安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题








- 10 Was a little to restrictive to most players when playing, especially for a 3 cost power card that doesn't last "forever"
Guru's chakra per turn from 2 -> 4
- 2 Chakra per turn was too slow compared to many other options, may need more buffs in the future but would rather do them incrementally
Shock Therapy now also reduces timer on the buff from 4 -> 3
- While Shock Therapy is extremely strong, more often than not people were passing on the opportunity to use it, so making its timer reduced can reduce the burden players seem to feel when playing it.
Ascend now gives 2 Avatar States
Fatal Power now kills the player when they take damage outside of the Avatar State
- The threat of dying immediately in a run is too costly for players when playing, but I like the themeing of it as well as the tension in game play when using it. Giving the player more agency and a strong buffer (2 avatar states instead of 1) can encourage more use of this card while keeping the tension high.
More Balance patches can be expected in the future