라파엘01
2018-06-05 04:35
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34.0 PTR 패치 밸런스 변경사항 (영문)(밑에 올라온 한글 패치노트에 누락된 34.0 PTR패치의 밸런스 변경사항입니다. 일단 영문 원본을 올려봅니다.)
PTR Note: The following changes to Armor and Structures are present on the Public Test Realm but will be added to the live version of Heroes of the Storm in a separate balance patch within the next few days. Armor
Developer Comment: We have experimented with baseline Armor on some of our Heroes for some time, but we’ve decided to remove this functionality for now. The problem with it that we’ve found over time is that baseline Armor was difficult to communicate visually. It therefore ended up being a largely hidden power that didn’t have any major changes on gameplay. Going forward, we’ll prefer to make Armor—and other mechanics that are effective against Heroes and damage types—more interesting when they are tied to game mechanics. To clarify, while we are removing baseline Armor from Heroes, we still like Armor that is tied to a window of time or has an obvious display on the Hero when it is active. Some examples include Greymane in Worgen form and Cho’gall’s Ogre hide. Structures
Developer Comment: We’re taking some of the experience offered by outer Towers and distributing it amongst other Structures in an effort to keep teams closer in levels for a little while longer. We still want to reward skillful play, but a team that completes the first objective is frequently able take out a lot of the opposing team’s outer Structures. Not only did this open up a strategic advantage (Healing Fountains get destroyed, Fortifications provide less safety), but it also pushes the winning team further ahead. Usually, this results in one team reaching level 10 before their opponents, allowing them to snowball to an even greater lead. We’d like to instead slow down early game leads, so that winning teams have to play well for a longer period of time. HeroesPTR Note: The Hero changes listed below are present on the Public Test Realm but will be added to the live version of Heroes of the Storm in a separate balance patch within the next few days.
AssassinCassiaStats
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FenixStats
GenjiAbilities
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Kael'thasStats
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Developer Comment: After years of battling in the Nexus, Kael’thas finally learned the reason why puny interlopers could foil his clearly superior plans and went to the tailor to get his cape trimmed. MaievAbilities
Talents
Developer Comment: The cooldown increase for Umbral Bind will grant the Warden’s enemies a bit more of a reprieve between cases of being chained. We are also shifting some of the complexity of Spirit of Vengeance into cooldown reduction upon hitting a Hero, rather than providing bonus Hero damage. This increases Maiev’s capability for wave-clear, rewards players that use the ability to engage, and reduces its usefulness as an escape. Overall, Maiev’s kit is still slightly over-performing, and we’re hoping these changes will get her into a sweet spot. LunaraTalents
Developer Comment: Lunara’s rework has put her pick rate, win rate, and Talent pick rates in a pretty good spot. These changes are to address Talent outliers, which we’ll continue to keep an eye on going forward. MulticlassVarianStats
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SpecialistZagaraAbilities
Developer Comment: The Nexus has changed a lot since Zagara first arrived. Originally, she was the ultimate lane bully, known for pushing enemies out of lane with Hunter Killer and draining tower ammo with her summons. The arrival of new solo-laners who can challenge her power, combined with the removal of tower ammo, has made this part of her identity less special. The goals of these changes are twofold: first, to slightly reduce her early-game laning presence, largely by reducing the early-game Health of Hunter Killer. Our second goal is to buff her late-game teamfight capability, which we’re doing by improving the scaling on her abilities. Our general thinking is that she is mostly frustrating to lane against during the early game, and then she falls off in power and has less impact in teamfights, which results in allies relying on her to split-push instead of playing with her team. We’re hoping that with these changes she will be a more standard Hero in team compositions, and can be played as a solid backline damage dealer. Talents
SupportAurielStats
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BrightwingAbilities
StukovAbilities
WarriorAnub'arakStats
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ArthasStats
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DiabloStats
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Talents
Developer Comment: Diablo is underperforming since his recent rework, so we’ve increased his baseline survivability. We expect him to rise as players settle into new builds and playstyles, but there was still room to buff the Lord of Terror. We’ve also addressed a few of the Talents that weren’t as strong as their counterparts. Additionally, we’ve reduced the duration of Feast on Fear, but increased its healing per tick, so Diablo players can get more value out of a few healing ticks before overriding it. GarroshAbilities
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JohannaAbilities
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