Fight
Guard Switch
- Centurion’s guard switch cancel from guard switch reduced to 100ms (from 300ms).
- Lawbringer’s guard switch cancel from guard switch reduced to 100ms (from 300ms).
- Raider’s guard switch cancel from guard switch reduced to 100ms (from 300ms).
- Nobushi’s guard switch cancel from guard switch reduced to 100ms (from 300ms).
- Shugoki’s guard switch cancel from guard switch reduced to 100ms (from 300ms).
Developer comments: These five characters had a longer guard switch to guard switch delay. We wanted to try and accommodate gameplay and fidelity by increasing this delay so that guard switch spam wouldn’t look too glitchy on these characters. The side effect was that these characters had a higher challenge on defense since it took them more time to correct their guard. We’ve decided to bring these guys to the same level as others with 100ms guard switch to guard switch so that the defensive challenge is levelled across characters.
- 가드 전환 프레임 동일화.
센추리온, 로브링어, 레이더, 노부시, 슈고키의 가드 전환 속도가 300ms에서 100ms로 상향.
Guardbreak Follow ups
- Guard Break follow ups are now consistent throughout characters.
Developer comments: After fixing a bug that caused the Warden, Nobushi and Orochi to be able to chain a Drop Attack from Guard Break, we introduced some regressions on the Guard Break follow ups. The regression caused some out of Guard Mode follow up attacks to use a different Guard than the default one. At the time, we decided it was a fair trade off in order to fix the Drop Attack bug that caused one-hit kills. Now we’re following up on that and fixing the regression.
- 가브 후 낙하 공격 버그 픽스때 사용했던 가브 방식 시스템에 대한 이야기인것 같은데... 잘 모르겠군요.. 댓글로 해석을 달아주시면 수정하겠습니다:D
Guardbreak to Air Attack
- [Bug Fix] Removed Guardbreak to Air Attack exploit in Campaign.
Developer comments: At the time we fixed the Guard Break to Drop Attack bug, we needed to act fast and decided to only fix it for Multiplayer where the bug caused the most annoyance. The fix is now replicated in Campaign as well.
- 가브 후 낙하 공격 버그 픽스를 싱글플레이에도 적용했습니다.
Fighters
Kensei
- Helm Splitter no longer interrupted on Block.
- Swift Strike no longer interrupted on Block.
- Swift Strike Interrupt Block reaction duration shortened to 800ms (from 900ms).
Developer comments: In an effort to try and improve the Kensei’s initiation game, we’re making Helm Splitter and Swift Strike uninterruptible on Block. This allows Kensei to have easier access to their Top Heavy Finisher cancel mix-up game and force reactions. The shortened Interrupt Block on Swift Strike is still relevant against Superior Block. Kensei had an extremely difficult matchup against Conqueror, so this short reduction allows Kensei to no longer give up a free Guard Break if the Conqueror blocks the Swift Strike.
- 켄세이 대쉬 약공이 방어에 의해서 모션이 차단되지 않습니다.
코멘트를 확인해보니 컨쿼러 상급막기(Superior Block)는 여전히 켄세이 대쉬 약공을 차단할수 있으나, 이후 딜레이 타이밍을 900ms에서 800ms로 낮췄다고 하는군요. (그전에 약공 가드 후 가브가 확정이었나요?)
Warden
- Shoulder Bash can now be cancelled into Guard Break or Idle only at the start of the charge. The cancel will be performed at the 400ms mark of the charge.
- Shoulder Bash Min stamina cost increased to 20 (from 10).
- Shoulder Bash Max stamina cost increased to 30 (from 15).
- Shoulder Bash cancel to Idle stamina cost increased to 20 (from 18).
- Visual FX for fully charged and super armor now more visible on fully charged version.
*Developer comments: In patch 1.06, we made a change so Wardens could cancel the Shoulder Bash no later than 300ms before the Shoulder Bash would make impact. The intention then was to remove Warden’s ability to react to what an opponent would do, and instead force both players to make a prediction. We’ve been keeping an eye on this, and found that the Warden’s ability to hold the Shoulder Bash’s charge and wait to Guard Break, allows the Warden too much opportunity to react to a dodge and punish it with the Guard Break.
Now, we’re changing this so that the Shoulder Bash cancel into Guard Break or Idle can happen at one set timing: 400ms. This change should force Wardens to have to commit to Shoulder Bash or cancel it based on a prediction, not a reaction.
Additionally, we’ve increased the stamina costs to prevent spamming.*
- 워든
이제 어깨빵 시전시에만 취소 및 캔슬 가브가 가능합니다.
차지를 시작하고 400ms 동안만 취소를 할 수 있습니다.
일반 어깨빵 스테미나 소모량이 10에서 20으로 늘어남
풀 차지 어깨빵 스테미나 소모량이 15에서 30으로 늘어남
어깨빵 캔슬시 스테미나가 소모량이 18에서 20으로 늘어남.
풀차지 및 슈퍼아머 비쥬얼 이펙트가 좀 더 확실해 졌습니다.
Shinobi
- Double Dodge can no longer connect to Guard Break during last 300ms.
- Double Dodge Kick area of effect is now smaller.
- Double Dodge Kick stamina cost increased to 20 (from 5).
- Double Dodge Front Kick range reduced to 4m (from 4.75).
- Double Dodge Front Kick Uninterruptible stance duration changed to 300 - 600ms (from 200 -600ms).
- Double Dodge Side Kick startup duration increased to 600ms (from 400ms).
- Double Dodge Side Kick Uninterruptible stance duration changed to 400 - 600ms (from 200 -400ms).
Developer comments: We’re adjusting Shinobi’s Double Dodge Kick in order to make it less dominant. The startup, range and area of effect adjustments should make it easier to dodge. We reduced the Uninterruptible Stance duration to make it more punishable with good timing. We’re also removing Guardbreak from Double Dodge as it was too easy to punish enemies anticipating to dodge the Kick. Finally, we’ve increased the stamina cost to prevent Shinobis from constantly spamming Kick – Back Flip.
- 시노비
더블 회피 이후 300ms 동안 가브로 연결할 수 없습니다.
더블 회피 킥 히트박스 범위가 줄어들었습니다.
더블 회피 킥 스테미나 소모량이 5에서 20으로 늘었습니다. (와 5였다니......)
더블 회피 정면 킥 범위가 4.75m에서 4m 로 짧아졌습니다.
더블 회피 정면 킥 슈퍼마어 발동 시간이 200 –600ms에서 300 –600ms 로 늦춰졌습니다.
(100ms 만큼 슈퍼아머 늦게 발동)
더블 회피 사이드 킥 발동이 400ms에서 600ms로 늦어졌습니다.
더블 회피 사이드 킥 슈퍼아머 발동 시간이 200 –400ms에서 400 –600ms로 늦춰졌습니다.
Warlord
- Throw Back run duration reduced by 400ms.
- Throw Left / Right run duration reduced by 300ms.
Developer comments: Warlord’s throw game has been very strong from the very beginning and after multiple adjustments to his core combat abilities, we felt it was time to address throws. These changes reduce the side Throws by about 3 meters and the back Throw by about 4 meters.
- 워로드 가브후 밀어내기 관련 너프
코멘트를 보면 뒤로 밀어내며 달리기가 4m로 줄고, 좌우로 밀어내며 달리기가 3m로 줄었다는 것 같은데 표기가 ms로 잘못된것 같군요.
Revive
- Revive duration increased to 3 seconds (from 2) in Skirmish & Elimination
Developer comments: At 2 seconds, it was very difficult to interrupt a revive. Adding feats or gear on top of that made it impossible to interrupt. By adding a full second to the duration, we make it easy to interrupt someone without a buff and still manageable to interrupt someone with all the buffs (considering the nerf to revive faster mentioned below). Revive duration was already set to 3 seconds in Dominion.
- 부활 시간
난투와 전멸전(Skirmish & Elimination)에서 부활 시간이 2초에서 3초로 늘어났습니다.
정복전(Dominion)에서는 이미 3초였다고 하는군요.
Feats
Revive Faster
- Revive speed reduction decreased to 25% (from 50%).
Developer comments: This change plus the revive duration to 3 seconds means that with the feat the revive time is still 2.25s which is still easily interruptible. If we add the max gear buff, we get a minimum duration of 1.4s which is still interruptible by most light attacks.
- 장비에 부활 시간 단축 최대 성능이 50%에서 25%로 감소했습니다.
Auto Revive (Warlord)
- Health gain upon Revive decreased to 50% (from 100%).
Developer comments: We like the idea of this feat but providing 100% of health is clearly overpowered. We hope that by nerfing this by half, we are going to keep a cool feat but provide a better chance to the enemies at dealing with an auto revived Warlord.
- 워로드 4번 스킬로 부활시에 체력이 50%인 상태로 부활합니다.
Revenge Attacks
- Successful Light Attacks Revenge gain reduced to 2 points (from 5).
- Successful Heavy attacks Revenge gain reduced to 4 points (from 10).
- Added a 10% damage reduction to all attacks.
- NOTE: The feat’s desc__ription was not updated
Developer comments: We like that this feat pushes players to be more aggressive but it was too much of an obvious choice and was too strongly impacting the revenge gain. By adding a damage reduction as well as a nerf to the revenge provided we hope to make it more balanced.
- 분노 후 공격시
약공 성공시 분노 충전률이 5에서 2로 감소했습니다.
강공 성공시 분노 충전률이 10에서 4로 감소했습니다.
모든 공격 데미지가 10% 감소했습니다.
Second Wind
- Health Gain increased to 50 HP (from 40 HP)
- Set as a one-time use
- Unique cooldown set to 60 seconds
Developer comments: The Second Wind feat provided with a full heal in 20 seconds which was really too much for a level 3 feat. We decided to remove the multiple uses and set a shorter unique cooldown (Previously, there was a 5 seconds cooldown between uses + a 120 seconds cooldown when uses were depleted) This will make the feat easier to use and to predict while keeping it a very useful healing feat.
- 3번스킬 치유
치유 정도가 40 HP에서 50HP로 늘어났으며, 이제 한번만 사용할 수 있습니다. 60초의 재사용 대기 시간을 갖습니다.
(기존에는 3번인가 4번 충전식이었고 사용시에 5초의 재사용 대기시간과, 모두 사용 시 120초의 재사용 대기시간이 있었습니다.)
Body Count
- Health gain per soldier killed reduced to 3 HP (from 5 HP).
- NOTE: The feat’s desc__ription was not updated
Developer comments: The Body Count feat provided a crazy advantage especially for characters with very wide AOE attacks. This is a first attempt at nerfing it, we will continue to monitor it and see if it needs further changes.
- 전사자 명부
병사를 죽일 때 체력 회복량이 5HP 에서 3HP로 감소했습니다.
Heal on Block
- Light Attack Block Health gain reduced to 5 HP (from 10 HP).
- Heavy Attack Block Health gain reduced to 5 HP (from 15 HP).
- Soldier Attack Block Health gain reduced to 3 HP (from 5 HP).
- NOTE: The feat’s desc__ription was not updated
Developer comments: We hope to lower a bit this feat’s effectiveness but keep its behavior for now. This is a first attempt at nerfing it, we will continue to monitor it and see if it needs further changes.
- 방어시 체력 회복 스킬
약공 방어 성공시 체력 회복량이 10에서 5로 줄었습니다.
강공 방어 성공시 체력 회복량이 15에서 5로 줄었습니다.
병사들(미니언들)의 공격 방어 성공시 체력 회복량이 5에서 3으로 줄었습니다.
Fiat Lux
- Area of Effect radius increased to 4 meters (from 3 meters).
- Stun duration increased to 4 seconds (from 3 seconds).
- AOE now deals a consistent 25 damage regardless of distance (previously the AOE was using damage falloff making the damage really small on the outer ring of the AOE).
Developer comments: We felt that Fiat Lux was underwhelming, a big part of it was that it was a bit too easy to evade and that it didn’t give you enough of a chance to attack after the effect hit your enemy. By boosting the AOE’s size, we make it a bit more difficult to evade and by removing the damage falloff and boosting the Stun duration, we are making it more punishing to get caught in it.
- 2번스킬 섬광탄
범위가 3미터에서 4미터로 늘어났습니다.
스턴 지속시간이 3초에서 4초로 늘어났습니다.
AOE는 이제 거리에 상관없이 25의 데미지를 줍니다. 원래는 거리 비례 데미지가 들어갔다고 합니다.
Projectile Feats
Long Bow
- Damage reduced to 50 HP (from 80 HP).
- 장궁 데미지가 80에서 50으로 감소했습니다.
Javelin
- Damage reduced to 50 HP (from 80 HP).
- 자벨린 데미지가 80에서 50으로 감소했습니다.
Crossbow
- Damage reduced to 25 HP (from 30 HP).
- Set as a one-time use
- Cooldown set to 60 seconds
- 크로스보우 데미지가 30에서 25로 감소했습니다.
이제 한번만 사용할 수 있고 재사용 대기시간이 60초로 설정되었습니다.
Throwing axe
- Damage reduced to 25 HP (from 30 HP).
- Set as a one-time use
- Cooldown set to 60 seconds
- 도끼 던지기 데미지가 30에서 25로 감소했습니다.
이제 한번만 사용할 수 있고 재사용 대기시간이 60초로 설정되었습니다.
Kunai
- Damage reduced to 15 HP (from 25 HP).
- Set as a one-time use
- Cooldown set to 30 seconds
- 쿠나이 데미지가 25에서 15로 감소했습니다.
이제 한번만 사용할 수 있고 재사용 대기시간이 30초로 설정되었습니다.
Developer comments: We have lowered and rationalized the damage output from projectile feats. We also have removed the concept of multiple uses like we did with Second Wind. We hope this helps remove a bit of the frustration related to the feeling of being one-shot killed by a projectile and brings them more in line with the other feats on their respective levels.
Gear Stats
Defense Penetration
- The highest available Defense Penetration bonus has been reduced from 17.5% to 15.2%. All gear with Defense Penetration as a main bonus has been updated proportionally.
- Defense Penetration penalties have been reduced by the same proportion.
- The highest available secondary bonus for Defense Penetration has been reduced from 13.1% to 9.5%. All gear with Defense Penetration as a secondary bonus has been updated proportionally.
Developer comments: Community feedback regarding Defense Penetration was relatively strong. However, data analytics shows us that players do not choose it in overwhelming amounts. The data also tells us that it only gives a moderate advantage to players who use it. This advantage is still somewhat larger than we would have liked, especially for gear that gives Defense Penetration as a secondary stat bonus. As a result, the secondary Defense Penetration bonus has been reduced considerably more than the main bonus. This should make the choice more meaningful of whether to take it as a main bonus or secondary bonus.
- 방어 관통력
방어 관통력 최대치가 17.5% 에서 15.2%로 감소했습니다.
방어 관통력 패널티 또한 같은 비율로 감소했습니다.
방어 관통력 두번째로 높은 수치가 13.1% 에서 9.5%로 감소했습니다.
한동안 이슈였던 방어 관통력 수치 효율에 대한 조정이 이루어졌군요.
요약 -
가드 프레임 동일화
켄세이 대쉬 약공 가드로 저지 불가 (컨쿼러의 경우는 상급막기로 저지 가능)
워든 어깨빵 이지 타이밍 너프 / 스테미나 소모 증가
시노비 더블 회피후 킥or가브 이지 너프, 더블 회피후 킥 히트박스 너프 / 스테미나 증가 / 슈퍼아머 발동 타이밍 늦춤
워로드 가브 후 밀어내기 거리 감소
모든 매치에 부활 시간 3초로 통일, 부활 시간 단축 장비 능력치 너프
워로드 4번스킬 부활시 체력 50%로 부활
분노 데미지 너프
스킬 전체적인 재 조정
- 3번스킬 치유 1회 사용가능, 60초 재사용 대기시간, 치유량 소량 버프
- 전사자 명부 병사 처치시 체력 회복량 너프
- 컨쿼러 방어 성공시 체력 스킬 회복량 너프
- 섬광탄 스킬 버프
- 장궁 데미지 80에서 50으로 너프
- 자벨린 데미지 80에서 50으로 너프
- 크로스보우 1회 사용가능, 60초 재사용 대기시간, 데미지 너프
- 도끼 던지기 1회 사용가능, 60초 재사용 대기시간, 데미지 너프
- 쿠나이 1회 사용가능, 30초 재사용 대기시간, 데미지 너프
방어 관통력 장비 능력치 재 조정
오역은 댓글로 달아주시면 수정하겠습니다 :D
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감사합니다~! | 17.06.16 02:01 | |
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