We are still slated to release this Mainline this week (today on PC, if we’re lucky!) but since Friday’s workshop, a couple of new or added details have emerged that warrant sharing ahead of launch time.
我们仍将预定在今天发布主线更新(如果好运的话,今天PC平台会有更新)但自从周五的workshop以后,一连串新的或补充的的细节值得在更新前发布。
Warframe Armor Buffs
一、战甲护甲增益
Arcane Guardian Rank 5 Details + Reminders
二、【保卫者赋能】等级5细节+提醒
Operator Magus Changes
三、指挥官【魔导】变更
Depth of Status Changes
四、触发深度变更
Aura Changes
五、光环变更
Self Damage + AoE Weapons
六、自伤AoE武器
Closing
结束语
Warframe Armor Buffs:
一、战甲护甲增益:
The following Armor Values are changing for Warframes:
以下为对战甲的护甲值变更:
Ash: 65 to 100
Ash Prime: 150 to 175
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Banshee: 15 to 100
Banshee Prime: 65 to 125
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Baruuk: 150 to 175
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Ember: 100 to 125
Ember Prime: 125 to 150
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Equinox: 100 to 125
Equinox Prime: 120 to 150
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Gara: 125 to 150
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Gauss: 150 to 175
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Harrow: 150 to 175
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Hydroid: 200 to 225
Hydroid Prime: 250 to 275
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Inaros: 200 to 225
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Ivara: 65 to 100
Ivara Prime: 65 to 125
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Limbo: 65 to 100
Limbo Prime: 85 to 125
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Loki: 65 to 100
Loki Prime: 65 to 125
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Mag: 65 to 100
Mag Prime: 65 to 125
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Mesa: 65 to 100
Mesa Prime: 85 to 125
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Mirage: 65 to 100
Mirage Prime: 150 to 175
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Nekros: 65 to 100
Nekros Prime: 65 to 125
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Nezha: 175 to 190
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Nova: 65 to 100
Nova Prime: 65 to 125
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Nyx: 15 to 100
Nyx Prime: 50 to 125
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Oberon: 150 to 175
(P没写)
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Octavia: 125 to 150
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Revenant: 105 to 125
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Rhino: 190 to 225
(P没写)
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Titania: 65 to 100
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Trinity: 15 to 100
Trinity Prime: 15 to 125
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Vauban: 50 to 150
Vauban Prime: 100 to 200
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Volt: 15 to 100
Volt Prime: 100 to 125
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Wisp: 150 to 175
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Zephyr: 15 to 100
Zephyr Prime: 75 to 125
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Why: The conversation surrounding Arcane Guardian led to a significant review of Armor stats on Warfarmes. The Majority of Warframes received an increase in the Armor stat to increase survivability. Compounded with Shield Gating and the numerous other changes covered, we expect a much more fair feeling playing field for all Warframes.
原因:围绕着【保卫者赋能】的讨论引来了对战甲护甲数据的重要评估。大多数的作战甲都得到了护甲属性的增加以提高生存能力。再加上护盾阀值和其他众多的变更,我们期待一个所有战甲都百花齐放的感觉。
二、【保卫者赋能】细节+提醒
Arcane Guardian
【保卫者赋能】
On Rank 5: On Damaged:
5级:受伤时:
15% chance for +900 Armor for 20s
15%几率获得+900护甲20秒
Arcane Energize will still give energy to toggled Warframe abilities - this has been asked a lot.
【充沛赋能】仍然会给开关型的战甲技能提供能量-这已经被多次询问了。
Arcanes will require 21 Arcanes to reach the new Max Rank of 5. Scarlet Spear will feature a buy-what-you-want shop for Arcanes based on the currency earned in the event. It will launch in March shortly after the Mainline.
【赋能】需要21个【赋能】(0级)才能达到新的最大等级5。绯红之矛的特点是基于在活动中赚取赋能,你想买什么就买什么(暴跌预警)。它将于3月份在主线更新后不久推出。
三、指挥官【魔导】变更:
Magus Accelerant
【魔导触媒】
On Rank 5: On Void Blast:
5级:使用虚空爆裂时
Reduce Enemy Resistance to Heat Damage by 65%
减少敌人火焰抗性65%
Magus Anomaly
【魔导近点】
On Rank 5: On Transference In:
5级:使用传识时
Enemies within 30m are pulled towards Warframe
30m内敌人被拉向战甲
Magus Cadence
【魔导韵律】
On Rank 5: On Void Dash:
5级:使用虚空冲刺时
100% chance for +90% Sprint Speed for 12s
100%几率+90%冲刺速度 12s
Magus Cloud
【魔导游云】
On Rank 5: On Void Mode:
5级:使用虚空冲刺时
+300% Void Dash Radius for 6s
+300%虚空冲刺半径 6s
Magus Destruct
【魔导穿破】
On Rank 5: On Void Blast:
5级:使用虚空爆裂时
Reduce Enemy Resistance to Puncture Damage by 65%
减少敌人65%穿刺抗性
Magus Drive
【魔导驱动】
On Rank 5: On Transference In:
5级:使用传识时
Increase K-Drive Speed by 150% for 30s
增加150% K式悬浮板速度30s
Magus Elevate
【魔导振奋】
On Rank 5: On Transference In:
5级:使用传识时
95% chance to restore 300 Health to Warframe
95%几率恢复战甲300生命值
Magus Firewall
【魔导防火墙】
On Rank 5: On Void Mode:
5级:使用虚空模式时
Generate Void Particles every 1s up to 6 particles, each granting 12,5% Damage Reduction for 60s. Taking damage consumes a particle.
每1s产生虚空粒子,最多6个,每个粒子给予12.5%减伤,持续60s
Magus Glitch
【魔导干扰】
On Rank 5: On Transference Static:
5级:使用传识时
102% chance to negate Transference Static
102%几率无视传识干扰
Magus Husk
【魔导外壳】
On Rank 5: On Transference Out:
5级:在传识传出时
+150 Armor
+150护甲
Magus Lockdown
【魔导封锁】
On Rank 5: On Void Dash:
5级:使用虚空冲刺时
Drop a mine that tethers up to 10 enemies in 15m. After 4s it explodes dealing 60% of their Health as Puncture Damage.
放置一个束缚15m内最多10个敌人的地雷。4s后爆炸造成相当于60%敌人生命值的穿刺伤害。
Magus Melt
【魔导热熔】
On Rank 5: On Void Dash:
5级:使用虚空冲刺时
Increase Heat Damage in Operator Mode by 20% for 15s, stacking up to 7x.
增加指挥官20%火焰伤害持续15s 最多叠加7层
(热熔关节手大增强hhhh)
Magus Nourish
【魔导滋养】
On Rank 5: On Transference Out:
5级:在传识传出时
Restores 35 Health/s to Warframe
恢复战甲35生命值 /s
Magus Overload
【魔导超载】
On Rank 5: On Void Blast:
5级:使用虚空爆裂时
Stun robotic enemies for 3s, which then discharge Electricity Damage dealing 80% of their Max Health to anyone within 25.
机器类敌人被击晕3s,然后对25m内所有敌人造成最大生命值80%的电击伤害。
Magus Repair
【魔导修复】
On Rank 5: On Void Mode:
5级:使用虚空模式时
Heal Warframes within 30m by 25% Health/s.
恢复30m内战甲25%生命值/s
Magus Replenish
【魔导充盈】
On Rank 5: On Void Dash:
5级:使用虚空冲刺时
100% chance to heal 30% Health.
100%几率恢复30%生命值
Magus Revert
【魔导复位】
On Rank 5: On Void Dash:
5级:使用虚空冲刺时
Use again within 3s, to return the Operator to their original position at no energy cost, Restores 60 Health. 3s cooldown.
在3s内重复使用会使指挥官回到冲刺起点无需消耗能量。并且恢复60生命值。冷却3s
Magus Vigor:
【魔导活力】
On Rank 5: On Transference Out:
5级:在传识传出时
+300 Health
+300生命值
Why: The Operator Magus changes were stated in a simple line in the first Workshop, but we wanted to go into greater detail on these. We have reworked Magus Cloud, since its original design was not popular.
原因:在第一个workshop中,指挥官魔导赋能的更改在一个简单的行中进行了说明,但我们想更详细地讨论这些更改。我们重新设计了【魔导游云】,因为它最初的设计并不受欢迎。(其实是因为懒得换而且没用,谁指挥官天天摔下楼?)
四、触发深度变更
Our original Workshop said the following:
我们原来的workshop说:
“In further additions, previously unstackable Status Effects (Puncture, Cold, Magnetic, Radiation, Viral) will now have stacking effects. We’ll have more information on this later as it develops!”|
“此外,以前无法确认的状态效应(穿刺、冰冻、磁力、辐射、病毒)现在将产生叠加效应。随着开发进度我们稍后会有更多的信息!”|
This Part 2 serves to provide that information. In a way,the Status changes are much bigger than just 'give >100% Status meaning'. While getting 2 Status Effects on a single shot is a novel change, the way Status' will now Stack is likely going to be more noticeable:
第2部分提供了这些信息。在某种程度上,状态的变化比“给出>100%的状态含义”要大得多。虽然在一次射击中获得2个状态效果是一个新的变化,但状态叠加的方式可能会更明显:
We have made substantial changes to not only adding stackable Status Effects to those Status’ without it, but also changing some existing:
我们已经做了实质性的改变,不仅在没有叠加状态的情况下增加叠加状态效果,还改变了一些现有的:
Type
类型
Stacking Behaviour when a duplicate Status Effect Occurs:
当触发状态叠加时产生的效果效果:
Slash
切割
Each Slash Status has its own duration, but now we only show a maximum of 10 damage numbers in the HUD, damage is unaffected, but reducing how many damage events we show helps with performance
每个切割状态都有自己的持续时间,但是现在我们只在HUD上显示最多10个伤害数字,伤害不受影响,但是减少我们显示的伤害事件有助于提高性能
(不会因为同时跳几十个DOT而卡顿)
Impact
冲击
Repeat single-target Impact Status Effects will escalate the efficacy of the Impact Status (from Stagger to full Ragdoll).
重复单个目标冲击状态效果将提升冲击状态的效果(从蹒跚到完全布娃娃状态)。
EDIT: We are reviewing how Ragdoll feels and may change pending feedback. EXPECT AN UPDATE TODAY ON THIS NOTE!
编辑:我们正在审查布娃娃的感觉,可能会改变等待反馈。期待今天的更新!
Puncture
穿刺
The first Puncture Status Effect has an enemy deal 30% less Damage. Subsequent Puncture Status add +5% weakening, leading to up to 75% (capped). Each Puncture Status has a duration of 6 Seconds.
第一次刺穿状态效果使敌人造成的伤害减少30%。随后的穿刺状态叠加+5%的减弱,最多高达75%(上限)。每个穿刺状态持续6秒。
Cold
冰冻
The first Cold Status Effect deals 25% slow. Subsequent Cold Status Effects deal +5% slow for a total of 70% slow at 10 procs. Each Cold Status has a duration of 6 seconds.
第一个冰冻状态的效果是25%缓慢。随后的冰冻状态效果叠加5%的减速,总共70%的减速叠加10层。每个冰冻状态的持续时间为6秒。
Heat
火焰
No Change.
无变化。(上次改过)
Toxin
毒素
See Slash, plus the base duration of a Toxin Status Effect now matches Slash for 6 seconds.
可见切割,加上毒素状态效果的基础持续时间现在与切割同步为6秒。
Electric
电击
AoE Electric Damage that is part of the Status Effect can now reoccur while the target is still under the stun animation of another Electric Status Effect.
当目标仍然处于另一个电击状态效果的眩晕动画中时,重复触发会使AoE电伤作为状态效果出现。
(类似于对电男4电击的目标用1,触发范围伤害)
Blast
爆炸
AoE Impact that goes through enhanced stages of Crowd Control and Knockdown with repeat Status.
Grants the Blast Status Effect to all enemies in radius.
AoE的冲击影响,重复触发会加强现阶段的群控和击倒,给予半径内所有敌人爆炸状态效果。
Blast Status reduces enemy accuracy by 30% base. Subsequent Blast Status Effects add +5% innacuracy for for 75% total at 10 stacks. Each Blast Status has a 6 second Duration.
爆炸状态降低敌人30%的基础精准度。随后的爆炸状态效果增加+5%,总共75%叠加10层。每个爆炸状态都有6秒的持续时间。
Corrosive
腐蚀
The first Corrosive Status Effect strips 26% Armor. Subsequent Corrosive Status Effects strip 6% more Armor, leading up to 80% Armor removal.
第一种腐蚀状态会剥去26%的护甲。随后的腐蚀状态影响剥去6%的护甲,总共可移除80%的护甲。
Each Corrosive Status Effect lasts 8 seconds.
每个腐蚀状态效果持续8秒。(大砍)
Note: Corrosive was the only Status with infinite Duration and 100% Efficacy toward a defensive stat. This was necessary to some based on how Armor Scaled. We feel our rebalancing efforts need a differently behaving Corrosive to balance out all Status overall.
注:腐蚀状态是唯一 一种持续时间无限,对防触发也有100%效果的状态。这对于护甲体系来说是必要的。我们觉得需要不同的腐蚀行为模式以符合对触发状态全面平衡调整的努力。
Radiation
辐射
The first Radiation Status Effect has an enemy deal 100% Damage to allies. Subsequent Radiation Status adds +50% damage, leading to up to 550% (capped). Each Radiation Status Effect has a duration of 12 seconds.
第一个辐射状态的效果是敌人对盟友造成100%的伤害。随后的辐射状态增加了+50%的伤害,总共高达550%(上限)。每个辐射状态的影响持续12秒。
(这又和之前说的不一样了,25仔轰击者 /重机枪 预警,带着敌人打天下)
Magnetic
磁力
New Status Effect entirely: enhanced Damage! First Magnetic Status Effect deals 100% additional Shield damage, subsequent Magnetic Status add +25% for a total of 325% (capped). Enemies under a Magnetic Status Effect cannot regenerate Shields. Magnetic Status Duration is now 6 seconds.
全新状态效果:强化伤害!第一个磁性状态效果造成100%额外护盾伤害,随后磁性状态增加+25%,总共325%(上限)。受磁力状态影响内的敌人不能恢复护盾。磁力状态持续时间现在是6秒。
Viral
病毒
New Status Effect entirely: enhanced Damage! First Viral Status Effect deals 100% additional Health damage, subsequent Viral Status add +25% for a total of 325% (capped).
全新状态效果:强化伤害!第一个病毒状态影响造成100%额外的生命值伤害,随后的病毒状态增加+25%,总共325%(上限)。(病毒天下第一?)
Note: Before Viral would halve a target’s health pool and simply refresh the duration. Now it deals 2x Damage to Health, and can scale up to 4.5x Damage on repeat Status Effects.
注意:之前病毒是将目标的生命值条减半并简单地刷新持续时间。现在它对生命造成2倍的伤害,并且可以叠加状态效果造成4.5倍的伤害。
Gas
毒气
The base duration of a Gas Status Effect now matches Slash for 6 seconds.
毒气状态效果的基础持续时间现在与切割匹配6秒。
Why: The inclusion of enhanced or different stacking of Duplicate Status Effects is one to refresh the appeal of Status. Our long-term goal with this change is to build upon this series of changes to allow Status to impact bigger threats like Liches and Eidolons and not just have blanket Immunity.
原因:包含增强或不同叠加的复制状态效果是一个刷新状态的吸引力。我们的长期目标是在这一系列变化的基础上,让更大的敌人也可受到威胁,如玄骸和夜灵,而不仅仅是全面免疫。(卧槽?BOSS吃触发预警!史诗级加强)
Faction Aura Changes
五、阵营光环变化 (大砍)
There are 3 Auras that target specific Factions:
现在有3种光环针对特定的派系:
Infested Impedance, Corrosive Projection, and Shield Disruption.
感染者阻抗、腐蚀投射和护盾瓦解。
We are rebalancing the faction Auras to not completely bypass our rebalancing effort. More importantly though, with the complete Enemy defenses rescale these Auras (mostly Corrosive Projection) will not be as necessary as they were.
我们正在重新平衡派系光环,以不完全绕过我们的重新平衡努力。不过,更重要的是,随着敌人的防御全面改版,这些光环(主要是腐蚀投射)将不再像以前那样必要。
Why: We think being consistent is key. Passively removing 100% of an enemy's defenses is not an interesting choice, and we were completely inconsistent in this regard with Auras (i.e the efficacy of 4x Corrosive Projections vs 4x Shield Disruptions). Expect these Auras to reach somewhere in the 60-80% Range when 4x are equipped as we are still testing.
原因:我们认为始终如一是关键。被动移除敌人100%的防御不是一个有趣的选择,我们在这方面与光环完全不一致(即4倍腐蚀性投射物对4倍护盾瓦解的效果)。当我们还在测试4倍效果时,预计这些光环会达到60-80%的范围。
Self Damage + AoE Weapons
六、自伤AoE武器
In addition to Self Damage being removed, some of the more powerful AOE weapons without Self Damage presently will have the Stagger added, but it should only be noticeable in cases of extreme inaccuracy on the player’s part. The Weapons include:
除了自伤被移除之外,一些目前没有自身伤害的更强大的AOE武器将增加蹒跚,但只有在玩家方面出现极度不准的情况下才应该被注意到。武器包括:
Kuva Chakkurr
赤毒邪眼
Opticor
奥堤克光子枪
Opticor Vandal
奥堤克光子枪 破坏者
Battacor
武使之力
Simulor
重力奇点拟成枪
Synoid Simulor
枢议 重力奇点拟成枪
Ferrox
铁晶磁轨炮
Astilla
碎裂者
Shedu
舍杜
Kuva Seer
赤毒预言者
Cyanex
氰毒 (???躺枪)
Staticor
静电能量导引枪(自伤RIP)
Pox
脓痘
Tombfinger
墓指
Granmu Prism
格兰姆棱镜(T3)
Exard Scaffold
艾克萨德支架(T5)
In the original Dev Workshop, we said:
在最初的Dev Workshop上,我们说:
As a result of this overall systemic change, Weapons with Stagger will be getting approximately a 20% buff in Damage, with any weapons with AOE receiving a 50% Radial Damage Falloff from central impact.
由于这个整体的系统变化,带自伤蹒跚的武器将得到大约20%的伤害增益,任何武器的AOE伤害受到50%的中心向外辐射衰减的影响。
This is no longer accurate after continued testing. What we are doing now is:
在后续测试后,这不再准确。我们现在做的是:
No damage buffs have been added, but any weapons with AOE are receiving ~20% increase in Radius. Additionally, AOE weapons are receiving a 90% Radial Damage Falloff from central impact. This means on the very outer section of the explosion Radius 10% of the Damage will be dealt. Tactics will be deadly - aim true, Tenno.
不增加伤害增益,但任何具有AOE的武器的半径都会增加20%。此外,武器AOE中心向外受到90%的伤害衰减。这意味着在爆炸半径的最外层,将造成10%的伤害。战术将是致命的-瞄准了,天诺。
Why: Several players brought up the history of the Tonkor and we want to make sure we ship this change in a place that’s conservative in its starting point from a balance perspective. The complete removal of Self Damage does change the pace of destruction with some of the game’s most powerful weapons, so we want to make sure we can iterate upwardly instead of releasing a bonanza of explosions with no other choices.
原因:有几个玩家提到了征服榴弹的历史,我们希望确保我们把这一变化放在一个从平衡的角度出发比较保守的地方。完全消除自身伤害确实会改变游戏中一些最强大武器的破坏速度,因此我们希望确保我们可以向上迭代,而不是在没有其他选择的情况下释放大量爆炸。
Closing
结束语
This post serves as an expansion to the big picture changes coming in Mainline - please ensure you review the original post! We really are changing a lot of the accrued staleness to Warframe's systems to refresh the Modding and gameplay. We will have 15+ Feedback Threads open after the launch, as well as dedicated Bug reporting threads. See you then, Tenno! We are very excited for the whole package of revisions.
这篇文章是对即将到来的主线大局变化的一个扩展-请确保你回顾了原来的文章!我们真的在改变Warframe系统的累积的许多陈旧性问题,以刷新多样性和游戏性。我们将在发布后打开15个以上的反馈线程,以及专用的错误报告线程。再见,天诺!我们对整套修订感到非常兴奋。