Path of Exile 2 has been live for just over a week! We’ve addressed some feedback already and are working on more fixes for key pain points in an upcoming patch. The full patch notes are coming soon, but check out some of the more significant changes below.
Path of Exile 2 已经上线了一个多星期!我们已经解决了一些反馈,并正在努力在即将推出的补丁中针对关键痛点进行更多修复。完整的补丁说明即将推出,但请查看下面的一些更重要的更改。
Like we mentioned last week, we’ll be adding the capacity to fast-travel between Checkpoints within an area, as well as adding many more checkpoints to areas, generally at all entrances and exits to areas, meaning if you find these first you’ll be able to instantly travel to them to continue exploring.
正如我们上周提到的,我们将增加在一个区域内的检查点之间快速旅行的能力,并为区域增加更多的检查点,通常在区域的所有入口和出口处,这意味着如果你先找到这些检查站,你将能够立即前往它们继续探索。
We’ll also be making Passive Point respeccing cheaper especially at higher levels. It had a relatively aggressive curve getting more expensive with character level, we have flattened that curve so it doesn’t exponentially grow as much. This should generally result in approximately 40-50% less gold cost for respeccing between the start and middle of endgame progression.
我们还将使 Passive Point 重新指定更便宜,尤其是在更高级别。它有一个相对激进的曲线,随着角色等级的增加而变得更加昂贵,我们已经拉平了这条曲线,这样它就不会呈指数级增长。这通常会导致在终局进程开始和中期之间重新配置的金币成本减少大约 40-50%。
- Players were finding Trial of the Sekhemas particularly frustrating in close range so we’ve reworked how Honour Damage scales when in close range, as well as fixing an important bug that was causing players to take far too much Honour Damage from Damage over Time.
玩家发现《Sekhemas 试炼》在近距离时特别令人沮丧,因此我们重新设计了荣誉伤害在近距离时的缩放方式,并修复了一个导致玩家从持续伤害中受到过多荣誉伤害的重要错误。
- Honour Damage now scales down based on distance to enemies, when in close range you’ll take 35% less Honour Damage, tapering off as you are further away from Monsters.
荣誉伤害现在根据与敌人的距离而缩小,在近距离时,你受到的荣誉伤害会降低 35%,随着你离怪物的距离越来越远,荣誉伤害会逐渐减少。
- Fixed a bug where Damage over Time was dealing thrice as much damage to Honour as intended, and fixed a bug where Honour Resistance was only applying to two-thirds of that damage. (This was confusing for us too)
修复了 Damage off off 对荣誉造成的伤害是预期伤害的三倍的错误,并修复了荣誉抗性仅对该伤害的三分之二施加的错误。(这也让我们感到困惑)
- Skitter Golems no longer use basic attacks and instead now just explode.
掠行傀儡不再使用基本攻击,而是现在只是爆炸。
- Serpent Clans burrow and ambush attack now has improved visual telegraphing and cannot be used from as far away.
蛇氏族的挖洞和伏击攻击现在改进了视觉电报,不能从远处使用。
- Volcanoes created by Rattlecage’s Fissure Slam now last half the duration.
由 Rattlecage 的 Fissure Slam 形成的火山现在持续一半的持续时间。
【#
Generally the balance in Endgame Maps was more punishing than intended, so we’ve toned down the damage in a number of ways and disabled a certain on-death effect where the telegraphing was not as clear as it should have been.
总的来说,终局地图中的平衡比预期的要更具惩罚性,因此我们以多种方式降低了伤害,并禁用了某种死亡时效果,其中的电报没有达到应有的清晰度。
- Maps no longer have additional elemental resistance penalties inherently applied at Tier 6 and Tier 11 or higher Maps. It is now consistent across all of the Endgame.
地图不再具有 6 级和 11 级或更高地图固有的额外元素抗性惩罚。现在,它在整个 Endgame 中都是一致的。
- Chaos Damage now also scales less aggressively over the Endgame.
混沌伤害现在在终局之战中也变得不那么激进。
- Critical Strikes from monsters now deal 40% less bonus Damage.
来自怪物的暴击现在造成的额外伤害降低 40%。
- Lowered the baseline monster density of Breach Encounters, primarily by reducing the frequency of the “Elite” monsters appearing.
降低了裂隙遭遇战的基线怪物密度,主要是通过降低“精英”怪物出现的频率。
- Disabled the Volatile Crystals Modifier, we’ll revisit this in the future pending telegraphing improvements.
禁用了挥发性晶体修改器,我们将在未来重新审视这一点,等待电报改进。
- Purple Explosives created by the Volatile Plants Modifier on Rare Monsters now deal significantly less Damage.
由挥发性植物修饰语对稀有怪物产生的紫色炸药现在造成的伤害明显降低。
- The Siphons Flask Charges Modifier on Monsters now drains ten-times less Flask Charges per second. (This was unintentionally draining way too many charges)
怪物的虹吸药剂充能修正现在每秒消耗的药剂充能量减少了十倍。(这无意中消耗了太多的费用)
- These changes should generally result in an endgame that is much more survivable than before and we will continue to address problematic cases as they arise.
这些更改通常会导致比以前更容易生存的残局,我们将继续解决出现的问题案例。
- We’ve made Charm Modifiers on Belts substantially more common and now appear at much lower levels. The "of Symbolism" Modifier now appears from level 23 onwards, and the "of Inscription" Modifier now appears from level 64 onwards.
我们使腰带上的护身符修饰符变得更加常见,现在出现在更低的级别。“of Symbolism” 修饰语现在从 23 级开始出现,而 “of Inscription” 修饰语现在从 64 级开始出现。
- Electrocute is now 25% harder to buildup. (But the Damage Penalty has been removed from the Support Gem).
电击现在更难积累 25%。(但伤害惩罚已从辅助 Gem 中删除)。
- Added a new Lightning Damage and Electrocute Cluster to the passive tree in between the Ranger and Monk sections.
在 Ranger 和 Monk 部分之间的被动树中添加了一个新的 Lightning Damage 和 Electrocute Cluster。
- It is now more difficult to chain-freeze enemies by reducing the amount of Freeze Buildup applied after a Freeze has been applied.
现在,通过减少施加冻结后施加的冻结累积量来连锁冻结敌怪变得更加困难。
- The Hunter's Talisman Notable now grants +1 Charm Slot. The small passive skills leading up to it now grant the stat it formerly gave. The Charm helper text has been updated to indicate that you cannot have more than three Charm Slots unlocked, so that we can add more sources of it in the future.
猎人的护身符显着现在提供 +1 护身符槽位。导致它的小被动技能现在提供它以前提供的属性。Charm 辅助文本已更新,以指示您不能解锁超过三个 Charm Slot,以便我们将来可以添加更多来源。
Since launch we’ve unfortunately had to nerf a few skills that were far too overpowered. How do we define overpowered? Basically it's a situation in which a certain skill is so powerful that players feel no other method of playing the game is viable.
不幸的是,自发布以来,我们不得不削弱一些过于强大的技能。我们如何定义 overpowered?基本上,在这种情况下,某种技能非常强大,以至于玩家觉得没有其他玩游戏的方法是可行的。
Generally speaking we are trying to do this in a way that doesn't make a build bad (but we can make mistakes!). Ideally any truly meta shifting changes will only happen at the same time as a content patch with a new league to play in.
一般来说,我们试图以一种不会使构建变得糟糕的方式来做到这一点(但我们可能会犯错误!理想情况下,任何真正的元转换更改只会与内容补丁同时发生,并有新的联赛可以参加。
But that doesn't mean we haven't been looking at underpowered skills and support gems. We’ve got a number of changes planned which should improve some of these skills. The full list of changes will be in the patch notes but here is a sample of what you can expect.
但这并不意味着我们没有关注强度不足的技能和辅助宝石。我们计划了许多更改,这些更改应该会提高其中一些技能。完整的更改列表将在补丁说明中,但以下是您可以期待的示例。
- Improvements to Rolling Slam and all Shield Skills in the Mace section.
改进了 Rolling Slam 和 Mace 部分的所有盾牌技能。
Improvements to various Bow Skills, especially the skills used to generate Frenzy Charges.
- 改进了各种弓箭技能,尤其是用于生成狂怒球的技能。
- Improvements to Bone Spells and Chaos Damage over Time Spells in the Occult section.
改进了 Occult 部分的骨头法术和持续混沌伤害。
- Improvements to various Crossbow Skills, especially those at higher Tiers.
改进了各种弩技能,尤其是更高等级的弩技能。
- Improvements to some of the underachieving Quarterstaff abilities.
改进了一些表现不佳的 Quarterstaff 能力。
Alongside all of these Skill Gem improvements we’ve also done a pass over the Support Gems. We’ve added two new Supports and removed or lessened the penalties on many others, notably the Fire, Lightning and Cold Exposure Supports.
除了所有这些技能 Gem 改进之外,我们还对支持 Gem 进行了改进。我们添加了两个新的辅助装置,并取消或减轻了许多其他辅助装置的惩罚,特别是火焰、闪电和寒冷暴露辅助装置。
- Added the Tremors Support Gem. Which can be used to give up to multiple more Aftershocks to Skills, with a damage penalty.
添加了 Tremors 支持 Gem。可用于为技能提供最多多个余震,并受到伤害惩罚。
- Added the Bidding Support Gem. Which can be used to give more damage to the Command Skills of Supported Minions.
添加了 Bidding Support Gem。这可以用来对被支持的仆从的指挥技能造成更多伤害。
- The Fire Exposure, Lightning Exposure and Cold Exposure Support Gems no longer penalize Damage of Supported Skills. They now have a Mana Cost Multiplier of 120%.
火焰曝露、闪电曝露和冰霜曝放辅助宝石不再惩罚被辅助技能的伤害。他们现在的魔力消耗乘数为 120%。
There are also some notable nerfs to a few of the remaining overachieving skills:
一些剩余的超额完成技能也有一些明显的削弱:
- Skeletal Arsonists Spirit costs now match the other two Skeleton Mages, this should result in a slight decrease in the number of Arsonists at a higher level.
骷髅纵火犯之魂的价格现在与其他两个骷髅法师相同,这应该会导致更高等级的纵火犯数量略有减少。
- A nerf to the damage over time component on very high levels of Tornado and Vine Arrow. These were never intended to be dealing damage themselves, but more so act as a way for other skills to propagate damage.
对非常高等级的 Tornado 和 Vine Arrow 的持续伤害组件的削弱。这些技能本身从来都不是为了造成伤害,而更多的是作为其他技能传播伤害的一种方式。
- Magnetic Salvo can now only use your stuck Lightning Arrows as opposed to those created by your Party Members.
磁性齐射现在只能使用你卡住的闪电箭,而不是你的队员创造的闪电箭。
As we wind down for the holiday season we wanted to thank you all for our most successful launch so far, we could not have done it without all of your support. A lot of our team will begin to take some much needed rest over the next few weeks but we look forward to getting back in the new year refreshed and ready for an exciting year of development in 2025. Happy Holidays, Exiles!
在我们结束假期之际,我们想感谢大家迄今为止最成功的发布,如果没有你们的支持,我们不可能做到这一点。在接下来的几周里,我们团队的很多人将开始进行一些急需的休息,但我们期待着在新的一年里焕然一新,并为 2025 年激动人心的发展年做好准备。节日快乐,流放者们!



闽公网安备35010302000678号


















































