laitimes

DNF Raiders: Playing iron also needs to be hard, what will be the changes in the 110 version of the character?

preface

Since March 2, more than two weeks have passed since the 110-level version of The Korean Testing Suit update, and I believe that all of you at Waterbie have more or less understood.

The author of this post will focus on the PVE combat experience, simply sort out all the basic content changes related to it, if there is any omission, welcome to correct, thank you!

The underlying properties are changed

1. Critical strike chance

The following classes have all increased their base critical strike chance to varying degrees.

DNF Raiders: Playing iron also needs to be hard, what will be the changes in the 110 version of the character?

Evaluation: Under the bonus of the national uniform characteristics, it is no longer a problem for the whole class to achieve 100% critical hits. While this is a good thing in terms of gameplay experience, critical hit attributes are also gradually losing their meaning to some extent.

2. Genus resistance / genus strong related skills

The Genus Resistance/Genus Strength skill effects have been changed.

The three classes of the auxiliary system (milk) have been reduced by 20 genera anti-debuff unified to 4.5% more attribute damage (can be stacked three layers);

The increase in the strength value of the output is changed to the percentage increase of the attribute attack power (calculated in the same way as the skill attack entry);

DNF Raiders: Playing iron also needs to be hard, what will be the changes in the 110 version of the character?

Note: 10% of ammo is the data when the original selection of no attributes, not new;

In conjunction with this part of the skill changes, the BUFF equipment has been changed accordingly.

DNF Raiders: Playing iron also needs to be hard, what will be the changes in the 110 version of the character?

Evaluation: Taking Devil Cry as an example, it solves the problem that the promotion rate of platinum badges is extremely low; from the overall point of view, it balances the strong attributes of the whole profession, solves the problem of inconsistent promotion rate of different occupations, and is a positive change.

3. Weapon CD changes

The original CD effect was +10%, +5%, 0 weapon type unified minus 5% CD.

DNF Raiders: Playing iron also needs to be hard, what will be the changes in the 110 version of the character?

Evaluation: In today's world where other equipment can bring more CD revenue, the CD differences caused by different light and heavy weapons do have a greater impact on the game experience, including damage. From the perspective of equipment attribute characteristics, it is indeed affected to a certain extent, but the imbalance caused by the difference in the current version of the weapon CD has led to more serious contradictions between players, and in the long run, the author believes that the advantages outweigh the disadvantages.

4. Hand rubbing gains

DNF Raiders: Playing iron also needs to be hard, what will be the changes in the 110 version of the character?

Evaluation: With the conventional optimization of related equipment, it is foreseeable that the hand rubbing gameplay is likely to glow for the second spring.

5. Other class numerical balance around output skills

Enhancements include Swordsmen, Wandering Samurai, Judoists, Judoists, Mechanics, Elemental Blasters, Shadow Dancers, Blue Fist Saints, Witches, Elven Knights, Chaos Demons, dark warriors;

In addition, the blade shadow is weakened.

Evaluation: The benevolent see the benevolent, the wise see the wise.

Role-related changes

1.SP/TP

On the SP side, the mastery/cap level of the vast majority of skills is expanded, focusing on individual small skills; in terms of TP, the TP cost of some skills is reduced to 1 point.

DNF Raiders: Playing iron also needs to be hard, what will be the changes in the 110 version of the character?

Evaluation: The core idea of the change is the small skill status improvement mentioned by Yin Ce before, emphasizing the "action pleasure", which is better or worse still needs to wait for the test of time.

2. Auxiliary occupation

Including milk balance and injury balance, convenience optimization, survivability adjustment.

DNF Raiders: Playing iron also needs to be hard, what will be the changes in the 110 version of the character?

Evaluation: Although the milk amount and damage balance and convenience optimization part are good changes, but "should be so", this part of the changes are late remedies; and the adjustment of survivability will undoubtedly increase the difficulty of actual combat, the specific feelings will vary from person to person, from the perspective of "action pleasure" to consider the blameless, but whether it will lead to the loss of players in the game today, the author does not know.

3. Ability value upper limit system

Several properties, including CD reduction, are capped.

The monster's hit rate has been readjusted to ensure the existence of the avoidance rate;

DNF Raiders: Playing iron also needs to be hard, what will be the changes in the 110 version of the character?

Other related changes: Increase the upper limit of skill range by 70%, the effective level difference of CD equipment is 40, and cd medicine is disabled.

Evaluation: The official reasons provided are "to prevent the use of a single skill for the game" and "excessive stacking of some ability values will hinder the actionability of the game", from the perspective of "action pleasure", this part of the change is in line with expectations, but it will inevitably increase the difficulty of actual combat, and the warriors need to be mentally prepared.

4. Other numerical changes

It mainly includes super two senses weakening and other skill changes.

DNF Raiders: Playing iron also needs to be hard, what will be the changes in the 110 version of the character?

Rating: Super Second Sense becoming the past is an inevitable consequence of the direction of game development & level expansion; other changes are routine optimizations.

Action-related changes

1. Toughness system with abnormalities

Specific green names/bosses have added a toughness system, and in order to cooperate with this system, abnormal state revisions and related skill modifications have been carried out at the same time.

DNF Raiders: Playing iron also needs to be hard, what will be the changes in the 110 version of the character?

Toughness System:

Specific areas, difficulty of the Green Monster and boss appear, weakness and toughness values vary (there is a book);

DNF Raiders: Playing iron also needs to be hard, what will be the changes in the 110 version of the character?

Reduce toughness by attacking weaknesses, then destroy monster toughness and defy various control states;

After a period of time, the monster's toughness value will be restored, and the resilience value will be restored more than before the destruction.

Exception status revision:

Remove the rating, change the performance, adjust the resistance effect;

DNF Raiders: Playing iron also needs to be hard, what will be the changes in the 110 version of the character?

Resistance to injury abnormalities affects damage received, and resistance to the remaining abnormalities affects the probability of entering the abnormality;

Effects and sound redo, new "Injury Type Anomaly Status" font;

Related skill revision: Abnormal state related skills are adjusted together.

Evaluation: In a low-difficulty environment, the resilience system will basically not become an obstacle to the warriors' way through the level; in the high-difficulty environment, due to the different weaknesses of each BOSS, whether it is necessary to break the toughness and how to break the toughness will become a problem that needs to be pondered, and the "action pleasure" change in the process should bring obvious positive feedback to the warriors.

2. Survivability adjustment of Defense & Blood Blue

Adjusted defense, HP/MP MAX attributes and other content.

DNF Raiders: Playing iron also needs to be hard, what will be the changes in the 110 version of the character?

Evaluation: It is foreseeable that the difference in the "frankness" brought about by different equipment construction degrees will be more significant, and the risk of "violent death" in the case of high construction will also be significantly reduced. Warriors can feel from more angles that "the money is on their own", which is undoubtedly a positive change.

3. Survivability Adjustment of Invincibility Judgment Adjustment & Back Jump Enhancement (Invincible Adjustment has been returned)

The new skill After Jump enhances the tab function similar to WeiYang & Ozma, but is not available during awakening.

Evaluation: The adjustment of invincibility seems to be somewhat extreme, and the setting of the back jump enhancement returns the tab setting that should belong to the skill function, which is decent.

Conclusion & Thanks

As a new level version, whether it is the initial exposed content or the subsequent content planning, it can be seen that the current planning ambition is still very large.

For old players, the learning cost of the new version is not low, but for new players, after implementing a large number of optimization changes, the difficulty of getting started from zero to the 110-level version of DNF will be lower than that of the 100-level version, and the fun gained during the entry to mastery period is also significantly higher than that of previous versions.

What kind of "new look" will the arrival of the new level version bring to this "old game" that is about to reach its 14th anniversary? Let's wait and see!

Finally, special thanks to all the people who have compiled and shared the relevant information of level 110! You've worked hard!

I would also like to thank every warrior who still stands on the continent of Arad today, and it is with the presence of each of you that DNF can always be!

DNF Raiders: Playing iron also needs to be hard, what will be the changes in the 110 version of the character?

Read on