Патчноуты - 19 апреля 2016 года |
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Nature_renamed_562435_14022021
Дата создания: 20.04.2016 08:20
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Патчноуты - 19 апреля 2016 года
HEART OF MAGUUMA—REWARDS AND EXPERIENCE
The rewards in the Heart of Thorns™ maps have had a significant rebalance focused on providing more frequent rewards while playing through all content on these maps. Many of these changes were made in concert with the map event structure changes, but general changes were also made that will make exploration and solo play in the map more rewarding. Finally, some new rewards were added for both veteran and new explorers of Maguuma.
We revamped map event rewards, splitting rewards out of many meta-event chains into their individual events to free players from feeling trapped by map cycles or by the progression state of the map they’re placed in. We revisited the events and rewards in the Maguuma Jungle maps to allow for greater single-player accessibility and progression while still allowing for key bigger moments in which players can join up and work together toward map-wide objectives. Players will now be rewarded more often from events as they explore the jungle, and they should find it easier to complete the map-wide events with organization. Verdant Brink
Adventures are now unlocked more often. They have more forgiving time limits and allow players to more easily reach bronze, silver, and gold completion. They also give more experience for reaching those completion tiers. Unlocking and Accessing Adventures
We overhauled daily achievements, adding new, specific Heart of Thorns dailies for those who own the expansion, plus new jumping puzzle, minidungeon, and dungeon path dailies to the regular rotation. These changes—plus the addition of a new flat gold reward for completing the Daily Completionist achievement—should encourage players to explore a wider variety of content.
We increased dungeon rewards, including both gold and tokens. We chose to use a repeatable achievement to deliver gold rewards, as it encourages completing multiple dungeon paths while allowing dungeon runners to play as many dungeons as they like when it’s convenient for them, rather than tying players to a daily reset.
Ad Infinitum Players are now able to complete the quest to obtain Ad Infinitum, the legendary backpack! Once they have crafted Unbound, they can speak to Kelvei to unlock the fourth collection and start the last part of the journey. Fractal Tiers We are changing the way that we break up fractal scales into tiers.
We have created a new set of daily achievements inside of fractals that will replace the old dailies. These new daily achievements are designed to encourage players to complete fractals appropriate to their skill level by giving them cumulative rewards for completing fractals at higher scales. Each day there will be 3 recommended islands given to players, with each island having daily achievements for completing it at or above scale 1, at or above scale 26, at or above scale 51, and at or above scale 76. Players will be awarded the daily achievement for that recommended island when completing it at that scale or higher. As an example, if one of the recommended islands is Uncategorized, players can complete Uncategorized at scale 62 to attain the achievements for completing it at or above scale 1, 26, and 51 in a single run. The achievement for scale 76 or above will remain locked unless players complete Uncategorized at either scale 79 or 91. The following changes were made to fractal achievements:
We have made some quality-of-life improvements to several fractal UI elements.
At higher fractal scales, players suffer from Mistlock Instabilities—effects that increase the challenge of a given fractal. Unfortunately, many of the current instabilities are frustrating rather than fun, so we’re making several balance changes to remove the biggest pain points when playing with these instabilities.
Cliffside has long been one of the more lengthy fractals, so a prime focus of this update was to rework it to have better pacing while also changing some of the mechanics to be more engaging or less unfair at higher scales. With this release, Cliffside should be less tedious and include improvements on the things that make it unique. Pacing Changes One of the more notable changes is that we have removed the boss fight at the beginning—because why fight the Archdiviner twice? We have also changed the layout of the map so that players can ascend to the top faster. In addition, the wind and explosive traps can now be disabled, much like the traps in the Aetherblade fractal, and the checkpoints are more forgiving. The various seal events will also progress faster now?—particularly the arm seal event, which was notoriously difficult at higher scales. We made the following changes to Cliffside’s pacing:
Before now, as players increased in fractal scale, the combat mechanics for the Archdiviner remained about the same. Enemies gain more health and do more damage, but fundamentally fighting the boss at scale 7 was no different from fighting him at scale 94 if we ignore instabilities. This kind of difficulty progression is rather dull and is not what we envision for fractals. For this reason, the final fight with the Archdiviner has received a major rework. He has had his health greatly reduced, and he now has new abilities that enable or increase in difficulty at higher scales. For instance, he has a new cone area-of-effect attack that can be broken, which gives players less time to stun him as the scale increases. We also improved some of his old abilities, such as changing his cage ability to be a delayed area-of-effect attack that increases in radius with scale. This makes the fight much more engaging and requires both melee and ranged players to pay attention and dodge effectively, particularly at the highest scales. The Archdiviner is merely the first boss to receive a rework, and we plan to extend this sort of difficulty scaling to more fractal bosses in the future. We’ve made the following change to the Archdiviner boss fight:
Another big problem point is that the cultist hammer’s mechanic was quite confusing to many players, who would avoid the hammer because they didn’t understand how it worked. Now the hammer will display a marker over the head of any player who picks it up, which will change color and blink as the hammer corrupts them. This allows all players to visually see the danger of the hammer without watching effect bars, and it also makes it easy for the party to tell who has the hammer. We made several miscellaneous changes:
Every true hunter is responsible for the lives they take. Embark on a hunt for the two great tigers Chuka and Champawat and build the legendary short bow that bears their names. A new legendary journey is now available:
A new Level-80 Boost consumable has been added to the game for all players who have purchased or will purchase Heart of Thorns. All Heart of Thorns owners will receive a Level-80 Boost consumable. In addition, this item will automatically be delivered in a one-time, free Shared Inventory Slot, which will not count toward the Gem Store limit of shared inventory slot purchases. Because so much of our Heart of Thorns content is for level-80 players, we want everyone to be able to experience this content as soon as possible. Furthermore, we want players to be able to experiment at their own pace and make sure the character they are boosting is the one they really want to permanently boost to level 80. With this in mind, we have included a trial mode in the Level-80 Boost that players can use on any character below level 80. For any characters that are not yet level 80 that players would like to try the Level-80 Boost on, they can simply double-click the Level-80 Boost item in their inventory to receive the option to enter the trial mode for the Level-80 Boost. Upon beginning the trial, players’ characters will be placed in the Silverwastes, where they will be able to interact with other level-80 players and join them in the Silverwastes meta-events and exploration for an unlimited amount of time! Until a player commits to being level 80 permanently on any character, removes the boost, or attempts to leave the Silverwastes, they will be able to play as long as they desire while they decide if they enjoy how their profession plays at level 80. We want this consumable to be convenient and fun for players, and we’ve made it so players can use the item as many times as they want until they find the character they’re are happiest with and commit to making it permanently level 80. Players who make new characters for this boost will be able to use it the moment they finish the tutorial for their race. Players who have been leveling but haven’t reached level 80 yet can use this boost immediately! For those who are level 80 already who may not want another max-level character, there will be no trial, but instead they will have the option to consume the boost to receive the Level-80 Boost Package and equipment. If a player should decide to undo the Level-80 Boost and leave the trial mode, their character will be returned to its original level with its previous gear equipped. Any specializations, skills, and utilities reset to their former selections and the player will be teleported to their home city. If they should decide to make the boost permanent, any restrictions they faced while in the trial will be instantly lifted, the Level-80 Boost item will be consumed, their trial equipment will be replaced by a permanent set of exotic equipment that shares the same qualities as their trial gear, and a Level-80 Boost Package filled with rewards will be placed in their inventory. They will now be able to take full advantage of Heart of Thorns as a level-80 character. Any characters still in the Level-80 Boost trial when the boost is made permanent on another character will be returned to their home city with the character’s original gear and equipment when they log in with the characters still in trial mode. Receiving the Level-80 Boost Item
The Looking for Group (LFG) tool has been updated to handle groups larger than five members and to be better equipped to respond to the ever-evolving needs of players. Efforts were made to support current player use cases as well as make it more clear which of the broad categories is most appropriate to list an advertisement under. Additionally, players can rely on description searches to help more postings get exposure. Moving forward, we are open to the idea of more granular subcategories and will continue to monitor LFG use.
Advertising Party Advertising Squad User Joining User joins party. User joins squad. Party Joining Party joins party (if there is room). Party joins squad (if there is room). Squad Joining Squad leader (and members with permission) invites the party members to the squad. Squad joins squad (if there is room, and with proper permissions). Parties
Our primary goal for this off-season was to update existing Conquest maps, most notably Spirit Watch and Skyhammer. We’re releasing these two maps with “Beta” tags, as we felt that the changes to these maps were substantial enough to change their overall gameplay, and we would like the community to play a role in evaluating these changes before we decide to keep any or all of the updates for next season. Existing Map Changes We had a different set of goals and updates for each map, so let’s go through each of them individually. Spirit Watch Goal: Make Spirit Watch a more viable competitive map. With the help of our most competitive players, as well as the rest of the PvP community (many of whom have expressed that Spirit Watch is actually quite close to be “Ranked Ready”), we determined that we could potentially make Spirit Watch a more viable Ranked map by making some adjustments to its secondary mechanic, the Spirit Orb. Secondary Mechanic Changes: The Spirit Orb We’ve made a change to the first orb spawn time so that it happens much later than the current Spirit Watch timings, and we’ve also changed how fast the orb respawns once it’s successfully captured. These changes bring the orb more in line with some of our other secondary map mechanics, as part of the reason for these changes is to place further emphasis on the main focus of the map—capture-point combat. Since the number of times the orb will spawn has been reduced, we also wanted to make sure that it had the potential to act more like a periodic swing mechanic. As such, we’ve also increased the number of points that the orb is worth. We also wanted to establish consistency for all professions that carry the orb so that no one profession is better at running it than others. Certain professions have had an unfair advantage as orb carriers in the past, while other professions have had no clear skill advantages when holding the orb whatsoever. Therefore, we’ve added some restrictions to the orb to put all carriers on an equal playing field. This will also place a heavier emphasis on relying on allies to protect and support the orb runner in order to make a successful capture. Change Summary
Goal: Address problems with map layout and rework the secondary mechanic. Skyhammer has long been subject to several frustrating elements and a rather unfairly omnipresent secondary mechanic. With the help of player feedback, we’ve identified the areas that could use some improvement, so we’ve also made a number of changes to Skyhammer this off-season to try to fix some of the more glaring issues with the map. Layout Changes While allowing players to fall or be knocked off of the edge of the map was originally intended to be a strategic element of gameplay on Skyhammer, in reality it ended up doing a much better job of forcing players to spend a large portion of the match at the bottom of the canyon with the sand wurms. Several professions have traditionally been better suited than others at forcing players in uncontrollable directions, so matches on Skyhammer have typically been decided not by player skill or coordination but by which team simply had more control effects at their disposal. As such, we’ve ultimately decided to make changes that prevent players from being able to fall off the map (except on the Skyhammer platform, so players should still watch their step up there). Secondary Mechanic Changes: The Skyhammer Platform One of the other problem areas of Skyhammer was the Skyhammer mechanic itself. The platform was hard to control unless players played a specific build, it was very easy to use once players owned it, and it was also present throughout the entire duration of the match. We really wanted to address the problem of the Skyhammer mechanic being a persistent threat by turning it instead into a temporary event that happens periodically throughout the match. This allows us to bring the Skyhammer in line with other more balanced secondary Conquest mechanics. Rather than feeling obligated to deal with the Skyhammer at all times, players can decide to address it when it _actually _becomes available and then return to focusing on capture points once the event ends. Change Summary
Goal: Reduce the effectiveness of “lord rushing.” We believe that the lords on Foefire have been a bit too effortless as a secondary mechanic in Conquest, so we wanted to adjust the difficulty of attacking an enemy lord in order to make it more challenging. Secondary Mechanic Changes: Guild Lords We’ve made several changes to increase guild-lord survivability and give defending teams a better chance of stopping lord rushes. This makes it so that lords can’t simply be soloed or killed instantly by large groups and also ensures that attackers will need to use a finisher on the lord or bleed them out to finish the job. It also gives the defending team a chance to use resurrection skills to get the lord back into the fight. Additionally, we’ve made it so that you’ll no longer be able to pull a single guard without also pulling the entire lord room. Change Summary
Goal: Make minor improvements to the secondary mechanic. The goals for Forest are relatively minor, as Forest is one of our more well-received maps at the moment. Secondary Mechanic Changes: Chieftain Utahein and Svanir We’ve changed the times for when Svanir and Chieftain Utahein first appear on the map to encourage teams to focus more on capture points during the early parts of the match. Change Summary
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Re: Патчноуты - 19 апреля 2016 года
Build Diversity
During the last off-season, we made several changes to PvP equipment, including removing some amulets and runes as well as adding a handful of new ones. This off-season, we’re also adding a couple of new four-stat amulets to the PvP Build panel (for free). Change Summary
Stronghold Beginning with the first time that the channel points for the Mist Champions are available on both sides of the map, Mist Champions will now arrive with a +50% health and damage effect that stacks in intensity each subsequent time a Mist Champion is summoned (up to three stacks maximum, so 50%, 100%, and 150%), as well as a +20% movement-speed effect (which does not stack in intensity with each new summoning). Spectator Spectator-mode polish improves the viewing experience by removing clutter from the screen and creating consistency across machines:
There have been some long-standing quirks in PvP that have been cleaned up in a quality-of-life pass to create a more enjoyable experience:
Raid Lobby In order to streamline the raiding experience and help prevent overcrowding in Verdant Brink, we’ve added a raid lobby to the Lion’s Arch Aerodrome in Fort Marriner. Players can find the following inside the lobby:
To help players learn more about their classes and the damage output they are capable of, we’ve built an instance that is accessible from the raid lobby in which players in a raid squad can make the following adjustments:
Adjustments have been made to generally lower the cost of scribing and improve the process of leveling scribing. To achieve this, many scribing recipes have been simplified to reduce the need to make multiple tiers of materials or to reduce the number of materials needed, and some rare items have had their drop rates adjusted to increase supply. Assembly times have also been significantly reduced, and new sources of Resonating Slivers have been added. The following changes have been made:
In order to achieve more balanced team sizes in World vs. World, most worlds will be linked in WvW with one other world, creating a combined world with a boosted population. Beginning at reset this Friday, this process won’t modify the original worlds or transfer any players. It simply unifies them together to play in WvW. Worlds that have been paired up will display with a plus sign to the right of the world’s name in the WvW panel. Players will also be able to roll the mouse over a world name to see which additional worlds are currently a part of that team. Since we’re significantly shaking up existing team membership, we’ll be resetting matchmaking data. This means there’ll likely be a lot more variation in matchups for the next several weeks. It’s also worth noting that the new world groupings aren’t necessarily permanent. We have the option to link different worlds together as populations shift over time. We’re releasing world linking as a beta feature and asking the WvW community to test it on the live servers. WvW—REWARD TRACKS (Beta) Reward tracks have been added to World vs. World. These are nearly identical to the reward tracks you find in PvP, except that some rewards have been adjusted to be geared toward WvW players. One of the tracks offers players a chance to earn the new WvW-exclusive Triumphant armor set! Also, once the reward tracks feature exits beta testing, the Gift of Battle legendary crafting component will no longer be available as a vendor purchase and will be earned via its own reward track. Unlike PvP reward tracks, which are advanced at the end of a match, WvW reward tracks will be advanced at the end of each scoring tick. These happen at 15-minute intervals. The amount of reward-track progress at this time is determined by your participation level. As players do things to help their worlds succeed, they will increase their participation level and earn more reward-track progress at each scoring interval. Lastly, it’s often brought up that some roles—like scouting and defending—are difficult to reward. It’s fairly common in organized groups to kick back some gold to your scouts and defenders at the end of the night. We’ve leveraged our squad system to solve this problem; for every five people in your squad, your commander will be able to assign one person to share squad participation. These players will no longer earn their own participation, but will instead earn participation based on the actions of the rest of the squad. This frees them up to man the defenses of an objective, seek out the enemy, or do any number of other tasks that are important but don’t see a ton of action, and they still earn a portion of the participation that the troops they are supporting earn. WvW—PROVISIONS MASTER This new ability line improves a player’s ability to gather loot and grants access to the wares of the Permanent Portable Provisioner.
The following changes were made largely to improve balance in WvW. These changes are also mirrored in their respective profession skills sections. Stability
Wall-type control effects are currently too effective in areas where there are a ton of targets, causing stagnant gameplay in large combat scenarios like WvW. With this update, we’ll be reducing the number of targets that a wall can affect so that things like stability and player numbers matter a bit more. As such, you’ll see multiple notes through the professions that introduce target caps. Elementalist:
These damage modifiers were reduced, as they applied too much spike damage to targets at range and didn’t allow for enough counterplay. We do want to keep ranged combat viable in WvW scenarios, but we don’t want it to be the best option in open-field combat. As with the other changes, we’ll continue to watch and make adjustments where it’s deemed necessary.
General
We’re continuing to watch the elementalist and its tempest specialization, and we’ll look to make improvements in lesser-used areas. For this update, we’ll be looking at weapon skills that promote both scepter and dagger. Scepter changes include some modification to casting times and damage increases for both physical and condition damage. The dagger’s abilities have been adjusted to be both more frequently usable and pack a bigger punch for both main-hand and off-hand use.
Our goal for this quarter has been to reduce a bit of the scrapper’s survivability while updating the base engineer with multiple weapon and utility quality-of-life changes. Some increases have been based around physical and condition damage increases for the pistol, to help its viability as a hybrid condition option. From the utilities side, we’ve made several adjustments to damage and recharge for underutilized skills. One of the bigger notes is that Slick Shoes are now only able to affect a target once per skill activation.
A large portion of the changes occurring for the guardian are aimed toward reducing the dragonhunter’s group controlling and killing capacity in WvW while toning down its ranged spike damage capability prevalent in other areas. With that being said, we want to keep the dragonhunter competitive and still dealing high damage, but we want the damage dealt a little less instantly than before. The guardian is also going to be receiving some of the same target caps on its wall abilities while seeing some cooldown reductions on its base virtues.
This quarter, we’ll be looking a bit at the scepter and pushing it toward more hybrid capabilities. There have been several animation changes and recharge reductions, along with general damage increases. Additionally, due to the change made in how attack speed increases are calculated, Malicious Sorcery provides a higher attack speed bonus (though the tool-tip value will not change). The chronomancer has had a few changes, with well recharge reductions and improved access to personal alacrity.
Necromancers have been reaping their way across the game, far and wide. It’s been a glorious sight. With that being said, there are a few areas that we feel need to be balanced, specifically chill application and survivability. In this update we’ll be reducing the overall duration of chill that the necromancer can output by reducing it from their base abilities. Players will also see a reduction in the uptime of Infusing Terror, though the functionality will remain the same. Baseline necromancers will be seeing some off-hand weapon updates as well as well recharge reductions.
It’s been a long time in the making, but we’re pleased to announce that the main-hand sword autoattack no longer removes control from players and has an all-new animation. In addition to that, we’ve been going through and updating a few of the underused weapons available to the ranger. Short bow has received a physical damage upgrade as well as some improved secondary effects on various skills. Main-hand axes have had some animation and condition improvements while receiving some quality-of-life improvements when wielded in the off hand. “Search and Rescue!” has been great to see used, but it’s been observed to be a bit too strong at its current levels. We’ll be making this a more tactical choice by reducing its range to standard shout range and increasing its recharge time.
This quarter’s balance changes are focused on improving Ventari and the off-hand sword while slightly lowering the defensive capabilities of the Shiro legend. Legendary Assassin Stance is expected to be offensive and elusive but was too survivable overall.
The thief has had numerous changes in the vein of quality-of-life upgrades. We’ve made improvements to help pistols play nicer with their hybrid nature while also improving the dagger and sword weapons. Survivability has been boosted a bit, with healing skills and traits working to provide more condition removal, vigor, and healing. Larcenous Strike and Bountiful Theft now remove additional boons, with Lead Attacks receiving a large rework that promotes spending initiative rather than holding it. We’ll continue to monitor the effectiveness of Lead Attacks and adjust it accordingly as needed.
We’re generally happy with the offense and damage potential of the warrior, but survivability and durability in PvP have been observed to be lacking, even when defensive measures are taken. We’re looking to boost defense in areas where the warrior specializes in it. Stability-granting utilities have been refocused and reworked with the new stability cooldown specifically in mind, and the Defense line has gained significant increases. Within this line, Adrenal Health has been transformed from an adrenaline-holding minor trait into one that grants a much stronger healing effect when landing burst abilities.
General
New Items and Promotions
Bug Fixes:
Bug Fixes:
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Re: Патчноуты - 19 апреля 2016 года
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Re: Патчноуты - 19 апреля 2016 года
реквестирую перевод
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Re: Патчноуты - 19 апреля 2016 года
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Re: Патчноуты - 19 апреля 2016 года
![]() L2 : Ramsheart :Yul Archer > Aeore Healer - off
GW2 : sPvP ranks 0 ![]() |
Re: Патчноуты - 19 апреля 2016 года
И может быть, когда нибудь, они соизволят додуматься апнуть винтовку инженеру.
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