darkmonarch
darkmonarch
我是一个艺术家,一个行为艺术家。
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新版角色平衡部分【无翻译】 All Heroes [Adjustment] Back Dodge Normalized all characters’ back dodge movement to 1.75m Normalized the Back Dodge length to be 1100ms (which can be cancelled at 800ms). Developer’s comment: Back dodge was too good, allowing players to easily and safely back out of combat. It also unfairly benefited fast Assassin characters. This nerf creates a standardized playing field for all back dodges across all characters, and makes it a tool that you now have to evaluate when to use. [Adjustment] Deflect While performing a successful Deflect, you have the “Deflect Defense” property instead of "Normal Block Defense” property, now allowing you to follow with another Deflect. Slightly reduced the movement during the Deflect. Developer’s comment:: We noticed that using Deflect against multi-hit moves like Berserker's Zone Attack didn't feel as good as we hoped, since you Deflect the 1st hit but then are forced to automatically Regular Block the next 3 hits. Now, if you Deflect the 1st hit you'll be able to Deflect subsequent hits, including incoming hits against external attackers. We reduced the sideways movement so that you're more in-place, allowing you to count 4 Deflects against Berserker Zone Attack before launching your counter-attack. Shinobi's Teleport was made slightly later so that it didn't get beaten by multi-hit attacks. [Adjustment] Stance Change - Unlocking When we start a Stance Change, then unlock from our target, we now allow the character to immediately exit the stance change and start to unlock. This bug was most obvious with Reflex Guard Assassins, who were stuck for up to 1100ms. [Adjustment] Stance Change – Reflex Guard Block We made some under-the-hood changes that should fix the problem where Assassins were unable to block fast chains properly. (This problem was most often experienced against the Aramusha's light chain). [Improvement] Many more executions now ledge. [Bug Fix] Fixed an issue that caused the Light Parry effect to be displayed when parrying Soldiers. [Bug Fix] Fixed a timing issue where the Peacekeeper, Shaman, Nobushi, or Kensei could launch a locked Heavy then released Lock before hitting and killing the opponent, the Execution Button prompt would appear for a brief instant. [Bug Fix] Fixed an issue that caused some cases of “Flicker” when cancelling a Heavy attack into a Guardbreak. [Bug Fix] Fixed an issue that caused the camera to quickly turn around when interrupting an emote by moving backwards. [Bug Fix] Fixed an issue that caused players to be unable to perform a “Drop Attack” on a player that is in an Unbalanced State. [Bug Fix] Fixed an issue that caused the “Drop Attacks” to be interrupted by attacks. [Bug Fix] Fixed an issue that caused the “Ledge Drop” state to be interruptible. (Ledge Drop is the state just before entering the Drop Attack sequence.) [Bug Fix] Fixed an issue that caused the “Superior Block” property, like the Valkyrie and Highlander's lights, to not work while used Out of Lock. [Bug Fix] Fixed some issues that caused animation issues when attacking right after sliding on a ladder. Warden [Bug Fix] Fixed an issue that caused the Warden hand to clip through the weapon during the “Sword Point” emote. Conqueror [Adjustment] “Charging Shield Crush's” hit now causes the opponent to spend 700ms falling (was 800ms). Developer’s comment: This is so that “Charging Shield Crush” no longer guarantees a “Shield Bash” when the opponent stands up. [Adjustment] “Shield Bash's” knockback distance reduced to 1.50m (from 1.75m). Developer’s comment: This fixes issues where Conqueror would occasionally fail to connect a Light after a “Shield Bash”. [Adjustment] All Light Attacks' damage reduced to 13 damage (from 15). [Bug Fix] Fixed an issue that caused the Conqueror's “Full Block Stance” and “Charged Attacks” to not benefit from the Stamina cost reduction gear stat. [Bug Fix] Fixed an issue that caused the Conqueror’s to not become Unbalanced when hitting an opponent in Revenge Activation with “Flail Uppercut”. [Bug Fix] Fixed an issue that caused the “Zone Attack” to miss its Feint visual effect. Peacekeeper Lawbringer [Bug Fix] Fixed an issue that caused the “Knock Knock” and “Off with their Head” executions to make the opponent fall of ledges too soon. [Bug Fix] Fixed an issue that caused the Blood Splatter to be offset when using the Lawbringer's “Swift Justice Finisher”. [Bug Fix] Fixed an issue that caused clipping when a Lawbringer performed a Guardbreak on another Lawbringer. Raider [Bug Fix] Fixed an issue that caused the Raider’s “Raider Fury” to incorrectly hit his target even during a successful dodge. [Bug Fix] Fixed an issue that caused the Raider's "Stampede Charge" to bump the opponent instead of carrying him. [Bug Fix] Fixed a visual issue with the arm during “Stampede Charge”. [Bug Fix] Fixed an issue that caused the Female Raider hands to be offset from the weapon. Warlord [Adjustment] Reduced the Warlord “Full Block Stance” Stamina upkeep cost by 25%. [Bug Fix] Fixed an issue that caused the Stamina cost gear stat to not affect the Warlord “Full Block Stance”. [Bug Fix] Fixed an issue that caused the weapon of the Warlord to stutter during the “Nail Down” execution. Berserker [Adjustment] Adjusted the damage values of the “Slashing Rush” 1st strike's damaged reduced to 8 (from 15). 2nd strike's damaged reduced to 8 (from 10). 3rd strike's damaged reduced to 8 (from 15). Developer’s comment: “Slashing Rush” was used as a strong an escape move. Now, it can still escape combat, but is not as safe as it used to be. [Adjustment] Adjusted the behavior of “Slashing Rush” to make less efficient at evading combat First strike of “Slashing Rush” can now be parried. First strike of “Slashing Rush” no longer has backward movement (was 2m backward). Reduced all hit trajectories. [Adjustment] Reduced the damage values of the “Zone Attack” 1st strike's damaged reduced to 6 (from 9). 2nd strike's damaged reduced to 6 (from 7). 3rd strike's damaged reduced to 6 (from 7). 4th strike's damaged reduced to 6 (from 7). Developer’s comment: The damage on these needed to be reduced, because even with the high stamina cost the “Zone Attack” was still too strong a heavy parry punish. Coupled with Feats, they can still do very strong damage, even at these reduced values. [Bug Fix] Fixed an issue that caused the “Side Light Openers' Hit” and “Block Recoveries” to be faster than intended. Now they are 600ms (from 500ms). [Bug Fix] Fixed an issue that caused the “Side Light Openers' Hit” and “Block Recoveries” to gain their Block defense at 300ms. Now they gain their block defense at 400ms. Developer’s comment: Berserkers have always had this odd timing on their “Side Light Openers' Hit/Block Recoveries”, where their input branches into Stance Change and into overlapped Attacks, and occasionally caused undesired stance changes instead of attacks. These slightly longer timings now mean that the input comfort should be improved. [Bug Fix] Fixed an issue that caused “Brute Force” to be harder to perform than intended. It now allows you to input earlier and it buffers that input now. [Bug Fix] Fixed an issue that caused “Brute Force” to cost 0 Stamina. “Brute Force” now costs 6 Stamina as intended. Developer’s comment: Deflect is unchanged, it just allows you to press the Brute Force input earlier and it buffers that input now. [Bug Fix] Fixed an issue that caused the "Cannonball Dropkick" execution to execute at 3500ms instead of 3400ms when used against an opponent who is facing backwards. [Bug Fix] Fixed an issue that caused the Berserker’s “Skilled Slash” to not get auto-parried by Revenge activation. Valkyrie [Bug Fix] Fixed an issue that caused a floating shield to be visible during the “Shield Tackle” execution. Kensei [Bug Fix] Fixed an issue that caused the Kensei to be able to cancel the 2nd “Top Heavy” or “Top Heavy Finisher” into Guardbreak while Out Of Stamina. [Bug Fix] Fixed an issue that sometime caused an animation to not play while using dodge's “Superior Block”. [Bug Fix] Fixed an issue that caused an animation to be missing while blocking an opponent's “Top Light” Attack with “Superior Block” using "Helm Splitter". [Bug Fix] Fixed an issue that caused the “Superior Block” visual effects to remain visible if the Kensei interrupts the Dodge. [Bug Fix] Fixed an issue that caused the Kensei to miss an animation when he performs “Swift Strike” and goes Out of Stamina. [Bug Fix] Fixed an issue that caused the Feint feedback to be missing when cancelling the “Zone Attack”. Shugoki [Bug Fix] Fixed an issue that caused the Shugoki to regain health even if his target is killed before the “Demon’s Embrace” is completed. Developer’s comment: The health regen was moved to fit with the hit on the shoulder. Now, if the target is killed before the Hit on shoulder happens, the Shugoki will release the target and does not gain health. [Bug Fix] Fixed an issue that caused the Feint feedback to be missing when cancelling the 2nd Strike of the “Zone Attack”. Developer’s comment: Feinting the “Zone Attack” was instantaneous, so to have time to play the specific feedback we added a 200ms to the Feint with the same properties as the “Heavy Attacks”. Now, the Feint is available from 0 to 500ms on the 2nd strike of the “Zone Attack” (before from 0 to 100ms). [Bug Fix] Fixed an issue that caused the Shugoki to not play the proper animation when killing an opponent with “Demon’s Embrace”. Nobushi [Bug Fix] Fixed multiple animations issue that caused the Nobushi to not visually play “Stance Changes” while strafing. [Bug Fix] Fixed an issue that caused the “Heavy Attack” to miss the Feint feedback while performed from Hidden Stance. [Bug Fix] Fixed an issue that caused the Nobushi’s “Retreating Thrust” to always have the same animation regardless of the stance. [Bug Fix] Fixed an issue that cause the Nobushi’s weapon to sometimes stutter while moving sideways. [Bug Fix] Fixed an issue that caused the Nobushi’s “Snapmare” camera to not follow the movement properly when the opponent is facing away. [Bug Fix] Fixed an issue that caused the Nobushi to be unable to trigger any feats while in “Hidden Stance”. Shinobi [Adjustment] Shinobi Backward strafe speed reduced by 30% Developer’s comment: This is meant to be coupled with the global back-dodge nerf. We intend for characters to be less effective at avoiding combat. [Bug Fix] Fixed an issue that caused the Shinobi to perform an Out of Lock attack after a “Tackle” even after locking on his opponent. In this case, the “Sickle Rain” was not available after a “Tackle”. Developer’s comment: Now, when you lock during a “Tackle”, at the end of the “Tackle” the Shinobi will enter in his lock behavior. Therefore, if the Shinobi attacks, he will make his normal attack, which is the normal behavior when you enter into lock. [Bug Fix] Fixed an issue that caused the opponent to not perform external parries after parrying the Shinobi’s “Charged Heavy’s”. When a character parries the “Charged Heavy”, he can now auto-parry an external attack. Developer’s comment: Parry on the Shinobi “Charged Heavy” has now the same property than other parry. When a character parries the “Charged Heavy”, he can now auto-parry an external attack. [Bug Fix] Fixed an issue that caused a “White Shield” feedback to appear on the Shinobi after parrying a “Charged Attack”. [Bug Fix] Fixed an issue that caused the Shinobi to have no feedback when a Guardbreak fails due to the opponent being invulnerable (for example during an attack). We added the same feedback you have during a normal Guardbreak in the same situation. [Bug Fix] Kick now correctly checks if the opponent should be put into the specific hit reaction. Centurion [Adjustment] Centurion health is increased to 120 (from 110). [Adjustment] Added a new chain to the Centurion’s move set: Lion's Jaw can now be chained into Light - Heavy. [Bug Fix] Fixed an issue that caused “Eagle Talon” to trigger on staggered opponent. [Bug Fix] Fixed an issue that caused the Centurion’s “Light Left” to only do 10 damage instead of 15 damage. [Bug Fix] Fixed an issue that caused the “Skull Crush's” last hit to do no damage when the Haymaker feat is equipped. It now does 10 damage. [Bug Fix] Fixed an issue that caused the “Eagle Talon” specific animation to play on unbalanced targets. [Bug Fix] Fixed an issue that caused the Centurion’s “Police Verso” execution to become offset when performed near a wall. [Bug Fix] Fixed the Centurion’s move set to correctly represent that the Stun from the “Legion Kick” and “Legion Kick Combo” has been removed. Gladiator [Adjustment] Gladiator Backward strafe speed reduced by 12.5% Developer’s comment: This is meant to be coupled with the global back-dodge nerf. We intend for characters to be less effective at avoiding combat. [Bug Fix] Fixed an issue that caused the Gladiator’s Left Throws to instantly ledge, without proper animation, his opponent if a ledge is near. Developer’s comment: Gladiator Left Throw allows the opponent to cross the ledge from the beginning of the throw. Now this option is deactivated from 0 to 900ms on the Left Throw and the target will only be able to cross the ledge when he is thrown on it. The Left Throw is now set up as the Right Throw. [Bug Fix] Fixed an issue that caused “Bamboozle” to make an opponent get up instantly while he is unbalanced. Developer’s comment: Gladiator cannot punch an unbalanced opponent. The behavior on the “Bamboozle” move is now the same as we have on the “Sucker Punch”. [Bug fix] Fixed an issue that caused the Opponents hits by “Fuscina Ictus” to not play their specific “Hit Reaction” after being thrown into a wall or obstacle. Developer’s comment: Now, the Gladiator is able to properly hit his target and make him play the right “Hit Reaction” when he throws him into a wall or obstacle before making the “Fuscina Ictus”. [Bug Fix] Fixed an issue that caused the “Fuscina Ictus” to be interrupted if the opponent performed a Guardbreak. Normally, the “Fuctinas Ictus” must have the priority on Guardbreak like any other melee attack. [Bug fix] Fixed an issue that caused the visual effect of the Feint to not play when cancelling the 2nd strike of the “Zone Attack”. [Bug Fix] Fixed an issue that caused the Shield and the Trident to clip on the Coin emote. Highlander [Adjustment] Fixed an issue that caused the Highlander’s “Sprint Attack” to not be efficient at killing Soldiers. 2nd Strike no longer starts when the previous Strike hits a target. Instead, it always starts when the “Miss Recovery” would begin. This allows the attack to better cleave through opponents (and be useful for killing Soldiers). 2nd Strike can be aimed at a different target than the 1st. 2nd Strike trajectory is slightly longer to better match the blade. 2nd Strike rotation slightly increased. Developer’s comment: Highlander's “Sprint Attack”, of all the heroes, is probably the “Sprint Attack” that is under-performing the most when it comes to clearing out Soldiers. Here, we are attempting to make it better to match the clearing ability you'd expect from a wide-reaching claymore. [Bug Fix] Fixed an issue that caused the Highlander to be able to cancel the 2nd strike of the “Sprint Strike's” too early. “Sprint Strike’s” can now be cancelled at 800ms (was at 200ms). [Bug Fix] Fixed an issue that caused the Highlander’s to not be able to switch target for the 2nd and 3rd strike of the “Zone Attack”. The rotation speed of the “Zone Attack” has also been slightly increased. Developer’s comment: Highlander's “Zone Attack” should do a much better job of clearing Soldiers, and may allow the Highlander to try to surprise heroes by switching targets between hits. [Bug Fix] “Fomorian Kick's” trajectory timing has been adjusted to better match the kick visual. Developer's comment: This change affects opponents who are dodging (otherwise, the result is the same). For example, in certain circumstances “Fomorian Kick” was hitting Shaman's “Wild Cat's Swiftness” at strange times, and missing at other times. Now it should be a better visual match. [Bug Fix] Fixed an issue that caused the “Superior Block Lights” to not ledge the opponent. [Bug Fix] Fixed cases where the Uninterruptible Stance visual feedback wasn’t properly visible to the opponent during "Celtic Curse Cancel" and "Banshee's Wail". [Bug Fix] Fixed an issue that caused the Execution "Heave-Ho!" to sometimes ledge himself when he kills an opponent who is facing backwards. Shaman [Adjustment] If an external attacker hits the Shaman during “Predator's Mercy” and the opponent is freed, the opponent will be Cleansed of Bleed. Developer’s comment: The Intention is that this removes the situations in which the Shaman use the pounce, then some external attacker hits to break you two apart, followed by another pounce. Because your bleed is now removed, this situation should happen much less frequently. [Bug Fix] Fixed an issue that caused Out Of Lock's “Heavy Hit Reaction”, from Left or Right hits, to not allow the Shaman to fall over a Ledge. [Bug Fix] Fixed an issue that caused “Predator's Mercy's” damage to not be applied if Bleed ticked at the same time. [Bug Fix] Fixed an issue that caused “Predator's Mercy's” to be deflected by Assassin under certain rare circumstances. [Bug Fix] Fixed an issue that caused the Shaman’s “Left Throw” to not allow a diagonal input. This is now fixed and in line with other heroes. [Bug Fix] Fixed an issue that caused the Shaman's axe to not glow while in Revenge. Also reduced overall brightness of Revenge activation. [Bug Fix] Fixed an issue that caused the animation of the “Heavy Cancel” into “Guardbreak” from Top or Right stance to not be as smooth as it should. Aramusha [Bug Fix] Fixed an issue that caused the Aramusha to be knocked back if the opponent is killed with “Ring the Bell”. [Bug Fix] Fixed an issue that caused the Aramusha’s “Ring the Bell” to cost more Stamina then it should. It will now always cost 6 Stamina.
有人反馈说新版本百夫长直接无敌了…… 加了轻重连招之后,百夫长直接可以无限连满血连死 蓄力拳之后,轻击+蓄力重击压起身,再蓄力拳,无限连环。 只要吃到一记蓄力重击,直接宣告死亡
旧版,现在,以及新版延迟补偿机制详解 先发一个旧版的延迟补偿机制。 他们为游戏设置了一个内部计时器。 让这个游戏以100ms为单位进行。 游戏开始,计时器开始算: 0秒、0.1秒、0.2秒、0.3秒、…… 你在非0.1的整数倍时间,按下了攻击命令, 你的人物会等到下一个0.1秒的整数倍时间,才会发动攻击。 例如:双方延迟是120ms(0.12秒), 你用的攻击,攻击速度是500ms 游戏开始,计时器开始算: 0秒、0.1秒、0.2秒、0.3秒、…… 你在第0.05秒的时候,发出了攻击命令 以下攻击信号会发送给对方: (出刀时间强制调整到0.1的整数倍秒) 我第0.1秒的时候会出刀,攻速0.5秒,第0.6秒的时候会砍你丫的。 对方由于有0.12秒延迟,所以你在第0.05秒发出的命令, 他会在第0.17秒的时候才收到信号,知道你第0.6秒的时候会砍到他。 于是你这次攻击的实际攻速,是0.6-0.17=0.43秒。 所以本来120ms延迟,你的攻速应该是会变快0.12秒的, 但是在这个延迟补偿机制下,你只会快0.07秒。 PS.切换格挡方向的命令会即时生效,不需要等0.1的整数倍秒。 例如你 0.05秒的时候切换格挡方向,切换格挡方向需要0.1秒,你0.15秒的时候就切换好了。 但是以上机制有个问题,就是延迟补偿多少时间,纯粹看脸。 你越靠近下一个0.1的整数倍秒发动攻击,延迟补偿越少,最低就是0。 你越远离下一个0.1的整数倍秒发动攻击,延迟补偿越大,最多补偿0.1秒。
下版本角色平衡部分前瞻 蟑螂惨遭食屎级削弱,后回避硬直统一为1100ms,但是你可以在第800ms的时候取消掉剩余动作。 个人理解是,后回避硬直只有800ms,但是如果你想后回避后立刻再后回避则需要等1100ms 刺客44**拉满 当你偏斜了一个攻击,之后瞬间如果你又遭到了攻击,你会把他也给自动偏斜了。 类似于44里的招架,你招架了一个攻击之后,你会自动招架之后瞬间的所有攻击。 跑跑刺客加强 解锁之后立刻能跑路。 (这版本的话,如果你即使解锁了,也必须等你的格挡姿势消失才能跑) 职业调整 总共有14个角色会调整强度 以下只是我听到的部分,不是全部 1.征服削弱 轻击回到13伤害,某个体术(没听清)衔接削弱了 …… 2.狂战削弱 范围伤害改成24(没听清楚是不是范围) …… 3.督军全防耗气将至25 …… 4.剑圣第二刀上重在黑白屏的时候依然可以转破防的BUG修复 …… 5.野武士修复成吨的BUG …… 6.百夫长 生命值变成120 获得轻-重连招 …… 7.宇宙人 清兵能力改变?没听清 …… 8.萨满 被咬之后短时间免疫流血? 好像是为了防止44的时候,萨满咬人之后队友立刻再上毒然后萨满又再咬? …… 9.大蛇 大蛇需要重做,而我们这次只是做平衡而不是做重做。 大蛇什么时候重做? 已经在做了,阿育什么时候骗过你们?
不要觉得打不过忍者只是因为忍者强,说不定只是你打得弱… 直接放结论 打忍者大优的角色:和平,野武士, 打忍者小优的角色:萨满,浪人,女武神,狂战,剑圣,守护鬼(上版本是小劣) 打忍者均势的角色:征服(上版本是大劣) 打忍者劣势的角色:突袭,大蛇(上版本是均势),看守(上版本是大劣) 打忍者大劣的角色:仲裁,督军,角斗士,百夫长,高地人 由于个人习惯原因,可能会有些许出入,但基本不会差太远。 你拿个督军看守,打不过忍者,没毛病,忍者蟑螂无敌恶心你说的对。 你掏个和平野武士什么的,打不过忍者,建议多去练练。 =============================== 另外说一下原因,忍者怕什么? 1.手长 2.连招攻速快 3.回避攻击优秀 因为忍者格挡时间短,所以遇到连招猛的防不胜防。 而且和其他刺客不同,忍者不仅格挡短,连招架和偏斜都有问题,忍者招架被骗容易误触蓄力重击而白吃对方破防,偏斜被骗无法立刻出回避攻击也是白吃对方破防。被骗稳吃破防,没被骗也只是反破防顶开对方而毫无收益。 所幸忍者攻击距离较远,一般都是忍者先手打人,打完就溜,不给你抓他格挡或者招架的机会。 不过遇到手长的(如剑圣、野武士),忍者就没法避免被抓格挡破绽。 遇到连招攻速快的(如浪人、和平),忍者一旦被粘住,因为格挡问题很可能会凉了一半。 遇到回避攻击优秀的(如和平),忍者的回避踢反而风险大于回报。 有几个例外的, 狂战、守护鬼本身有霸体,忍者没法靠手长来先手,会被霸体反打。 觉得守护鬼或者狂战打忍者劣,被无脑轻击蹭死的,基本就是霸体没利用好。 萨满的跳劈头槌先手距离极远,忍者也没有办法靠手长来先手。
一瞬间我还以为被爆吧了
第五赛季全角色1V1胜率预测 我看大家玩排名玩的这么开心,我也来玩一波,保证预测准确。 不准确的话直播……捣蒜!
我现在很是想知道仲裁打忍者是怎么达到54%胜率的…… 有没有大手子来解释一波……
全角色胜率统计
【想买68肝帝版或已经买了的点这里】注意事项等等 68块肝王版: 开局只有6个角色,看守、突袭、剑圣 + 你所选阵营(骑士、维京、武士)的剩下三个非DLC角色。 剩下非DLC角色一个8000 剩下的DLC角色一个15000 248块正常版: 开局只有3个角色,看守、突袭、剑圣 剩下的非DLC角色一个一个500还是800,反正地摊价。 剩下的DLC角色还是一个15000 288辣鸡版: 在上述248版的基础上 + 无卵用VIP(经验和金钱BUFF) + 还算凑合的服装 + 还算可以的颜色涂装 + 很差的特效。 由于这游戏自己打出来的服装、涂装、颜色都很多,而且都非常好。 所以相当于多花40块钱买了一堆辣鸡 408黄金版: 288版的基础上 + DLC角色全解 为了给你理解这钱是什么概念,我大概给你说一下。 1V1,一局3~4分钟,20铁钱 4V4,一局7~9分钟,50铁钱 每日任务, 2个金钱任务,300+500铁钱 6个经验任务,也有钱,不过比较少,都是100、150、200铁钱的 每周社区任务(然而好像两周才出一次?), 上线玩一局,蹭一蹭就有1000~2000,具体忘了。 因为是靠记忆背出来的,以上数据可能和实际有丁点出入,但差距不会有多大。 ======================================================== 注意事项 训练和高级训练做完有不少钱 剧情模式做完也有不少钱。 完成写实难度剧情模式有头饰。 注意不要乱买箱子、买装备、强化装备。 这游戏的装备掉落几率贼鸡儿高,开箱子就是浪费钱。 另外,这游戏偶尔会送你一些箱子,不开白不开,但也不要随便开。 随着你角色等级的提升,掉落和开到的装备等级就越高, 所以你留到后期开,效果是最好的,你能直接开到高级装备,比你早期强化的装备等级还高。 不过个人建议你一直留着它,等官方推出一些限时掉落装备的时候,直接开箱子把这些限时掉落装备开齐。 ============================================================= NAT类型问题。 加速器主要解决的,是NAT方面的问题,或者说,是网络类型(不是延迟)的问题。 网络类型是严格型,很难匹配到人,容易掉线,而且被禁止玩排位模式。 网络类型是开放型,比较容易匹配到人,不容易掉线,可以玩排位模式。 把网络类型从封闭改成开放, 1.打开电脑的UPnP设置 2.打开路由器的UPnP设置 3.如果有光猫的话,需要用超级权限来打开UPnP设置。 4.如果还不行,需要打电话让网络运营商,让他帮你的IP改成公网IP。 如果还不行,或者没法用超级权限来打开光猫的UPnP设置 1.打开路由器的DMZ设置 2.打电话给网络运营商,将自动获取IP的上网方式,改成拨号上网方式。 具体怎么打开这些设置,自行百度。 对于嫌麻烦的,或者怎么做都还是不行的,又或者是校园网之类的所以改不了的。 可以考虑买加速器,加速器可以改你的网络类型。 另外如果你延迟比较高的话(哪怕是绿NAT)你也可以考虑买个加速器挂一挂。 毕竟最近的服务器好像是在日本还是韩国……有些地区连过去是比较慢的 ============================================================= 一些新手常见的问题 1.为什么我格挡方向对了,还是防不住对方的一般攻击? 这种问题主要出现在键鼠玩家身上。——主要原因是移动鼠标的习惯问题。 打个比方,我要防左边来的攻击,那么新手玩家就会把鼠标一直往左推。 当他把鼠标推到快到鼠标垫边缘的时候,他会把鼠标提起来,然后往右拿回去,放回鼠标垫中间。 ——这时候,你很容易错误地下达把格挡方向往右推的命令,导致格挡方向错误。 2.为什么我放不出范围攻击(重击+轻击一起按) 有些鼠标可能有电位冲突之类的原因,导致你左右键一起按,系统也接收不到这个命令。 你可以去键位设置那里,设置第二键位。 例如:把轻击设置为 鼠标侧键; 重击也设置为 鼠标侧键。 (让两个动作都放在同一个按键上) 那你按下鼠标侧键的时候, 系统就会同时受到 轻击+重击指令,从而放出范围攻击。 3.为什么对方可以用一些我(同一个职业)用不出来的招数 很多这些招数,都是4V4的特技招数。 在4V4里,你可以给你的英雄带上4个特殊技能。(1V1和2V2是无法使用的) 例如箭雨,投石机,无从格挡,眩晕陷阱,等等等等。 4.遇到对方一直回避攻击我怎么办? 假动作晃他一下,骗他出回避攻击,然后等招架(或偏斜、全防等)就好。 ============================================================== 除剑圣、征服、狂战外的角色技巧 贴吧 点 百度 点 康姆 /p/5531559410 因为剑圣、征服、狂战最近刚重做过,所以很多技巧都变了。 另外野武士和高地人都有了些许不同,不过影响不大。
我高地人用火刀躲开了大蛇的偏斜重击…… 我高地人,对方大蛇 我进攻姿态,轻击+火焰刀 对方大蛇,随缘偏斜进攻姿态轻+偏斜重击 本来我以为,会换血。 结果我火焰刀抬手准备挥下去的同时,大蛇的偏斜重击插过来并且从我胳肢窝下面穿了过去…… 并没有命中我,我一点血都没掉,当时我就惊呆…… 对面大蛇还问我是怎么躲掉他的偏斜重击的。 也不知道什么原理…… 也许是地面有一点什么高低差导致判定出现了异常?
说起来你可能不信,大蛇的激流斩这版本有用了…… 激流斩就是那个 后退键+上重击 以前这个招数有多弱智我就不谈了。 我只想说现在……现在有一大堆火焰刀择之类的杂七杂八招数, 火焰刀又不能偏斜,你把他招架之后,打个上轻二连也才22。 但是如果你用这个激流斩…… 在BUFF了伤害之后,激流斩猜对了能打对方40,猜错了被架也就吃个轻击15之类的。
狂战、剑圣、征服重做后不同部分数据 狂战 重击假动作后+侧轻 400ms 重击假动作后+上轻 500ms 连招轻击(任意方向) 400ms 上方重击终结技 900ms ,第500ms时是假动作取消时间点 侧方重击终结技 800ms ,第400ms时是假动作取消时间点 重击抬手转回避,比上版本慢了,数据未知 剑圣 重击在抬手第600ms时可以变招 敲头 400ms 火焰刀抬手第800ms时可以变招 前回避第100~500ms时可以发动大风车 范围攻击500ms 回避硬直时间变长了,数据未知 征服 火焰锤 需要800ms蓄力至火焰, 攻击速度700ms,攻击发动后第300ms可取消 全防后火焰锤 500ms,可在全防防御成功后200~500ms内发动 前回避盾撞,可从回避第100ms~400ms内发动盾撞,盾撞命中后200ms~400ms内可以按轻击。 轻击或重击命中后,第200ms~400ms内可以发动盾撞
修仙之后的发现…… 首先这是在玩的过程中发现的,没测试过,也有可能是眼花,不保证绝对准确。 一些官方提到过的我就不重复了 剑圣 1.上重转敲头防三向攻速快的刺客近身没用,上重抬手的时候容易被莽穿。除非你能架爆让对方不敢莽。 2.上重转敲头能打十万八千里。所以剑圣打法依旧是以非贴脸为主比较好。 3.被逼得紧的时候,还可以 后退重击 + 前敲头。比高地人后退空挥恶心一万遍。 4.上重转敲头打空之后不仅能接轻击,还能接上重击,所以想回避+破防/招架抓剑圣的还是洗洗睡吧。 5.回避攻击鸡儿**,被架只能被打一下轻击,而且判定诡异还很难偏斜(只能触发闪避效果) 6.如果对方不是特别喜欢回避攻击的话,用火焰刀转侧轻,还不如火焰刀转前回避轻。火刀转前回避轻命中(或被格挡)后可以再次进入火刀连招。 而火刀转侧轻无论打中还是被格挡,都不能继续连招了。 征服 1.这版本招架被削,全防伤害增强,加上软取消(转轻击)多了,现在全防反击真鸡儿好用。 2.被大蛇居合中之后,上轻二连可以伪偏斜顶开,并且可以触发一个很滑稽的动画BUG(这是上版本的东西了,不过我好之前不知道,今天有人说我才知道) 3.前回避撞+侧重必中没了。 狂战 1.无敌 2.无敌 3.无敌 4.重击假动作+重击太快了,我本来预判到对方想架轻,于是出真重击,让对方招架按早而失败的。结果因为重击太快了,好多人只是想招架我轻击,结果却把我重击给架了…… 仲裁 1.又双叒叕被暗改了,这版本,推+重击假动作+破防,又够距离抓到人了。 忍者 1.癌症行动。 现在远程破防(成功)把别人抓过来 + 镰刀雨重击。 你镰刀雨抬手的时候,对方搓破防,会从硬直中莫名其妙恢复过来并且把你抬手给抓了…… 不过不知道是不是真的是靠搓触发的还是按什么触发的…… 野武士 1.由于快速变招变多了(像是剑圣火焰刀转侧轻,狂战火焰刀取消+侧轻),隐藏姿势也变得好用了。 隐藏姿势不管你转不转侧轻都能防住。你就算转慢刀,我隐藏姿势还能再回避。 当然,也有可能隐藏姿势会按太早导致没法躲变招后的攻击,只是因为我按晚了所以没发现 2.这个隐藏+踢的速度,谁说野武士被削了我跟谁急。 高地人 1.三刀一个小朋友,但是踢转抓好像还是会出现被一起躲的情况,也有可能只是因为对方躲慢了……
这几个角色重做太得太强了吧…… 最过分的就是狂战。 连招中或假动作后,侧向轻击400ms。 浪人的400ms轻击,不能直接用来起手,固定只有上方一个方向。 重击终结技(不带火)有且只有转上轻有400ms 狂战的400ms轻击,可以假动作起手直接用,侧方两个反向。 重击终结技(带火)取消后左右双向轻击都是400ms 现版本的浪人,都能一群不熟悉浪人招数的,或者丢帧丢包的玩家头给拧下来。 下版本的狂战,不无敌起飞了? 而且讲真,在稳定不卡,甚至有些是能开144hz的玩家的眼里。 浪人的侧重终结技转上轻,其实还是能大概率格挡下来的。 侧重终结技本身不带火,不能骗招架。而且转轻击也只有固定上方一个方向。 对方只要集中注意力,看你一有什么变化直接转上格挡就行。 但是狂战这B就不同了。 首先他重击终结技带火,本来就已经逼你赌了,你是不可能稳格挡的。 其次就算你赌对了他转轻击,他也是左右双方向400ms。 就算你是稳定不卡+144hz,你也不可能稳格挡下来,招架更是做梦。
有没有架爆大佬来告诉我怎么换手招架…… 我换手招架,习惯是按招架的同时换鼠标的。 但是改版之后好像成功率下降了爆多…… 有时候故意把格挡移动到侧边想骗上轻,结果反而是把自己骗了,对面把我一刀爆头…… 但是我看别人换手招架貌似是一点问题没有的…… 现在到底要怎么换手招架成功率才高? 必须习惯用最快的速度,在换手后一瞬间立刻按招架?不能同时按什么的?
有谁能打出浪人传说中的没墙空体最高收益…… 破防没气,(没墙的情况下)前推,延迟上轻+侧重+上轻。 我找1级AI试了十分钟 轻击按早了,不够距离砍中 轻击按晚了,砍中了对方立刻起身 试了十几分钟就成功了一次,还不知道是真的成功了,还是1级AI太菜所以没格挡到……
话说回来,其实野武士这次改动,说不定是加强…… 主要是这个踢,变成了600ms。 这个踢和百夫长的踢是不同的,更像的是脚斗士的插脚趾, 你们觉得脚斗士插脚趾恶心么? 百夫长回避一旦启动,剩下的就只有踢了, 百夫长在回避之后,一旦有任何动作,你直接回避即可。所以他的踢,只要不卡,靠反应躲是没问题的。 而角斗士的插脚趾就不同了,他可以在任意时候启动。 你看到他手一抬,你根本分不清他是轻击重击咸鱼刺还是插脚趾, 等你看清楚他是什么动作,那回避就来不及了。 所以即使都是600ms的体术,实际上躲起来的难易度差距是非常大的。 而野武士这个踢明显就属于脚斗士这种,他轻击捅中你了/发动隐藏姿势, 然后他突然抖一下,你根本不知道他下一个动作是继续轻击、重击取消变破防、还是直接起脚。 等你分辨出他是起脚之后,你就未必能来得及回避躲开了。 至于具体效果,主要是看这个踢偷帧效果明不明显, 如果明显,那很有可能变成一个新毒瘤 如果不明显,那都当我白说……
新版看守范围被格挡不送破防太强了,应该这么削 削弱范围攻击攻击距离;移除上轻的威力反击效果;移除侧轻二连的效果 最关键的是——移除肩撞, 肩撞实在是太强了 作为上述削弱的补偿,可以把上轻改成22伤害。 这时候可能就会有人跳出来说,你弱壁智啊?看守这么改了能玩? 所以你仔细看一下……这么改之后是不是跟新版大蛇一样了? 你猜猜大蛇能不能玩?
【新手向】全角色入门技巧 经过一段时间我算是发现了,写太详细了,涉及游戏机制方面的东西,是没人看的。 老手懂的都懂,不需要看;新手该不懂还是不懂,看了等于白看,字多不看。 所以我干脆只写怎么做,不写为什么了。
【持续更新】一年前的你是怎么样的 想到哪里说道哪里,不定期更新
忽然想到一个很无耻的反体术方法,不知道行不行 原理很简单, 人物处于回避的途中,如果按ctrl解锁的话,会从回避状态直接改变成翻滚状态。 那么见到对方体术的时候,就可以无脑回避了。 假如对方真的体术了,那我就躲成功,然后可以破防反打了。 假如对方是假动作,那我直接按ctrl,进入翻滚状态,顶开对方的破防。 比起直接无脑解锁翻滚,还能多个反打的选择…… 但是问题是,不知道解锁来不来得及,对应那种速度的体术能用上,哪种用不上。 我最近没什么时间,有没有大手子测试一下对付哪些体术来得及用?
开始搞剑圣仲裁,先弄个专属徽章…… 不要问我什么意思
浪人打看守是真的JB难受…… 浪人破防打不了重击, 看守的肩撞猜拳是真的强无敌。 猜到了他肩撞,躲开了,破防只能砍一下轻大概17血。 猜错了他肩撞,被撞到了,不仅扣气,还有扣24血。 猜对了他转破防,直接轻击顶开他,也就砍17血。 猜错了他转破防,被抓到了,直接被打30血。 猜对了他蓄力肩撞,回避躲开破防,砍17血。 猜错了他蓄力肩撞,被撞倒了,扣大量气,同时还要扣40血。 感觉就是石头剪刀布, 我猜赢了他给我1元 他猜赢了我给他3元 怎么打都是亏
【浪人攻略初级版】估计没有高级版系列 我一开始觉得我应该是没什么时间摸索两个新角色了…… 但是我发现我错了……这次更新的两个新角色压根就不需要摸索,基本可以直接套老的角色的经验上去用…… 这里我就把我这几天的发现先说了吧,如果以后有什么新发现我再补充
今天凌晨公布的,下个版本补丁概览 详细的我就不译了,应该会有高人来做的。我就说几点重要的 1.萨满飞扑追踪性问题修复 2.守护鬼的抱抱之前因为碰撞体积修改的问题,导致变短了,下版本改回去。 3.和平的无限范围攻击准备要吔屎(不太确定,他说的是PK zone) 4.这次的两个新角色将在下个补丁获得原谅绿配色。 5.三级AI改成老油条才会匹到,普通玩家不会匹到。 6.部分手提会碰到掉帧的问题,正在研究解决方法(也就是说估计还没找到问题出在哪)。目前的话,你可以通过把游戏改成窗口模式或者无边框窗口模式解决。
说一下玩完两个新角色的感受 先说一下浪人吧。 原本我以为浪人是可以随便重击,然后转方向轻击的。 并且可以在连招中插入范围的。 实际上并不能…… 不过浪人破龟壳其实还是不错的,并不依赖火焰刀。 多插入连招中的上轻的同时,减少 侧轻-上轻-侧轻-上轻,这种容易被预读的攻击就好了。 例如 侧轻之后,侧重终结技(把对方格挡骗到侧边)再上轻。 上轻之后,侧重(骗对方招架侧轻)E取消,侧轻。 甚至可以侧轻完了之后,真的侧重终结技砍下去。 另外补充一下, 招架轻击,侧重+上轻,两刀必中。 破防推墙, 离墙近的时候,侧重+上轻,两刀必中; 离墙远的时候,侧重+上重两刀必中(不确定)。 而且二连重击的时候,如果用的是侧边的那个有转身的重击动作,还会有双闪误导。 不过前回避侧重,只是看起来有侧移一下的视觉效果,似乎并没有回避判定。 总的来说强度还是不错。
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