大家好 好久不见 我是夹相比过去的神谕联盟 这版本更是没什幺时间玩了转眼之间深渊联盟剩不到一个月就结束 三个月为期的联盟实际上大概只玩不到一个月吧就连挑战也才打到33 看来40挑战也是无望了
首先对于不喜欢玩OP以及当前版本较流行的BD以及幽魂的我在3.1版本中不断的回标準测试不同幽魂 最后选择了远程幽魂当主力虽然在伤害上或许不足先锋以及守卫 但玩到目前都算是挺满意的然而角色的配置主要也是以便宜、防御为主 虽然装备一直没到达自己理想门槛就是了虽然在当前深渊装备以及珠宝是公认的OP所在 就连POB也不会用的我 自己也是打到什幺就塞什幺 也不晓得效益的高低好坏 只是玩得顺手开心就好所以在影片中也别有所期待会有各种秒天秒地秒神仙的画面 一切都是靠对怪物的机制的了解以及走位罢了然而照旧 我不会公开自己的角色任何配置 版上有更优秀的召唤师给大家去参考
影片的部分有红图尊师 守护分别在两张T13 两张T14 尊师则在T15塑界者方面只有牛头 毕竟我T16也只有2张牛头 连塑界者都还没看到然而会选择远程幽魂的好处 有空时会补上刷图的影片给大家参考 要看其他影片可能要等我打到了此次录影没有录到声音 观看时请见谅
深渊 召唤 异界.净化 T13 (请无视影片结尾的死亡 我想说王死了等着看他喷什幺然后就忘了闪招)
异界尊师 T15
牛头人
以下为神谕联盟
新增塑界者影片
除了走位还是走位 也没什幺太大变化
没什幺时间玩就直接上影片了 塑界者明天回家再打
牛头人
九头蛇
奇美拉
凤凰
关于3.0改版心得首先 幽魂储存功能没开放这是最可惜的 然而幽魂移动速度增加倒是很优秀再来新增的许多怪物都非常的有趣 甚至是把财产全花在测试上我都觉得值得另一个想提到的部分 就是在过去版本迷宫里 放血图腾对幽魂很不友善这点管你幽魂多高等血多厚 被放到血走几步你就得帮幽魂烧香了 尤其幽魂如果很高等那真的是干到不行在3.0改版第一次跑迷宫后发现有所改善 或许是放血机制的修改所形成的原因 连女王分身丢的不知道是放血还是燃烧原本会秒幽魂现在也不会了 反正很棒就是但反过来迷宫里的地刺以及会砍人放血的菜刀(我想你们听得懂) 打幽魂更痛了??????常常脚色跑过陷阱转过头幽魂全被插死在那被砍死在那 我也是无言了3.0心得大概就这样 有大好也有大坏
关于神谕联盟的构思大致上是以不朽联盟的机体再去修改 同样都是低造价造出的堪用机体但由于es的削弱不得不走血量 想走混合但天赋点却又吃紧 导致机体软弱不堪 以上四守护都是临时突然想打就录的 只为了开舆图如果有注意看就能发现 只有奇美拉在击杀时没有跳舆图达成的通知因为我只要被奇美拉招出的羊人跳到一下就去了 就一只 就一下 掰掰所以就多打了几场 10%也就跟着去了 我也不懂我想八成是机体不够好吧 甚至身上部分技能除了没Q甚至还有不到10等的技能影片中使用的是法术幽魂 由于改版后新增不少怪物 这机体还会造出进战的版本玩玩 前提是装备得先弄好才行 当然如果我构想的没错的话应该会成功吧 应该反正角色差不多就是这样定型了 在软也无所谓反正靠走位什幺都能解决就好
关于不朽联盟的尾声大概是拖太长了吧 冲到99等也就懒的练了 都是为了练技能在打图 也没管走位的练到50%也能随便送掉也不痛不痒到最后甚至就懒的上线等改版 但可惜没提到的是绿门也过了 虽然很吃力有想到应对的方式 但也就懒了 工作没什幺时间下班打打英雄就洗洗睡了 大概就这样
以下为不朽联盟
牛头人
九头蛇
奇美拉
凤凰
塑界者
不朽联盟过了两个月了 才陆续有些影片上来一方面是不断的在调整BD的最后走向 一方面是真的没时间玩常常下班刚坐下来就睡着了 过了两个月挑战要打1000张图也只打了300初 甚至部分技能还没20等最初期望的是不以大CI以及高价装做基础 角色本身当个嘲讽坦 其余交给幽魂收尾的的幽魂师只是想像总是美好的 吞了不知道几颗后悔石 连从玩POE到现在存的商城后悔石也吞光了最后大致的走向如影片上那样 虽然与上次po的瓦尔密殿大不相同但至少自己还是满意的 最后完成的机体虽然只有三只幽魂但至少能如预期一样当个小坦克 伤害方面也不逊色于四只幽魂能扛下所有T16以下图的所有BOSS 甚至扛也不用王就直接蒸发了与以往一样 只是纯影片分享当然能做到这样程度的幽魂师大有人在 只是大家喜欢的方式惯的方式不同版上也有不少出色的召唤师 若是有点资金可以不用像我一样这幺辛苦克难才打到这一关接下来就是等有绿门时再来挑战看看了 也希望能在联盟结束前达到40成就谢谢观看
T16瓦尔密殿
只是个微更新 由于工作过于忙碌 玩的时间比起过去几个月少了很多 往往下班回家打个几张图就睡了在不断的调整天赋以及以不改变初衷并试着尝试许多配置方法 在刚刚去打了这联盟第一张瓦尔密殿从开打到结束只花了10秒 自己也挺惊讶的 虽然四守护和塑界都已经在两个星期前过了 但当时的角色还不是很稳定 往往会吃土一次 会再试着调整自己的角色 或许几天后就会陆续po上四守护以及塑界者的影片
Minion Balance Changes in The Fall of Oriath Beta
As part of our balance adjustments in The Fall of Oriath, we're going to be making some significant changes to the undead minion skills. Below are the first set of changes we'll be trying out in the Beta, and we'll be making further adjustments based on beta testers' experiences with minions in the new content.
While many of these changes are to improve the power and usability of these skills, we're also trying to improve performance by reducing the maximum number of minions, but increasing their power to compensate.
ZombiesRaised Zombies have had their damage increased, and now do 45% more damage with a level 20 minion gem. Alongside the new zombie threshold jewel, they should be a more reliable source of damage while maintaining their defensive capabilities.
Skeleton WarriorsThese have been significantly increased in damage, and now deal 135% more damage per second with a level 20 gem. Their attack animation has been sped up and improved so that they strike earlier in the swing. The Summon Skeletons skill has had its cast time reduced to 0.5 seconds from 0.8 seconds, and now only summons one skeleton per cast. The mana cost of the skill has been significantly reduced. Skeletal Warriors now have an inherent 20% chance to block. The skill now summons up to 5 skeletons at all levels of the gem, instead of growing from 4 to 6 as the skill increased in level. They now have a -30% multiplier to added damage, down from -50%, bringing them in-line with the multiplier on Raging Spirits.
There are now fewer sources of additional skeletons; Uniques and items that granted additional skeletons (Including existing items) will now grant no more than 1 additional skeleton, and there are fewer sources of additional skeletons to be found in the passive tree. The helmet enchantment that spawned additional skeletons per cast will be reworked or replaced. With investment in uniques and passives, a player should be able to reach around 15 skeletons. The Army of Bones jewel will now grant 1 additional skeleton, has a limit of 1, and is being reworked.
Skeletal MagesThese minions have had their projectile skill's damage significantly increased, and have a much faster cast time on their spell. This projectile now deals 50% more damage at level 20 of the skill gem. They benefit from many of the changes to the base skill that summons that are noted above, including the cast time, mana cost, and maximum number of skeletons. The Dead Reckoning jewel that lets players summon Skeletal Mages is now limited to 3, and lets the skill summon 5 additional skeletal mages, up from 3 per jewel.
Previously, skeletal mages dealt significantly more damage at level 19 and above of the gem, as an unintentional result of changes to monster spells. Their damage now grows much more evenly, making them significantly more powerful at lower levels.
SpectresWe're hoping to have improvements to how spectres are stored, with the eventual goal of having spectres persist through logouts.
Spectres now also have a higher movement speed multiplier cap, so they can travel faster than before if their movement speed is significantly increased.
As part of our balance adjustments in The Fall of Oriath, we're going to be making some significant changes to the undead minion skills. Below are the first set of changes we'll be trying out in the Beta, and we'll be making further adjustments based on beta testers' experiences with minions in the new content. While many of these changes are to improve the power and usability of these skills, we're also trying to improve performance by reducing the maximum number of minions, but increasing their power to compensate. Zombies Raised Zombies have had their damage increased, and now do 45% more damage with a level 20 minion gem. Alongside the new zombie threshold jewel, they should be a more reliable source of damage while maintaining their defensive capabilities. Skeleton Warriors These have been significantly increased in damage, and now deal 135% more damage per second with a level 20 gem. Their attack animation has been sped up and improved so that they strike earlier in the swing. The Summon Skeletons skill has had its cast time reduced to 0.5 seconds from 0.8 seconds, and now only summons one skeleton per cast. The mana cost of the skill has been significantly reduced. Skeletal Warriors now have an inherent 20% chance to block. The skill now summons up to 5 skeletons at all levels of the gem, instead of growing from 4 to 6 as the skill increased in level. They now have a -30% multiplier to added damage, down from -50%, bringing them in-line with the multiplier on Raging Spirits. There are now fewer sources of additional skeletons; Uniques and items that granted additional skeletons (Including existing items) will now grant no more than 1 additional skeleton, and there are fewer sources of additional skeletons to be found in the passive tree. The helmet enchantment that spawned additional skeletons per cast will be reworked or replaced. With investment in uniques and passives, a player should be able to reach around 15 skeletons. The Army of Bones jewel will now grant 1 additional skeleton, has a limit of 1, and is being reworked. Skeletal Mages These minions have had their projectile skill's damage significantly increased, and have a much faster cast time on their spell. This projectile now deals 50% more damage at level 20 of the skill gem. They benefit from many of the changes to the base skill that summons that are noted above, including the cast time, mana cost, and maximum number of skeletons. The Dead Reckoning jewel that lets players summon Skeletal Mages is now limited to 3, and lets the skill summon 5 additional skeletal mages, up from 3 per jewel. Previously, skeletal mages dealt significantly more damage at level 19 and above of the gem, as an unintentional result of changes to monster spells. Their damage now grows much more evenly, making them significantly more powerful at lower levels. Spectres We're hoping to have improvements to how spectres are stored, with the eventual goal of having spectres persist through logouts. Spectres now also have a higher movement speed multiplier cap, so they can travel faster than before if their movement speed is significantly increased. |
召唤殭尸:
搭配2.6版的新门槛珠宝,殭尸应该会比以往来的更加可靠。 召唤骷髅:
传奇装备与词缀提供的增加骷髅上限将全部改为+1只且不会有遗产,天赋树内提供骷髅上限的天赋将会变少,头盔的迷宫附魔 "召唤骷髅召唤额外 X 个骷髅战士" 可能会被重製或乾脆移除。 我们希望玩家在机体完成时可以有约15只的骷髅上限,而枯骨军团这颗珠宝将只提供+1骷髅上限并且限一,我们正在重製这颗珠宝中。 骷髅法师:
死亡清算这颗门槛珠宝也会被重製,可以召唤的法师数量从3只改为5只并且限三。 修改骷髅法师的伤害-等级曲线,让他们在低等级时更有威力。 唤醒幽魂:
#以上转自巴哈文章资讯 对于幽魂的改动 移动速度的增加 这也是我感到幽魂非常不足的地方 在大家都在追求速度的游戏世界里 无论是练功、刷宝甚至是打裂痕领域时 号召的CD限制下 幽魂常常都跟不上脚步 甚至会造成幽魂还在走马看花主人就先往生的情况 增加幽魂移动速度便能大幅提升许多方面上的效率 对我来说是非常期待的改动 另外则是储存幽魂的机制 这真的是天掉下来的礼物 往往在抓到T16及T17幽魂时都会很捨不得关游戏关机 然而维修或是突然断线时真的是闷到一个极致 又得重找重抓打乱游戏的节奏非常不方便(当然图多的土豪例外) 只能说这改动实在是太好了 而殭尸和骷髅呢? 只觉得骷髅法师很酷 或许会想玩看看 在文章中有提到 我不会提供任何我的装备以及天赋上的配置 寄信问我我都有看到 但我并不会多做回应 只能说装备的部分都除了大CI都是很亲民价的装 然而不用大CI做配置也能达到相当的效果 就看个人如何去做挑整以及测试 不朽联盟中我也不使用大CI在慢慢建构比较特殊的幽魂师 理想目标大概是牺牲点伤害让能角色站桩扛下大部分的王使幽魂方便击杀 只是在这段期间由于工作上的忙碌玩的时间变的非常少 或许还得一段时间才能慢慢看出成果 然而会不会成功自己也不是很确定 毕竟我不是个数据达人能够去计算有的没的 到时候会再分享影片出来给大家欣赏 敬请期待 |