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  • lol4.3版本有哪些改动 lol4.3版本改动内容曝光
  • 2014-02-17 10:29作者:小五
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  lol4.3版本有哪些改动,4.3版本改动内容曝光,美服最近对4.3版本改动做出了相关解释:

  这是4.3版本测试服的改动内容:

  重新调整和平衡了很多前期装备 - 尤其是辅助的装备。有很多装备在前期来说都稍微有些强了,所以我们降低了一些装备的价格,并且削弱了它们的属性。

  这并不是一个长远的解决方案,这只是为现在的装备进行一下改动。我们希望简化和强化辅助的出装(由于目前辅助的装备与英雄的搭配并不明显),但是这项工作任重而道远,我们宁可小幅度的一步步改动。

  明朗之靴:15%CDR-10%CDR

  总价格:1000-800我感觉也许过去的明朗之靴多5%的CDR搭配天赋/符文会更加"平滑"。然而从明朗之靴的使用率就可表明,它与其它的鞋相比还是弱一些的。

lol4.3版本

  疾行之靴:基础移动速度45-25

  额外增加的移动速度不变

  总价格:1000-8005速鞋一直很强,甚至成为了很多辅助和打野的必备装备。虽然目前也不全是这样 - 但是这样一件强力的装备必须限制一下移动速度。

  是的,如果你需要5速鞋,那么你还是应该出的。我们只是直接削弱了5速鞋的效果,但是在游走和帮助慢速英雄追击敌人方面依然有用。相反的是我们选择了更多实实在在的改动 - 降低了进入战斗后的效果,然后提前了它的出场速度。

  上古钱币:不再提供生命值回复(3-0)

  现在周围非你所杀的敌方小兵除了提供你4金币之外还会治疗你5生命值。

  游牧民印章:11MP/5-10MP/5

  10HP/5-5HP/5

  跳钱属性不更改

  现在周围非你所杀的敌方小兵除了提供你4金币之外还会治疗你5生命值。

  飞升护符:属性不变

  现在周围非你所杀的敌方小兵除了提供你4金币之外还会治疗你5生命值。上古钱币是目前最火的辅助出门装 - 你在线上越久,你的收益就越高。新的回血效果是鼓励玩家在线上呆的更久。

  窃法之刃:10ap-0ap

  回蓝与跳钱不更改

  特效:你对英雄和防御塔所造成的攻击和法术将造成额外10点伤害,并且使你获得4金钱

  这一效果每30秒可以最多触发3次

  如果你杀死一名随从,这效果将在12秒内无效

  冰霜之牙

  20ap-0ap

  回蓝与跳钱不更改

  特效:你对英雄和防御塔所造成的攻击和法术将造成额外15点伤害,并且使你获得8金钱

  这一效果每30秒可以最多触发3次

  如果你杀死一名随从,这效果将在12秒内无效

  冰霜女王的指令

  合成更改为:冰霜之牙+恶魔法典+330G=2000G

  50ap-40ap

  0%CDR-10%CDR

  回蓝与跳钱不更改

  被动特效:你对英雄和防御塔所造成的攻击和法术将造成额外15点伤害,并且使你获得8金钱

  这一效果每30秒可以最多触发3次

  主动效果:现在可以随意指定目标

  施法距离:600-850

  效果范围:400-300

  法术伤害:50+10每英雄等级

  现在一开始会造成80%的减速效果,在3S内衰减

  图标更改窃法之刃是三个工资装里风险最大的一个,唯一的优势就是骚扰能力。

  我们修改了它的触发效果,让你攻击防御塔也能触发。如果你在线上骚扰成功并且成功的压制了敌人 - 那么你可以通过攻击防御塔继续触发特效。

  窃法之刃对于骚扰能力强的英雄才好用,我们调整了它的骚扰能力,现在即使你的辅助英雄并不适合骚扰,现在你也可以按照骚扰的打法来游戏了。

  圣物之盾:50hp-75hp

  不再提供生命回复

  被动:现在杀死一名小兵时会恢复你和你的队友40点生命值。

  现在你会获得你的队友所获得相同数额的金钱,但额外的+5金钱属性将去除。

  最大充能2层,60SCD

  巨神峰之擎:175hp不更改

  12HP/5-8HP/5

  被动:现在杀死一名小兵时会恢复你和你的队友50点生命值。

  现在你会获得你的队友所获得相同数额的金钱,但额外的+5金钱属性将去除。

  最大充能3层,30SCD

  山丘之容

  合成更改为:巨神峰之擎+燃烧宝石+300G=2000G

  属性不变

  被动:现在杀死一名小兵时会恢复你和你的队友(50+1%你的最大生命值)点生命值。

  现在你会获得你的队友所获得相同数额的金钱,但额外的+5金钱属性将去除。

  最大充能4层,30SCD

  主动:不再需要消耗生命值来触发

  伤害现在等同于目标总AD的150%。我们想让塔贡更适合线上直接拼命的英雄,但是我们也想让它为持有者提供一些治疗效果,提高你的威胁能力。所以原来的回血属性有些多余了。

  补刀后的额外金钱会让它的过渡更加平滑,我们害怕塔贡之后会太弱,但是目前我们认为回血是不必要的属性。

  也许简化是修改的最佳方案,也许它还是需要一些回血属性,但是目前我们还是选择了这个方案。

  红宝石

  价格:475-400

  生命值:180-150我们不指望改了之后红宝石就变成流行的出门装,只是为了修改红宝石作为基础配件却价格过高的问题。虽然我已经听说过一些人准备这么出门了。

  洞察之石

  价格:925-850

  生命值:180-150我们降低了眼石的价格,并且保持了眼石的整体效果。我们也许将来会更多关注红眼石,因为它的性格比(性能/格子)更高,并且让它变得更加值得升级。

  多兰之盾

  100-80

  10HP/5-5HP/5

  被动不变

  以下是官网原版内容:

  Hey, just a quick heads up over changes that will be coming soon to the PBE (Next major PBE Deploy) just so that I don't catch anyone offguard and you guys will be able to focus test a little.

  Goals: Retune, rebalance and clean up a lot of early game purchases - especially for support characters. There's a lot of items that are slightly too big for the early game budget and we wanted to do a pass to clean up whatever superfluous costs that might exist that impede early game purchasing power.

  This isn't intended to be a long term solution to anything, we just wanted to do a cleanup pass for the items on live. We do want to streamline and enhance support itemization more in the future (as current support items are functional but really aren't synergistic with the individual support champions) but as that project will most likely take a while, we'd rather ship what minor improvements we were iterating on.

  Boots

  Boots of Lucidity

  15% CDR --> 10% CDR

  1000 Total Gold Cost --> 800 Total Gold Cost

  Notes: I'm aware that Lucidity boots can be used to "smooth" over the extra 5% CDR from masteries / runes etc. However, the usage rate of Lucidity Boots seems to indicate that this is, at best, viewed negatively as an optimal strategy compared to any other boot option.

  We want some cheap boot options, especially cheap boot options that would be useful for supportive roles. We'll have to figure out the dangling 5% CDR problem somehow - perhaps we can add 5% CDR to some niche items.

  Boots of Mobility

  Base Movement Speed 45 --> 25

  Enhanced Movement Speed 105 --> 105

  1000 Total Gold Cost --> 800 Total Gold Cost

  Notes: Boots of Mobility have consistently been a powerful option, to the point where it can dictate a lot of Jungle or Support games. While that's not entirely true at present - it presents a sizeable obstacle in terms of controlling out of combat movement speed at its current power level.

  That is, if you can reasonably put Boots of Mobility into your build, you should. We could have just straight nerfed Boots of Mobility but this would have put it out of reach for secondary uses such as duo roaming or ensuring slower characters catch up to their team. We opted instead for a more tangible tradeoff - slightly worse combat potential in exchange for a potential incredibly early pickup.

  Starting Support / Duo Lane Items

  We want to clean up some of the mini-games and do a polish pass over some of the gold items. We're not entirely happy with the current system and would like to revise the support gold system when we do a larger support item pass - but for the present, we want to clean up some of the items and get them into a cleaner state.

  Coin Line

  Ancient Coin

  3 HP/5 --> 0 HP/5

  Favor: In addition to the 2 Gold, now also heals you for 5 health whenever a nearby enemy minion that you did not kill dies.

  Nomad's Medallion

  11 MP/5 --> 10 MP/5

  10 HP/5 --> 5 HP/5

  2 Gp/10 Unchanged

  Favor: In addition to the 4 Gold, now also heals you for 5 health whenever a nearby enemy minion that you did not kill dies.

  Talisman of Ascension

  Stats Unchanged

  Favor: In addition to the 4 Gold, now also heals you for 5 health whenever a nearby enemy minion that you did not kill dies.

  Notes: Coin's general game is one of holding out - you are rewarded for staying in lane as long as possible. The additional regeneration is an additional incentive to persist in lane.

  As a side note, Tier 2 Coin is probably generating a little too much gold at the moment, we'll probably have to address that.

  Spellthief Line

  Spellthief's Edge

  10 Ability Power --> 0 Ability Power

  3 MP/5 Unchanged

  2 GP/10 Unchanged

  Tribute:

  Your spells and attacks deal 10 additional damage to champions and towers and generate 4 gold.

  This can happen up to 3 times every 30 seconds.

  Tribute is disabled for 12 seconds if you kill a minion.

  Frostfang

  20 Ability Power --> 0 Ability Power

  7 MP/5 Unchanged

  4 GP/10 Unchanged

  Tribute:

  Your spells and attacks deal 15 additional damage to champions and towers and generate 8 gold.

  This can happen up to 3 times every 30 seconds.

  Tribute is disabled for 12 seconds if you kill a minion.

  Frost Queen's Claim

  Recipe Changed: Frostfang + Fiendish Codex + 330 Gold = 2000 Gold Total

  50 Ability Power --> 40 Ability Power

  0% Cooldown Reduction --> 10% Cooldown Reduction

  10 MP/5 Unchanged

  +4 GP/10 Unchanged

  Tribute:

  Your spells and attacks deal 15 additional damage to champions and towers and generate 8 gold.

  This can happen up to 3 times every 30 seconds.

  Tribute is NOT disabled if you kill a minion at this upgrade level

  Active:

  Free Target instead of Enemy Targetted

  Increased Cast Range to 850 from 600

  Area of Effect size decreased to 300 from 400

  Magic Damage increased to 50 + 10 per champion level

  Now applies an 80% slow that decays over 3 seconds from a flat 50% slow over 2 seconds

  Updated particles

  Note: Spellthief's Edge is the riskiest of the three options, one which commits to total harassment. We've retuned the Tribute passive to support harassment styles as well as make it trigger on towers. If you harass successfully and push enemy champions out of lane - you will then be able to use excess tribute cooldowns on towers.

  Previously, Spellthief's Edge was an option only if your character could harass at all favorably. We've retuned it to augment harassment patterns and so you can now opt in to a harassment heavy style if you choose to on champions that might be slightly ill-suited for it.

  Targon's Line

  Relic Shield

  50 Health --> 75 Health

  6 HP/5 --> 0 HP/5

  Spoils of War:

  Heals your ally and yourself for 40 Health upon killing a unit.

  Grants gold equal to the kill to your ally, but does not grant the additional +5 as on live.

  2 Max Charges, 60 second CD Unchanged

  Targon's Brace

  175 Health Unchanged

  12 HP/5 --> 8 HP/5

  Spoils of War:

  Heals your ally and yourself for 50 Health upon killing a unit.

  Grants gold equal to the kill to your ally, but does not grant the additional +5 as on live.

  3 Max Charges, 30 second CD Unchanged

  Face of the Mountain

  Recipe Changed: Targon's Brace + Kindlegem + 300 Gold = 2000 Total Gold

  Stats Unchanged

  Spoils of War:

  Heals your ally and yourself for 50+1% of your Maximum Health upon killing a unit.

  Grants gold equal to the kill to your ally, but does not grant the additional +5 on live.

  4 Max Charges, 30 second CD Unchanged

  Active:

  No longer costs Health to activate

  Damage now scales based off of 150% of the target's total Attack Damage

  Notes: We want to position Targon's as for the all-in characters but we also wanted to provide a bit of healing for the user as going to last hit a minion exposes yourself to serious threat. Looking at this initial stat pass - HP/5 values are most likely off by a bit.

  The additional bonus gold scaling was initially put on there to smooth the transition as we feared Targon's would have a hard acceptance rate but currently is deemed unnecessary for its future.

  Probably over-simplified on the tier 1 a little. It probably needs some of the HP/5 back but we've been streamlining.

  Ruby Crystal

  475 Total Gold cost --> 400 Total Gold cost

  180 Health --> 150 Health

  Most items that build out of Ruby Crystal have been adjusted to keep the same total cost and total statistics.

  Notes: We don't expect Ruby Crystal to suddenly be a good option to start with. This is mostly a cleanup change as Ruby Crystal is a bit too large of an item to work with as a basic component. Although I have heard of some theorycrafters out there attempting to make this work.

  Sightstone

  925 Total Gold cost --> 850 Total Gold cost

  180 Health --> 150 Health

  Items that build out of Sightstone have been adjusted to keep the same total cost and total statistics.

  Notes: We just want to chip away at Sightstone's cost a little, while keeping the overall flow of Sightstone intact. We'll probably look at Ruby Sightstone in the near future in terms of slot efficiency and make it more of a worthwhile upgrade.

  Doran's Shield

  100 Health --> 80 Health

  10 HP/5 --> 5 HP/5

  Block Passive Unchanged

  Notes: I'm just reiterating the current DShield nerfs that I posted a while earlier. I suspect that HP/5 nerf is too harsh, but I just wanted to bring it up again so that it fits better within the overall context. Full context can be found in this earlier thread: Doran's Shield

  上面是中文的翻译,总的来说4.3装备变化改动较大。大家要提前看好,以便适应节奏啊!