeted dash. Range has been reduced from 600 to 450, with the affected radius being reduced from 240 to 180 and Fear being reduced from 2 seconds to 1.5. This ability is now a leap finisher.
Eternal Night Updated VFX slightly. Reduced aftercast.

特性

技能 改动
暗影脚步
暗影脚步 Broken barrier will now be distributed evenly among allies affected.
吞噬暗影
吞噬暗影 This trait has been reworked and the maximum healing potential reduced in PvE. Activating Shadow Shroud now grants a stack of Consume Shadows, and the specter will gain a stack of Consume Shadows every second while in shroud, up to 5 stacks. When you exit Shadow Shroud, your Shadow Force is consumed, and for each stack of Consume Shadows that you have, 10% of the consumed Shadow Force is converted into healing for nearby allies. Healing past the target’s maximum health will be granted as barrier.

问题修复

技能 改动
引导攻击 No longer reduces the cooldown of Shadow Shroud.
虹吸 No longer requires a pathing check in order to execute.
暮光连技 The second attack of this ability is no longer jump-cancellable.
Haunt Shot Removed the odd smoke bomb that appeared at the specter’s feet. Updated the ability to fire from the character’s hand instead of head.
欺诈平衡 Now properly recharges Siphon.
刺客奖赏 Now functions correctly with Scepter abilities.
隐秘潜行 Stealth now activates much quicker when using Siphon.

战士- 誓剑士

Bladesworn premiered in Beta 2, and the unique ‘Dragon Slash’ mechanic sparked a lot of discussion. With this specialization, we’re trying to deliver an homage to classic samurai films, in a way that adds a spectacular moment of payoff in GW2’s combat. We saw it used for some truly epic moments in Beta 2 and have been collecting and iterating on feedback to ensure it’ll have a role throughout GW2’s game content in End of Dragons.

核心问题

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1) Dragon Slash is a steep commitment to execute, and it’s easy to miss out on the payoff if it misses or is avoided.

针对此问题的回答: We’ve made several adjustments to the Dragon Trigger mechanic to make it usable in more situations, including doubling the base rate at which you gain charges, and halving the Flow cost per charge. Dragon Slash’s maximum damage has been reduced appropriately. As a result of it being faster to charge, it is less of a missed opportunity when used at an inopportune time, and can be used more often and in shorter windows of vulnerability on your target, creating more moments where a well-timed Dragon Slash can be executed to strong effect.
In addition, Dragonscale Defense will now grant Stability when you enter Dragon Trigger, helping to ensure you are not easily interrupted by a disabling effect.

2) Lush Forest was creating some gameplay incentives which felt strange, such as using all ammunition skills as quickly as they could regenerate their last charge. The resulting builds, while powerful, weren’t necessarily fun to play.

针对此问题的回答: Lush Forest has been flipped around, now reducing cooldowns when you activate the first count of ammunition on a skill, rather than the last. This means that while you can trigger it most often by only using an ammunition skill when it restocks its first count, you may still dip further into a skills’ ammunition count when you need to. We hope this and other related changes will create some more flexible and enjoyable builds around this trait.

详细调整

巨龙扳机

技能 改动
巨龙触发 The rate at which you gain charges has been sped up from 0.5s per charge to 0.25s per charge. Flow cost per charge has been reduced from 10 to 5.
巨龙触发 Entering Dragon Trigger now places your Gunsaber skills on 0.5s cooldown to prevent accidental use from canceling out Dragon Trigger.
巨龙触发 Exiting Dragon Trigger after using a Dragon Slash will no longer place Sheathe Gunsaber on cooldown.
Dragon Slash – Force Coefficient on max charge reduced from 49.5 to 20.4 in PvE only.
Dragon Slash – Boost Coefficient on max charge reduced from 24.8 to 10.2 in PvE only.
Dragon Slash – Reach Coefficient on max charge reduced from 39.6 to 16.3 in PvE only.

枪刃技能

技能 改动
Cyclone Trigger This skill is no longer a projectile finisher.
Break Step This skill is now a leap finisher.
Break Step Reduced the movement speed of this skill by 40%. Distance traveled remains the same.
Break Step This skill will now stop in front of your targeted opponent if you reach them before the skill ends.
Break Step Radius of initial attack increased from 120 to 180.

手枪技能

技能 改动
巨龙怒吼 Pushback from using this skill is now determined by the amount of ammo expended from this skill.
巨龙怒吼 This skill is now considered a movement skill.

通用技能

技能 改动
心流稳定器 Now grants Fury when used, instead of Stability. The bonus effect is now triggered if you have Fury instead of Stability.
怒气纹章 Fixed an issue where Signet of Fury granted adrenaline instead of flow when Bladesworn was also equipped.

特性

特性 改动
侵掠如火
侵掠如火 This trait has been reworked. It now grants a stacking damage buff for each count of ammunition used.
其徐如林
其徐如林 now triggers when the first count of an ammunition skill is activated, instead of the last.;now has an internal cooldown of 1 second;Lush Forest will now only recharge warrior skills, excluding Sheathe Gunsaber and Dragon Trigger.
龙鳞防护
龙鳞防护 No longer gives Protection when hit during Dragon Trigger. Instead, this trait now gives Stability when entering Dragon Trigger.
不朽巨龙
不朽巨龙 Now also grants Protection per charge level gained during Dragon Trigger, in addition to its previous effects.
顽强巨龙
顽强巨龙 Now grants Might per charge level gained during Dragon Trigger, in addition to its previous effects.
果敢巨龙
果敢巨龙 Now resets the cooldown of Dragonscale Defense whenever you reenter Dragon Trigger after using a Dragon Slash, in addition to its previous effects.

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