k***r 发帖数: 13724 | 1 Life on Hit has undergone a number of changes, and it can be little
confusing at first. I'll go over how LoH is currently working on the PTR,
but it's also good to keep in mind that it's still subject to tuning.
The bullet-point basics:
You gain your Life on Hit amount per cast, so long as you're doing
damage.
The amount healed per cast does not change based on the number of
targets hit.
You continuously gain a portion of your Life on Hit value while
channeling.
We're increasing LoH on items by another 100%, and LoH in Paragon by 50%
in an upcoming PTR build
We're aware that this needs tuning, particularly with large packs of
monsters, or those with Reflect Damage.
More long-form explanation:
Currently in the live game, you’ll receive Life On Hit when an ability hits
an enemy, and then that mechanic is run through the proc coefficient of the
ability itself. As a general rule, this means that many AoE skills give
very small amounts of Life On Hit vs. single targets, and you typically get
large amounts of Life on Hit against multiple targets.
We want players to be able to heal consistently at the times you need it
most: Boss fights and Elite fights. To support this, we’re altering some of
the conditions of Life On Hit. Life On Hit will now trigger once per
ability activation as long as that ability requires an animation*. This
means casting Magic Missile, Frozen Orb, and Blizzard all provide the same
Life On Hit per cast. Channeled spells provide an equivalent amount of
healing over any given period of time to non-channeled spells.
Not only does this allow you to gain more Life when you’re attacking a low
number of targets with AoE skills, it provides more consistent healing
between various skills, and it also separates Life On Hit from the proc
system. This last benefit is important as it means we can be more generous
with allowing Legendary items to proc various effects.
All of that said, there is still some tuning to do now that we’ve adjusted
how Life on Hit works. We’ll be keeping an eye a close eye on it, and
continue to make the necessary adjustments to get it in line with where we
want. |
w******n 发帖数: 13202 | 2 按照技能有没有动画来判定击回,。。。。。
我给暴雪的智力震惊了,当然估计也许有道理
【在 k***r 的大作中提到】 : Life on Hit has undergone a number of changes, and it can be little : confusing at first. I'll go over how LoH is currently working on the PTR, : but it's also good to keep in mind that it's still subject to tuning. : The bullet-point basics: : You gain your Life on Hit amount per cast, so long as you're doing : damage. : The amount healed per cast does not change based on the number of : targets hit. : You continuously gain a portion of your Life on Hit value while : channeling.
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k***r 发帖数: 13724 | 3 *Attacks that deal damage, but don't animate (like Overpower, or Frost Nova)
do not trigger Life on Hit. The intention is to prevent double LoH procs
per animation cycle since these skills can be cast while attacking, or
channeling.
【在 w******n 的大作中提到】 : 按照技能有没有动画来判定击回,。。。。。 : 我给暴雪的智力震惊了,当然估计也许有道理
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i*****m 发帖数: 112 | 4 打脸啪啪啪。当初干嘛把吸血干掉。傻冒透顶的小组。
【在 k***r 的大作中提到】 : Life on Hit has undergone a number of changes, and it can be little : confusing at first. I'll go over how LoH is currently working on the PTR, : but it's also good to keep in mind that it's still subject to tuning. : The bullet-point basics: : You gain your Life on Hit amount per cast, so long as you're doing : damage. : The amount healed per cast does not change based on the number of : targets hit. : You continuously gain a portion of your Life on Hit value while : channeling.
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d**********t 发帖数: 20415 | 5 去掉吸血应该是为了解放词缀
【在 i*****m 的大作中提到】 : 打脸啪啪啪。当初干嘛把吸血干掉。傻冒透顶的小组。
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s****m 发帖数: 5244 | |
r***a 发帖数: 2628 | 7 暴雪现在真是智力低下。
正确的思路应该是耗资源回血,要提高资源回复,既可以提高伤害,也可以提高回血。
loh现在就是一个多余属性。 |
l**********n 发帖数: 8443 | |
k*********9 发帖数: 344 | 9 为什么就不能%dmg convert to life,so simple |
u********l 发帖数: 2105 | 10 这样的话又回到大家狂堆攻击了,攻击高了你就死不了了,不符合暴雪提倡的所谓的“
diversity ”。
【在 k*********9 的大作中提到】 : 为什么就不能%dmg convert to life,so simple
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g******z 发帖数: 5809 | |
c*******f 发帖数: 927 | 12 We're increasing LoH on items by another 100%, and LoH in Paragon by 50%
in an upcoming PTR build
不知道原来涨了多少,不过现在不按照打到的怪个数来回血了?打10个和打一个一样了
? |
h*******o 发帖数: 4884 | 13 现在的DOT 也只有初始的那一下触发击回吧,而且还要乘触发系数
关键是这么一改以后技能触发系数没法测试了
暴雪随便怎么说都行
【在 g******z 的大作中提到】 : 对dot不公平吧
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T****e 发帖数: 1072 | 14 可以改成延迟回血,这样大家还是要堆塔夫。长期战斗又有回复能力
【在 u********l 的大作中提到】 : 这样的话又回到大家狂堆攻击了,攻击高了你就死不了了,不符合暴雪提倡的所谓的“ : diversity ”。
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