-Basic cooling (30-39 precepts) increased from 82 seconds to 182 seconds.
-After being absorbed by the enemy, the explosion damage increased from 150 to 250 (one blow in PVP will kill you).
The damage of -PVE increased slightly by 15%.
-Cancel projectile tracking
-slightly increase AA
-Grenade speed increased 1 17%
-Can be adhered to any surface (Editor's note: it will not rebound)
(2) Flame Grenade (you may not believe it, I have never used this kind of Grenade)
-Basic cooling (30-39 precepts) reduced from 82 seconds to 64 seconds.
-The damage of each arrow (spiral light energy) has been reduced from 90 to 65 (editor's note: PVP)
-PVE damage increased 15%
(3) In the future, more skills may be set independently. The skill base cooling time displayed in the interface actually refers to the cooling time of the third-order attribute (30-39).
(4) The change of charging mechanism of Chaoneng (big move):
-The passive super-resilience of the basic wisdom attribute is slightly reduced.
-In addition to passive recovery, if you hurt your opponent or get hurt, you will get a certain overcharge (I will slowly ask a question mark? )
-The full-charge time of super power supply in PVE is basically unchanged, or slightly increased.
-In -PVP, any player who actively participates in the 6v6 competition (editor's note: whether killing many people or being killed many times) will get at least one fully charged superpower.
In -PVP, the game of 3v3 is overcharged slowly, and it is unlikely that it will be overcharged twice.
-(Editor's Note: PVP) The superpowers obtained by main battle ammunition weapons (white bullets) will be obviously improved in combat (Editor's Note: Because using white bullets in combat may cause more damage and gain superpowers, and weapons such as snipers using spray guns are generally not attacked, so the accumulated superpowers should be lower than the combat style of white bullets)
-Adjust the charging time of different power sources. (Editor's note: mainly in PVP) Different powers should be recharged at different time points, so that players can choose different powers to have different (editor's note: tactical level) effects on the war situation.
-The following are the charging time levels of different superpowers.
Stage 5 (Fastest Charge): Warlock (Guangming Well)
The fourth stage: the hunter in the fire (flying knife) and the hunter in the ice (silent screaming)
The third stage: hunter's up and down in the void (archery), Titan's fire (sledgehammer), hunter's electric up and down (arc stick), warlock's up and down in the void (nova bomb) and Titan's electric down (collision).
The second stage: hunter's fire (golden gun), warlock's electricity (touch of chaos), warlock's vanity (new star distortion), warlock's electricity (storm), warlock's fire (swordsman at dawn) and Titan's vanity (sentry's shield).
The first stage (slowest charge): hunter's void (ghost blade), Titan's power up and down (fist of catastrophe), Titan's fire up and down (flying hammer), Titan's ice (monster) and warlock's ice (wrath of winter)
(5) The following skill recovery adjustments only take effect in PVP and remain unchanged in PVE:
-The skill recovery in -PVP is reduced by 50%: the language of debris (ice debris), lightning conduction (warlock electricity), storm (warlock electricity), ion particle (warlock electricity), electrostatic torrent (warlock electricity), aftershock (Titan electricity), inertial operation (Titan electricity), benevolent dawn (warlock fire) and maturity.
-In -PVP, the super energy returned by these two skills is reduced to prevent the super energy from lasting too long, and it remains unchanged in PVE: eternal flame (under the warlock's fire) and trampling (under the Titan's electricity)
(6) Adjust PVP of rechargeable gold:
Frost EE5-PVP is no longer superimposed with other skill recovery effects, but it remains unchanged in PVE.
Deep light core (light armor? )-The skill recovery effect in PVP is reduced by 50%, and the bug used by some skills to cause buff not to be superimposed is fixed.
Reverse grip-the buff that triggers the energy recovery of grenades is no longer randomly between 1-4 seconds, but fixed at 1.75 seconds, and the recovery effect of Grenade charging in PVP is reduced by 50%.
Armour of Doomsday Tooth (Void Titan Gold, charged melee/flying shield): The effect is reduced by 50% in PVP, but it remains unchanged in PVE.
Swear of forbearance (hunter dressed in gold, bouncing up a Grenade and hitting it to restore the energy of the Grenade): In PVP, the recovery of the enemy guardian per hit is reduced by 66%, and the PVE remains unchanged.
The crown of the storm (warlock's golden suit, skill to kill and superimpose buff to restore various charges): the duration of buff in PVP is reduced from 7 seconds to 4 seconds, and PVE remains unchanged.
Buck (warlock's deer head): The shield in PVP is broken, and the energy recovery is reduced by 50%, but it remains unchanged in PVE.
(7) PVP adjustment of charging internal module:
According to the times of superposition, the following modules in PVP will reduce the effect by about 50%:
-melee starter (4 flying soldier modules), grenade starter (4 flying soldier modules), application starter (1 flying soldier module), continuous flow (2 flying soldier ornament modules), intensified detonation (1 flying soldier arm module), intimate (2 flying soldier arm modules), and grenade cooler (reduced professional skills) Using professional skills to get close to the enemy to reduce super cooling), uniform dispersion (4 costs jewelry module, using professional skills to get close to the enemy to reduce all skill cooling), kinetic energy conversion (3 costs arc arm module), damage induction (3 costs arm burning module to reduce the damage caused by melee Grenade cooling)
(8) Ice crystal regulation:
-Freeze the enemy in -PVE (unchanged) and slow down in PVP instead.
-The radius of freezing/deceleration range is increased from 1.75m to 2.6m (editor's note: the diameter is increased to 5.2m).
The explosion damage of PVE increased by 60%
-The radius of detonation range in -PVE has been increased from 6m to 8m (editor's note: the diameter has been increased to16m).
(9) hunter flicker adjustment:
-Blinking is no longer out of the tracking of projectiles (Frost Giant, Warlock Ice Big, etc.). )
-The shooter flashes (charges) 100 min, and the cooling is increased from 1 1 s to 14 s, and the basic cooling remains unchanged for 29 seconds.
-gambler's flicker (melee) 100 min cooling increased from 1 1 sec to 18 sec, and basic cooling increased from 29 sec to 38 sec.
(10) hunter QX adjustment:
-Crushing deep dive (air ice hunting X): Due to the adjustment of ice crystals, the lethality in PVP is greatly reduced (Editor's note: the explosion damage of this game decreases with the increase of the distance from the explosion center, and the enemy can no longer be frozen, so the slow-down guardian can retreat immediately and suffer less damage), and the lethality in PVE is greatly improved, and the damage caused by crushed ice to the frozen enemy of PVE is increased 100%.
-Death Harvest (Phase/Astrology) has increased the number of debris slots from 2 to 3.
(1 1) Other hunter adjustments:
-The electric hunter combined with buff reduces the basic cooldown of melee skills from 96 seconds to 15 seconds, so that the electric hunter can flash with the shooter instead of the gambler.
-Hunter's melee skill under the void (disappearing): The base cooldown has been reduced from 96 seconds to 75 seconds.