Features(新功能)
Battle Arena(竞技场!战起来!)
Modes(模式):
1v1
2v2
Practice ( 练习赛does not affect rating 不影响排名)
League System(联赛系统)
Leagues include: Common, Magic, Elite, Epic, Legend, Mythic, Eternal
(包括普通,魔法,精英,史诗,传奇,神话,永恒一共七个等级,即白,蓝,黄,橙,红,紫,绿)
1000 points to reach the next League
(达到1000点就可以升级下一级的联赛)
Matchmaking System(匹配系统)
Matchmaking attempts to find you easy matches first, then progressively finds more difficult opponents until you lose.
(匹配系统会先给你匹配简单的对手,连胜后会找更难的对手给你,直到你输为止)
UI(界面改动,具体不翻译了,进游戏一看便知)
Updated Front Menu
Updated Select Menu and Difficulty Menu
Updated All Dialog boxes
New font for better detail text
New improved textures for many buttons and frames
Updated Inventory Screen with more clear item tabs and gold display
Updated In Game menu that includes a link to Codex
Updated In Game descriptions for various systems
Updated Item Detail
Alphabetized All Stats page
Message System – Receive messages and rewards which can be assigned to different characters
Design
Balance(平衡性)
Floor Requirements to open Maps have been removed, which means you can give maps to your alts to help them catch up in floors
(开地图不再有要求,也就是说你可以把2000层的地图给1级小号开进去打
)
Enemies now deal 33% less damage
(敌人的伤害减33%……这是要闹哪样?)
HP/MP Potions increased CD from 1 to 3
(磕药水的CD从1秒增加到3秒)
Mitigation now takes place before Elemental Effects are placed, like poison, and fire.
(缓解?现在在元素效果之前发生。缓解mitigation是什么来的?没见过,或许是1.9版的新属性?)
Luck nature now gives 25 luck instead of 10
(装备的幸运后缀提供的幸运值从10增加到25,幸运更容易堆了……一点点)
Stats
Mana Absorb no longer works with Blood Magic
(魔法吸收属性不再与血魔法共同起作用)
Talents(天赋改动)
Wizard(法师)
Mastery Changed to: Primary attacks have (rank)% chance to finish Special Cooldowns – .25%
(Mastery天赋改为:普通攻击每级有1%的概率刷新特殊攻击的CD)
Insight changed to: (rank)% Dodge, gain (rank2) MP with each Dodge
(Insight天赋改为:每级加1%几率闪避和闪避后回2%魔法)
Backfire changed to: Infusion – (rank)% of your All Resists applies to damage taken by your Mana Shield
(Backfire天赋改为Infusion:每等级有1%的全抗性加到魔法盾的减伤里,然而魔法盾的减伤是先扣再加,如果2.0没改这个机制的话这个减伤还是然并卵)
Hearty changed to Sacrifice – Minions explode for (rank)% OH DMG on death
(Hearty天赋改为Sacrifice:召唤怪死了爆炸,造成技能等级百分比的副手伤害)
Spiritual changed to: All minions have (rank)% chance to Extra Attack
(Spiritual天赋改为:所以召唤怪有每级1%的机会造成额外攻击)
Empower is now calculated after Blood Magic and other resource systems
(Empower天赋现在在血魔法和其他血量/魔法量系统之后计算。继玻璃炮之后,Empower和血魔法的组合也彻底废了,老老实实开魔法盾或者打魂斗罗吧……)
Warrior(战士)
Cleanse changed to: Blocking has a (rank)% chance to purge all negative effects and heal (rank) HP
(Cleanse天赋改为:格挡有每等级1%的概率净化所有负面效果并加血,看起来非常好,待实战检验)
Bloodbath changed to: Heal for 0.1% per rank of Total HP when Bleed DMG is dealt
(Bloodbath天赋改为:造成流血伤害的时候,治疗每等级0.1%的总血量。40级也就4%总血量,真的有用么?)
Frenzy dropped from 1x to 0.5x per rank, description updated to: (rank)% Move and Attack Speed Multiplier when enemies bleed
(Frenzy天赋每等级移速和攻速的加成从1x降为0.5x)
Assault dropped from 4x to 2.5x per rank
(Assault天赋从每等级4x降为2.5x,这是要废掉Assault的节奏吗?触发个飞斧也不怎么imba啊)
Phalanx changed to: (rank)% to cast Shield Wall on block
(Phalanx天赋改为:每等级1%概率在格挡的时候触发盾墙。如果没有内置CD的话,硬扛流神级天赋不解释)
Brutality changed to: Bleeding enemies take (rank)% more damage
(Brutality改为:流血的敌人受到每等级1%的额外伤害,强力输出天赋)
Hardened moved to Defender tree
(Hardened移到防御天赋树里)
Stonecold talent removed
(删除Stonecold天赋)
Might elemental damage granted lowered from 2.5% to 1.5% per rank and moved to Tier 1 Champion
(Might天赋的元素伤害加成从每等级2.5%削弱到每等级1.5%,并且移到冠军天赋树第一层)
New Champion Talent: Fanaticism – (rank)% to cast Charge on attack
(新的冠军系天赋:Fanaticism:攻击时有每等级1%的概率释放冲锋。目测是为pvp准备的天赋,具体效果尚待实战检验)
Suffering fixed to actually cause enemies to miss
(修正了Suffering天赋不会使敌人miss的bug……)
Icy Touch changed to: Intimidation – (rank)% to cast Fear on hit
(Icy Touch天赋改为Initmidation:击中时每等级1%概率释放恐惧)
Iceberg changed to: Provocation – (rank)% to cast Taunt on attack
(Iceberg改为Provocation:攻击时每等级1%概率释放嘲讽)
Icebound changed to: Salvation – Reduces all DMG taken by (rank)% Block%
(Icebound天赋改为Salvation:每等级提供1%x格挡概率的减伤。满级满格挡24%的减伤,减伤流的春天真的要来了吗?)
Bulwark functionality fixed and changed to: Blocked attacks give (rank)% Block for 5 seconds
(Bulwark天赋改为:成功格挡后5秒内提升每等级1%的格挡。能突破上限的话40级正好100%格挡,于是就无敌了……然而这显然是不可能的
。所以还是继续无视吧)
Rogue(盗贼)
Veil changed to 1.5% from 2.5% Stealth Duration
(Veil天赋增加潜行时间从每等级2.5%减为1.5%——无限潜行已经走远
,乖乖的魂斗罗吧亲)
Fletcher changed to: Attack Speed Multiplier while using a bow is increased by (rank)%
(Flectcher天赋改为:用弓时攻速每级加1%)
Dexterous changed to: Increases Critical Damage ( beyond cap ) of your next attack by (rank)% on Dodge
(Dexterous天赋改为:闪避后提高每等级1%的暴击伤害,可以超过上限。可惜40%暴伤也并不是很多)
Mutilate changed to: Extra and Multiple attack deal (rank)% more damage
(Mutilate天赋改为:额外攻击和多重攻击造成每级1%的额外伤害。这个有点意思)
Talents adjusted to place Mirror Image based talents in Ranger tree, and Blind effects in Pirate Tree
(Mirror Image移到游侠天赋树,Blind移到海盗天赋树,下面几个是天赋位置的改变懒得翻译了,影响不大)
Deception moved to Ranger Tree from Pirate Tree
Remedy moved to Pirate Tree from Assassin Tree
Counter moved to Assassin tree from Ranger Tree
Illusion moved to Ranger Tree from Pirate Tree
Darkness moved to Pirate Tree from Assassin Tree
Deadeye moved to Assassin Tree from Ranger Tree
Ensnaring changed to: (rank)% chance for Traps to Root enemies in place for 3 seconds
(Ensnaring改为:陷阱每等级有1%几率使敌人不能移动3秒。估计有递减,否则神级控场天赋)
Deadeye changed to: Adds (rank)% deadly strike
(Deadeye改为:增加每级1%的致命一击概率)
Darkness fixed to no longer have a chance to blind
(Darkness不再有致盲效果)
Deception changed to: Increased chance for enemy to miss when there’s summonsed mirror images
(Deception改为:有镜像的时候增加敌人攻击miss的几率)
Relentless changed to: Deal (rank)% of enemies missing health to enemy
(Relentless改为:对敌人造成每等级x1%敌人丢失生命的伤害。这个
,我没看错吧?这个不是死灵法的大招么?半血斩杀么?配合crushing blow岂不是要日天的节奏?)
Remedy changed to: Heal (rank) HP per Dodge – rank at 20
(Remedy改为:闪避后治疗每等级1%的血量。闪一下补40%血,看上去很美。然而在后期,闪避了就不会掉血,没闪到你就已经扑街了
)
Battle Arena(竞技场!战起来!)
Modes(模式):
1v1
2v2
Practice ( 练习赛does not affect rating 不影响排名)
League System(联赛系统)
Leagues include: Common, Magic, Elite, Epic, Legend, Mythic, Eternal
(包括普通,魔法,精英,史诗,传奇,神话,永恒一共七个等级,即白,蓝,黄,橙,红,紫,绿)
1000 points to reach the next League
(达到1000点就可以升级下一级的联赛)
Matchmaking System(匹配系统)
Matchmaking attempts to find you easy matches first, then progressively finds more difficult opponents until you lose.
(匹配系统会先给你匹配简单的对手,连胜后会找更难的对手给你,直到你输为止)
UI(界面改动,具体不翻译了,进游戏一看便知)
Updated Front Menu
Updated Select Menu and Difficulty Menu
Updated All Dialog boxes
New font for better detail text
New improved textures for many buttons and frames
Updated Inventory Screen with more clear item tabs and gold display
Updated In Game menu that includes a link to Codex
Updated In Game descriptions for various systems
Updated Item Detail
Alphabetized All Stats page
Message System – Receive messages and rewards which can be assigned to different characters
Design
Balance(平衡性)
Floor Requirements to open Maps have been removed, which means you can give maps to your alts to help them catch up in floors
(开地图不再有要求,也就是说你可以把2000层的地图给1级小号开进去打

Enemies now deal 33% less damage
(敌人的伤害减33%……这是要闹哪样?)
HP/MP Potions increased CD from 1 to 3
(磕药水的CD从1秒增加到3秒)
Mitigation now takes place before Elemental Effects are placed, like poison, and fire.
(缓解?现在在元素效果之前发生。缓解mitigation是什么来的?没见过,或许是1.9版的新属性?)
Luck nature now gives 25 luck instead of 10
(装备的幸运后缀提供的幸运值从10增加到25,幸运更容易堆了……一点点)
Stats
Mana Absorb no longer works with Blood Magic
(魔法吸收属性不再与血魔法共同起作用)
Talents(天赋改动)
Wizard(法师)
Mastery Changed to: Primary attacks have (rank)% chance to finish Special Cooldowns – .25%
(Mastery天赋改为:普通攻击每级有1%的概率刷新特殊攻击的CD)
Insight changed to: (rank)% Dodge, gain (rank2) MP with each Dodge
(Insight天赋改为:每级加1%几率闪避和闪避后回2%魔法)
Backfire changed to: Infusion – (rank)% of your All Resists applies to damage taken by your Mana Shield
(Backfire天赋改为Infusion:每等级有1%的全抗性加到魔法盾的减伤里,然而魔法盾的减伤是先扣再加,如果2.0没改这个机制的话这个减伤还是然并卵)
Hearty changed to Sacrifice – Minions explode for (rank)% OH DMG on death
(Hearty天赋改为Sacrifice:召唤怪死了爆炸,造成技能等级百分比的副手伤害)
Spiritual changed to: All minions have (rank)% chance to Extra Attack
(Spiritual天赋改为:所以召唤怪有每级1%的机会造成额外攻击)
Empower is now calculated after Blood Magic and other resource systems
(Empower天赋现在在血魔法和其他血量/魔法量系统之后计算。继玻璃炮之后,Empower和血魔法的组合也彻底废了,老老实实开魔法盾或者打魂斗罗吧……)
Warrior(战士)
Cleanse changed to: Blocking has a (rank)% chance to purge all negative effects and heal (rank) HP
(Cleanse天赋改为:格挡有每等级1%的概率净化所有负面效果并加血,看起来非常好,待实战检验)
Bloodbath changed to: Heal for 0.1% per rank of Total HP when Bleed DMG is dealt
(Bloodbath天赋改为:造成流血伤害的时候,治疗每等级0.1%的总血量。40级也就4%总血量,真的有用么?)
Frenzy dropped from 1x to 0.5x per rank, description updated to: (rank)% Move and Attack Speed Multiplier when enemies bleed
(Frenzy天赋每等级移速和攻速的加成从1x降为0.5x)
Assault dropped from 4x to 2.5x per rank
(Assault天赋从每等级4x降为2.5x,这是要废掉Assault的节奏吗?触发个飞斧也不怎么imba啊)
Phalanx changed to: (rank)% to cast Shield Wall on block
(Phalanx天赋改为:每等级1%概率在格挡的时候触发盾墙。如果没有内置CD的话,硬扛流神级天赋不解释)
Brutality changed to: Bleeding enemies take (rank)% more damage
(Brutality改为:流血的敌人受到每等级1%的额外伤害,强力输出天赋)
Hardened moved to Defender tree
(Hardened移到防御天赋树里)
Stonecold talent removed
(删除Stonecold天赋)
Might elemental damage granted lowered from 2.5% to 1.5% per rank and moved to Tier 1 Champion
(Might天赋的元素伤害加成从每等级2.5%削弱到每等级1.5%,并且移到冠军天赋树第一层)
New Champion Talent: Fanaticism – (rank)% to cast Charge on attack
(新的冠军系天赋:Fanaticism:攻击时有每等级1%的概率释放冲锋。目测是为pvp准备的天赋,具体效果尚待实战检验)
Suffering fixed to actually cause enemies to miss
(修正了Suffering天赋不会使敌人miss的bug……)
Icy Touch changed to: Intimidation – (rank)% to cast Fear on hit
(Icy Touch天赋改为Initmidation:击中时每等级1%概率释放恐惧)
Iceberg changed to: Provocation – (rank)% to cast Taunt on attack
(Iceberg改为Provocation:攻击时每等级1%概率释放嘲讽)
Icebound changed to: Salvation – Reduces all DMG taken by (rank)% Block%
(Icebound天赋改为Salvation:每等级提供1%x格挡概率的减伤。满级满格挡24%的减伤,减伤流的春天真的要来了吗?)
Bulwark functionality fixed and changed to: Blocked attacks give (rank)% Block for 5 seconds
(Bulwark天赋改为:成功格挡后5秒内提升每等级1%的格挡。能突破上限的话40级正好100%格挡,于是就无敌了……然而这显然是不可能的

Rogue(盗贼)
Veil changed to 1.5% from 2.5% Stealth Duration
(Veil天赋增加潜行时间从每等级2.5%减为1.5%——无限潜行已经走远

Fletcher changed to: Attack Speed Multiplier while using a bow is increased by (rank)%
(Flectcher天赋改为:用弓时攻速每级加1%)
Dexterous changed to: Increases Critical Damage ( beyond cap ) of your next attack by (rank)% on Dodge
(Dexterous天赋改为:闪避后提高每等级1%的暴击伤害,可以超过上限。可惜40%暴伤也并不是很多)
Mutilate changed to: Extra and Multiple attack deal (rank)% more damage
(Mutilate天赋改为:额外攻击和多重攻击造成每级1%的额外伤害。这个有点意思)
Talents adjusted to place Mirror Image based talents in Ranger tree, and Blind effects in Pirate Tree
(Mirror Image移到游侠天赋树,Blind移到海盗天赋树,下面几个是天赋位置的改变懒得翻译了,影响不大)
Deception moved to Ranger Tree from Pirate Tree
Remedy moved to Pirate Tree from Assassin Tree
Counter moved to Assassin tree from Ranger Tree
Illusion moved to Ranger Tree from Pirate Tree
Darkness moved to Pirate Tree from Assassin Tree
Deadeye moved to Assassin Tree from Ranger Tree
Ensnaring changed to: (rank)% chance for Traps to Root enemies in place for 3 seconds
(Ensnaring改为:陷阱每等级有1%几率使敌人不能移动3秒。估计有递减,否则神级控场天赋)
Deadeye changed to: Adds (rank)% deadly strike
(Deadeye改为:增加每级1%的致命一击概率)
Darkness fixed to no longer have a chance to blind
(Darkness不再有致盲效果)
Deception changed to: Increased chance for enemy to miss when there’s summonsed mirror images
(Deception改为:有镜像的时候增加敌人攻击miss的几率)
Relentless changed to: Deal (rank)% of enemies missing health to enemy
(Relentless改为:对敌人造成每等级x1%敌人丢失生命的伤害。这个

Remedy changed to: Heal (rank) HP per Dodge – rank at 20
(Remedy改为:闪避后治疗每等级1%的血量。闪一下补40%血,看上去很美。然而在后期,闪避了就不会掉血,没闪到你就已经扑街了
