在这里,您可以查看《Ascension》游戏的所有更新日志。
所有更新日志按照时间顺序排列。
常规
[Guardian] Pit Fighter now affects all damage dealt instead of just damage by a couple abilities, but for 15% down from 25%
[Guardian] A new node taking the name of Slayer has been added to the capstone row for Gladiator
[Guardian] Battlemaster has been reworked, its previous effects are now part of the free passive vertical line and learned at level 10
[Guardian] Slayer is now called Making an Entrance
[Guardian] Shield Formation now has a 5min cd up from 2min, but its value has been increased to 50% from 30%
[Guardian] Wreck Formation now works with Tower Formation instead of Shieldforge, but now also works with Shield Formation
[Guardian] The Gladiator tree pathing has been overhauled
[Guardian] Hero’s March now mentions that it does not work with Into the Fray.
[Guardian] With Honor now also works with Valiant Stand and Mow Them Down has been reworked
[Guardian] Heavy Strikes deprecated
[Guardian] Critical Ram has been reworked to Heroism (the effect of Critical Ram wasn’t working so this will not translate to a dps loss)
[Guardian] Battlemaster: Axes now has critical strike chance and critical damage instead of cooldown reduction
[Guardian] Battlemaster: Swords now strikes 3 additional times up from 2, but no longer allows Tendon Slash to strike twice
[Guardian] Battlemaster: Maces no longer has an icd, but its base damage has been reduced by 120 and it no longer ignores armor
[Guardian] Battling for Supremacy no longer works with Sever
[Guardian] Spear Throw no longer refreshes the duration of Tendon Slash baseline and instead grants Motivation baseline. A new talent has been added as a switch node with Opening Play that brings back the Tendon Slash refresh
[Guardian] Stalwart now reduces the cooldown of Brace by 30 sec instead of increasing its DR
[Guardian] Brace now has a 1.5min cd up from 60 sec
[Guardian] Reinforced Armor is now a switch node with Strike the Forge!
[Guardian] Heroic Moment now properly triggers the highest known rank of Sever, instead of always recasting rank 1.
[Guardian] Haunting Melody’s heal reduction now properly works.
[Felsworn] Fel Smite tooltip clarified.
[Felsworn] Consume Magic will no longer create a cube under your target.
[Felsworn] Infernal Whipcrack can now properly hit up to 8 targets.
[Felsworn] Puncture now displays the correct value on the debuff tooltip.
[Felsworn] Felspill’s transformation now properly respects the increased duration of Fel Empowerment if you have Lasting Fury talented.
[Cultist] Issue where Abyssal Covenant and Tales of Woe could go recursive with each other and lag the server fixed.
[Cultist] Horrorbolt Volley will now only shoot projectiles at targets that you are already in combat with.
[Cultist] Bulwark of Horror and Twilight Incarnate no longer restore mana.
[Cultist] New node In And Out of Insanity added, reducing costs of instant spells based on insanity.
[Cultist] Dreadnought is now an active ability usable at 80 insanity, depleting all insanity after it fades. Spec Passive adjusted.
[Cultist] Presence of C’thun now properly persists through logout.
[Cultist] Presence of N’zoth can now properly trigger from any melee damage done.
[Cultist] Vision of Doom no longer references Armageddon if you are in Dreadnought spec.
[Cultist] Summoning a Tentacle of Yogg-saron can now properly trigger Fallen Templar.
[Cultist] Netherborne can now properly trigger from Abyssal Strike.
[Cultist] Wavering Pride can now properly still trigger its AP reduction on enemies immune to the slow.
[Cultist] While you have the instant cast of Malevolence ready through Heretic’s Pennant, you cannot build further stacks until you spend it.
[Cultist] Nightmares can now properly trigger Abyssal Destruction.
[Cultist] Presence of C’thun no longer scales the range increase by your AP, allowing Godblade to have a nearly 500 yd Blade of the Empire xd.
[Cultist] Malevolence’s heal now only has a 20 yd radius down from 40 yds
[Chronomancer] The Time tree capstones have been repathed slightly
[Chronomancer] The Infinite tree has been repathed entirely
[Chronomancer] Chrono Sorcery now works with Spirit instead of Intellect.
[Chronomancer] Unearthed Passage now works with Waves of Time, Reflection, and Backtrack instead of Clasp of Infinity
[Chronomancer] Incarnation of Duality is now called Incarnation of Chaos and has a reworked effect
[Chronomancer] Chronological has been reworked
[Chronomancer] Hourglass of Eternity now triggers increased haste on periodic damage dealt
[Chronomancer] All Chronobeam talents have been repurposed to work with Chaos Shard
[Chronomancer] All order oriented talents have been repurposed to only work with the previous Chaos spells
[Chronomancer] Null Orbs is now a capstone and has a reworked effect focusing on Chaos Shard
[Chronomancer] Warped Reality has been swapped with Erasion and it now also works with Waves of Time
[Chronomancer] Chaos Shard is no longer a capstone and has been moved into Tier 1
[Chronomancer] Duality is now called Infinite and focuses on the previous Chaos Empowerment gameplay. The nodes have all been overhauled or changed with this gameplay loop in mind.
[Chronomancer] Chronobeam, Tome of Time, and all Order spell transforms deprecated
[Chronomancer] Added Unmade node to the Infinite tree
[Chronomancer] Temporal Anomaly now reduces damage taken by 40% up from 30%
[Chronomancer] Stillness of Time is now called Expediting Time and has a reworked effect for Time Out!
[Chronomancer] Truly Infinite deprecated and its effect for Ripple has been baked in baseline
[Chronomancer] Waves of Time no longer deals damage and now also triggers the knockback an additional time after 2 sec
[Chronomancer] Time Guard now reduces damage dealt by 25% for 5 sec when it procs
[Bloodmage] Hemoglobe now has a 1 min cd down from 2 min
[Bloodmage] Dissipate now only requires Blood Rituals on the target to grant them additional movement speed and is otherwise usable all the time
[Bloodmage] Animated Blood no longer requires Mortal Form
[Bloodmage] Shadow Bond is now a switch node with Dark Mending
[Bloodmage] Endure the Curse and One Man’s Curse… are no longer capstones. The Accursed tree capstone row pathing has been adjusted.
[Bloodmage] Veinburst now has a 1.5 sec cast time when used in Mortal Form
[Bloodmage] Rending Slash and Bloodstalker deprecated
[Bloodmage] Gory Fangs added as a switch node with Puncturing Fangs
[Bloodmage] Barely Human reworked and now has Marrowbite synergy
[Bloodmage] Blood Loss is now called Bloodlord’s Curse and has a new effect, Puncturing Fangs has been adjusted with this effect in mind
[Bloodmage] Sanguine Scripture now also gives spell haste alongside movement speed
[Bloodmage] Fang Over Fang, Veinburst and its associated talents, and Killer Instinct reworked
[Bloodmage] Cooldown of Veinburst reduced to 15 sec from 20 sec
[Bloodmage] Each spec will now transform Blood Curse into their respective Curse, except for Eternal which will have 2 Cursed Forms
[Bloodmage] Dark Blood talent adjusted to now turn Sanguine Essence into a Cursed Form, which transforms the associated abilities. This means with Dark Blood active you will transform your Cursed abilities into melee variants, but you will still be able to use your Mortal Form abilities
[Bloodmage] Hunt has been reworked into Accursed Summoner
[Bloodmage] Dark Embrace has been reworked into Final Embrace, it is essentially the same ability but with a unique twist
[Bloodmage] Savagery no longer works with Dark Embrace
[Bloodmage] Blood Pact can now also proc off of Bloodmoon Blast and now stacks 4 times up from 3
[Bloodmage] Vital Shred now deals 150% of the damage dealt as Shadow Damage for each condition met up from 100%
[Bloodmage] Added an additional effect to Blood Scent
[Bloodmage] Everhungry now works with any direct critical strike, but now only lasts 5 sec down from 8 sec
[Barbarian] Reduced the attack power scaling of Blood Hunt by 10%
[Barbarian] Berserker Rush now roots instead of stuns
[Barbarian] Berserker Rush is now a switch node with Impaling Leap
[Barbarian] Added a new node called Rage Tosser to Headhunting
[Barbarian] Issue where Berserker Axe and Javelin Toss were not receiving their full AP scaling value fixed.
[Barbarian] Disembowel duration increased by 3 sec.
[General] Added a vertical line of free passives for each Specialization that are learned at specific benchmark levels (10/15/20/30/40/50). Each specialization receives their own count of these passives, some having more than others. These were added to smooth out pacing while you level and attempt to remove some non-choice nodes from the tree, while also providing clarity on the acquisition of Conversion passives (ex: X% of Strength becomes Hit Rating).
[General] Issue fixed where you could downrank persistent ground AoEs and stack their damage. (This applies to things like Primalists Earthquake, Runemasters Earthen Winds, Venomancers Miasma, etc).
常规
There is a picture with how many raiders commendation each boss is supposed to drop in the discord changelog channels
Raider's Commendations had not been updated since its original inception. Raider's Commendations are now also available from many other sources like World Bosses since the original implementation and with that in mind: prices of many items have been rebased with this in mind.
Raider's Commendations now provide a boost from conquering the last boss of the raid. Additionally, the total amount of commendations rewarded for each instance has been increased.
Raider's Commendations have been overhauled with how they are obtained.
Raid Cache loot has been tailored to every single class and specialization.
Raid Caches will have equippable gear in them always.
Last Boss of every raid now drops 2 caches and Raid Caches exclusively drop from the last boss now.
Raid Caches no longer have a 60% chance to only contain Runes of Ascension in them.
Raider's Commendations and Raider's Cache: