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商業周刊 - 最新綜合文章
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說台灣故事 李崗砸商業片1.5倍錢
Aug 20th 2013, 08:06

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走過十一年演藝路,張孝全認為自己從生活和表演中,改變與成長。現在越來越願意表達自己心裡的感覺跟想法。人生有太多的可能,尤其是接觸表演之後,從一個個角色和故事,看見了人生跟自我的變化,越來越了解自己,卻

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今年出道滿11年的台灣演員張孝全,接受【商業周刊】採訪時表示,自己面對工作是隨遇而安的積極。人生有無限可能,只要了解自己,認識自己,做自己喜歡的事,努力去做,其他不可控的因素就不必太在意了。

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7月底,新加坡第一大英文報《海峽時報》,以半版報導台勞赴星工作,主角是18歲的雅茹,她第一次出國,就是去端盤子。不只她,還有多位年輕人陸續離台赴星,這是個案,或是「台勞時代」的序曲?商業周刊跟著她的腳步?

陳可辛photos

曾經以電影《如果.愛》和《投名狀》獲得金馬獎最佳導演的香港導演陳可辛,從影22年以來,累積了13部作品,­包括寫實、小品、歌舞片、武俠題材。最新作品《海闊天空》,又回到他最擅長掌握的大時­代、人物、

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《商業周刊》1339期,以「日本好熱!」最為開頭,我們的記者親自走訪東京,帶回了因經濟復甦而變得生機勃勃的日本現場。資深美術編輯鄭順澤,也用他的鏡頭,記錄了東京「好熱!」的人潮、街道和風景。

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因為尊重自然,許多建築都有「被動式設計」的永續概念,部分建築師在蓋房子時,甚至為了不砍伐任何一棵樹,而乾脆讓樹木「長在房子裡」,出於疼惜自然之心,造就了視覺上的趣味焦點。

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電影製作,導演最大,但在廣告世界,客戶稱王。除了不同的創作方式,心態上也要調適。

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「坦白說,那時是會沮喪。拍電影就是希望大家看,這麼努力大家都不看,還拍得苦哈哈的。既然觀眾不領情那我就不拍了,我會跟自己賭氣。」從電影圈轉戰拍廣告的陳玉勳回首十六年前心境。

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日本京都,千年古都。在這裡,最值得感受的是自然之美、人情之味、還有那種游刃有餘的生活情調。《商業周刊》資深美編鄭順澤,用他的鏡頭,帶回了今年京都的春日風光。

金惟純photos

金惟純,兩岸三地最大財經雜誌創辦人,集事業、財富、知識於一身,為何在人生高峰時急流勇退?為何他說自己有愧、一切還在學?「我以前從來不知道有人來倒水,反正杯子裡的水自動會滿,對別人的服務沒感覺,」金惟純

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thumbnail 凡妮莎賣騷扮妓女 險淪性奴遭殘殺
Aug 19th 2013, 19:11, by service.nownews@gmail.com (nownews)

NOW娛樂

2013年8月20日 03:11

"); $(".story_photo .videoPlay").hover ( function(){$(this).css({"opacity":"0"})}, function(){$(this).css({"opacity":"1"})} ) } //照片區塊出現 $(".story_photo").fadeIn(1000); //寫入第一張照片 var firstimg = $(".story_photo img:first").attr("rel"); $(".story_photo img:first").attr("src",firstimg); $(".story_photo li:not(:first)").hide(); //判斷是否有多張照片,寫入開關 var li_nums = $(".story_photo li").length; var openclose = ' 更多照片 ' if (li_nums > 1) { $(".story_photo .p_switcher").append(openclose); } //控制錨點 if (li_nums > 1) { $('.open_btn, .story_photo img').click(function(){ $('.news_story').ScrollTo(500); }); $('.close_btn, .story_photo img').click(function(){ $('.news_story').ScrollTo(500); }); } else { $(".story_photo img").css("cursor","none").attr("title","");//一張圖時 $(".p_switcher").hide(); } //點擊圖片或開關,展開其他圖片 $("a.open_close").click(function(){ //寫入其他圖片路徑 $(".story_photo img:not(:first)").each(function(){ var imgsrc = $(this).attr("rel"); $(this).attr("src",imgsrc); }); $(".story_photo li:not(:first)").slideToggle(500); $(".open_close span").toggle(); }); if (video_link>0){ // 如果有影音,點圖連到影音頁 $(".story_photo img, .story_photo .videoPlay").css("cursor","pointer").attr("title","點擊觀看影音新聞");//設定游標 $(".story_photo img, .story_photo .videoPlay").click(function(){ var videoURL = $(".story_photo .video_link a").attr("href"); location.href=videoURL; }); } else { //沒影音時,點圖展開其它圖 if (li_nums > 1) {//一張圖以上 $(".story_photo img").css("cursor","pointer").attr("title","點擊展開");//設定游標 } $(".story_photo img").click(function(){ //寫入其他圖片路徑 $(".story_photo img:not(:first)").each(function(){ var imgsrc = $(this).attr("rel"); $(this).attr("src",imgsrc); }); $(".story_photo li:not(:first)").slideToggle(500); $(".open_close span").toggle(); }); } //------------------- });
  • 凡妮莎哈金斯在新片《驚天凍地》中飾演妓女,火辣大秀鋼管舞。(圖/翻攝網路)

娛樂中心/綜合報導

好萊塢青春偶像凡妮莎哈金斯(Vanessa Hudgens)接連在大銀幕放蕩演出,這次在改編自真實事件的電影《驚天凍地》(The Frozen Ground)中飾演妓女,火辣大秀鋼管舞,還差點被變態殺人犯當成性奴殘殺。

今年7月,震驚全美的俄亥俄州性奴案,有3名遭綁架、囚禁、性虐待長達10年的受害者,在嫌犯外出時逃出求救,總算重新回到家人懷抱。像這樣的駭人聽聞的新聞,在美國並非首次發生。

新片《驚天凍地》就改編自數年前阿拉斯加的真實綁架案,導演透過電影嘲諷了美國警方對於失蹤人口的漠視。罪犯羅伯特漢森,在犯案的十二年中,綁架並殘殺了十七名年輕妓女;直到一名女子成功逃跑,才讓這名罪犯繩之以法。
凡妮莎哈金斯在改編自真實事件《驚天凍地》中飾演妓女,火辣大秀鋼管舞。(圖/翻攝網路)
▼▲凡妮莎哈金斯在改編自真實事件的《驚天凍地》中飾演妓女,火辣大秀鋼管舞。(圖/翻攝網路)
凡妮莎哈金斯在改編自真實事件《驚天凍地》中飾演妓女,火辣大秀鋼管舞。(圖/翻攝網路)

凡妮莎在片中飾演成功逃跑的妓女,之前曝光的劇照中可看到她大跳火辣鋼管舞,性感火辣賣力演出,但在片中也因此成為變態殺手的目標。 (接下一頁)

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批踢踢實業坊 movie 板
 
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[新聞] 任達華為鬼夜 幾乎精神崩潰
Aug 21st 2013, 23:28, by iam168888888

作者iam168888888 (射精)

看板movie

標題[新聞] 任達華為鬼夜 幾乎精神崩潰

時間Wed Aug 21 23:28:15 2013

(中央社記者徐卉台北21日電)港星任達華首次自導自演電影「鬼夜」,長達30天無法安 眠,壓力大到幾乎精神崩潰,拍上癮的他卻預告下部片還要拍鬼片。 曾以「歲月神偷」勇奪香港電影金像獎影帝的任達華,最近演而優則導,自導自演「鬼夜 」,片中他飾演一名低下階層的工人,因故被解雇後,為了討生活,竟突發奇想去盜靈骨 塔,從此被冤魂跟上,發生一連串靈異事件。 任達華表示,首次當導演他全心投入,也因此壓力甚大,「可能是第一次當導演,我壓力 很大,加上很多夜戲,多少心裡都毛毛的,拍片30天來,我沒有一天能安眠,幾乎精神崩 潰。」 不僅如此,任達華還捐出自己的導演費和演出片酬,全投入到製作費中,等於是「零片酬 」接拍,果然拍出水準之作,當導演上癮的他,甚至預告下部片還要拍鬼片,而且要找老 婆琦琦演「豔鬼」;為了這部導演處女作,任達華也積極跑宣傳,也將在27日來台出席「 鬼夜」猛鬼首映會,和台灣影迷見面。 任達華也談到自己為什麼想拍鬼片,他認為鬼片、功夫片、警匪片、黑社會片是香港電影 四大類型,但近年鬼片卻幾乎消失,也因此他很想拍鬼片,更在「鬼夜」中注入許多香港 在地元素,比如電車、波蘿包、肥雞、燒鵝等。 任達華說,「這是一部很有香港情懷的電影,藉本片我想做一個小小的控訴,希望香港政 府多關懷中低下階層人民的生活,讓他們找到好的歸宿。」 http://ppt.cc/xUHr -- ※ 發信站: 批踢踢實業坊(ptt.cc) ◆ From: 115.43.221.136

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批踢踢實業坊 ChungLi 板
 
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[認養] 金陵路五段拾得的臘腸狗
Aug 22nd 2013, 01:08, by AVR0

作者AVR0 (TYPE-ΖERO)

看板ChungLi

標題[認養] 金陵路五段拾得的臘腸狗

時間Thu Aug 22 01:08:37 2013

先說明一下,這篇是代PO,狗不是我撿到的 拾得地點:金陵路五段 品種:臘腸狗,記得好像是母的,不太確定 http://i.imgur.com/aduQFz6.jpg
http://s1.ipicture.ru/uploads/20130821/5WkMK4Cj.jpg
年齡:未知 結紮:不清楚 拾得時間:約今年四月 經過:里長太太經過金陵路五段時看到牠在馬路上亂晃 怕牠被來來往往的車撞到就把牠先帶回去 由於看起來很像是有人飼養的 暫且拴在門口看看會不會有狗主人上門 結果好幾個月過去都沒任何消息 送派出所又怕沒人認領被轉送流浪狗中心然後就... 總之,目前還拴在門口繼續招領中 個性:很乖,好像誰都好,愛跟人玩,有點怕寂寞。 感覺似乎知道里長太太沒有要養牠(里長太太自己本身也有養狗) 所以牠如果覺得對方想帶牠走,會顯得很高興。獨處時很安靜不會亂叫 如果有人想認養請逕向金陵路五段圖書館對面里長服務處的里長太太洽詢 -- ※ 發信站: 批踢踢實業坊(ptt.cc) ◆ From: 122.146.83.252

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Yahoo!奇摩新聞
瀏覽 Yahoo!奇摩新聞上的頭條新聞及最新動態。尋找相關新聞報導、影音、照片和分析意見。 
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國道服務區 去年撿到手機600支
Aug 18th 2013, 21:30

作者: 曾懿晴╱台北報導 | 中時電子報 – 

中國時報【曾懿晴╱台北報導】

國道服務區去年平均每天撿到12件遺失物,交通部高公局統計,近3年民眾遺落在全台23處國道服務區的失物,從2010年的2200多件,到去年暴增為4300多件,其中又以手機位居失物招領排行榜首位,去年就撿到超過600支手機。

高公局營運科科長劉逢良指出,遺失在國道服務區的失物數量3年來直線攀升,去年拾獲的服務區遺失物較2年前大幅增加近50%,每年約增加780件到1300件遺失物。前五大失物招領排行榜以手機位居首位,約占所有遺失物的14%,皮夾、鑰匙、手提包、外套也是常見遺失物品,最容易掉東西地點是洗手間及休息大廳。

泰安服務區工作人員柯心煌去年開車巡視途中,發現21本精美畫冊及展覽資料遺落在匝道附近。泰安服務區工作人員曾瓊瑤依資料內容聯繫國立台灣美術館,發現精美畫冊是海峽兩岸譽為「水墨現代化之父」的藝術家劉國松所有。曾瓊瑤協助將畫冊寄回後,劉國松致電表達謝意。

國道1號泰安服務區督導林華燦指出,除了常見遺失物外,還有民眾請服務區協助尋人,曾在服務區為走失的失智老人找到家屬,甚至還找過夫妻口角後負氣「失蹤」的丈夫。

日前一名太太淚眼婆娑地向泰安服務區求助,表示夫妻因口角爭執,導致丈夫負氣拋下妻女不見人影,一度透過廣播尋人也無下落。服務區人員展開「尋人任務」,在樹林走道發現疑似「失蹤」丈夫身影,該名丈夫還不願承認身份,經過服務區人員苦口婆心勸和,夫妻才重修舊好。

泰安服務區督導林華燦指出,國道服務區雖為公家單位,工作性質卻類似服務業,靠著工作人員協助下,幾乎所有遺失物最後都能順利物歸原主。

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2013 - Yahoo!奇摩 搜尋結果
2013 - Yahoo!奇摩 搜尋結果 
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〈鉅亨主筆室〉現在是美國債券市場買進時機!
Aug 19th 2013, 23:48

在全球資金多因此買進美國公債時,美元指數將會轉強,美元資金主要會再往美元移動;而轉往新興國家金融市場之資金,也會投資這些國家的債券,也就是新興國家債券,股市可能也可能多少雨露均霑;但最受惠者仍將是債市,尤其是美債!

壹、前言

可能在一兩個月以後,屆時我們會回顧,現在是否應該進行風險溢價報酬投資行為?這一波新興國家與台灣股票市場,或許有可能在美國聯準會QE退場時間、與退場全部計劃完全揭曉前,停止跌勢;或再往回上揚。此時,對投資者具有危機入市的誘惑。

我們認為,在全球經濟成長率趨緩之下,股價之上揚視個別公司之產業特性、產品競爭力等而定;即產業是在獨占之一端,或是在完全競爭之另一端;公司的產品是否再有成長的客群?

本文結論為:全球股市要全面性回溫,已經時不我予:一、亦即,本文認為下列假說(Hypothesis)是不成立的(Reject):如果QE退場時間點與縮小規模確定,則QE退場外部負面效應(Negative External Effect)將解除,新興國家股市會有Mean Reversion,資金會再回到新興市場,新興市場股市將會有反彈或回升。本文無法完全認同此一觀點。二、但我們認為下列假說(Hypothesis)是會成立的(Accept):在QE退場利空出盡後,最大的受益是美國債券市場;現在,是美債進場買進時機!QE退場的「效率市場」指標是「國際金價」!

貳、QE退場前為何美元轉為弱勢?

如圖一,鉅亨網美元指數曲線圖。自2013年5月22之後,美元指數自84.42點下跌,在聯準會國會聽證會前之6月18日,達到最低點之80.55點;之後,自6月19日反彈,至7月9日之84.75點創新高後,再度下跌。7月11日,是我們認為,道瓊與S&P500指數已經在高檔,再漲有限時。

市場認為,是因為QE退場,使熱錢回流到美元資產,因此新興國家債券與股市慘跌、匯率貶值,資金外流;如果市場有效率,則在此一利空完全確定後,資金會再流至新興市場,這些國家之金融市場將受益。

圖一:美元指數,鉅亨網首頁
圖一:美元指數,鉅亨網首頁

2008年後,幾次QE政策,對新興國家多有外部正面效果(Positive External Effect)。最大之效應為,美元貨幣供給量增加,因此投資機構預期美元利率下降,債券殖利率下跌,債券價格上揚;當時,美元因為供給大於需求,資金往全球新興國家移動;尤其是OECD新興國家。這些國家由於產業蓬勃發展、經濟高度開發,需要更多資金;因此,QE外溢之美元,流入這一些國家,購買這一些之國家公債、股票,支持該國之經濟開發建設,提高其經濟成長率。

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喝多少啤酒會暈會吐
Aug 20th 2013, 19:32

如題

大家喝多少罐啤酒會暈    以麒麟bar 黃色330ML鋁罐來算

如果喝很快的話 我大概三罐就會有點暈了   酒量沒很好

才剛喝一個月   大家可以講一下自己的經驗

我很少喝到吐 因為都沒喝很多   是之前有一次跟朋友去唱歌

一直灌酒   因為一開始有喝2~3罐了  再加兩杯加汽水的伏特加

之後又喝可能10杯塑膠杯左右的bar 沒算數量 那時候很醉

就感覺肚子整個是脹的   而且頭很暈   就感覺自己沒在動    旁邊一直旋轉

完全沒辦法騎車    然後就吐了  

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[情報] Riot紅帖討論史加納修正方向!
Aug 21st 2013, 01:14, by e7227339 ( col )

Skarner_Splash_2
http://na.leagueoflegends.com/board/showthread.php?p=40243240#40243240
這討論串最一開始提到,今年開始skarner比去年少出現了80%
Riot對這件事作了分析,認為skarner有下面的特色

This is crazy how much good feedback you guys have lol. I can barely keep up
with the thread. I'm seeing a few things popping up in almost every post.

各位的良好意見真是太棒啦!我都很難跟上大家的討論啦!
在每篇文章內我差不多都能看到下面這些重點:

-Skarner's ult is AWESOME (jawesome?) and it is his defining ability
-Skarner is very mana dependent and without blue he suffers
-Skarner is very easily kited
-Getting permaslowed by Skarner is frustrating
-Skarner's E ability (Fracture) doesn't feel useful/can be somewhat clunky to
use
-Other junglers (zac/j4/voli etc) are more reliable in ganking and teamfights

Am I missing anything?


Skarner的大絕太棒啦!根本是這隻角色的核心!
Skarner非常的吃魔,沒藍會很想死
Skarner太容易被放風箏啦
被Skarner永久緩速感覺很糟
Skarner的(E)水晶塵爆感覺不太好用,用起來感覺頓頓的
其他的打野角(扎克,嘉文,熊)在團戰和Gank時更可靠

我還漏了啥嗎?
===============================================================
http://na.leagueoflegends.com/board/showthread.php?p=40244777#40244777
這篇是技能修改方向,降低法耗,讓skarner比較不容易被kite
可是相對的也讓被他粘上的敵人比較好脫逃
主要目標是讓skarner不再是只有餓死或肥死的兩種狀態.


Ok, it seems like we are in pretty near agreement about Skarner's problems.
He is definitely still a fun character, so we are not going to scrap his kit
or something severe like that. I think a combination of a few good changes
could really bring him back into a nice sweet spot as a viable champ.

I am going to try these changes out and do some playtesting to see how they
affect him. No guarantees that these are the right changes or the ones that
will end up being in the final set.

I think a really powerful change that would make Skarner's kit more clear in
its usage and counterplay would be to focus the W and E abilities more for a
single purpose each. W can be his defensive and gap closing ability
exclusively. Inversely, E can be more focused as a brawling/jungle
clearing/damaging ability.


ok,看起來我們對skarner的問題有了共識.
他依然是個有趣的角色,所以我們沒打算廢掉他的技能組,或是作一樣嚴重的事.
我想只需要結合一些好的修改,就能夠讓他回到可用的英雄的行列.

我打算試看看這些修正,並作一些實戰測試,來看這些修正會怎麼影響他.
不保證下面的修正是完整的調整,或是會是最後的結果.

我想只要讓Skarner的(W)結晶骨骼和(E)水晶塵爆目標功能更明確,
並讓對線的玩家知道怎麼反制,就會是個有力的修正.
(W)可以作為防禦和縮短距離之用,而(E)可以專注在清野/對戰和傷害上.


Overall
-Overall mana costs reduced (probably looking at E first its super costly)

整體-整體法耗下降(可能會先把E的超高法耗調整)

Q
-Hopefully removing permaslow by making the slow only occur on every other Q
instead of all Qs after the first. To balance the loss in slow duration here,
I want to make it a much stronger slow that decays over time but leaves gaps
for people to counterplay. Hopefully this will be fun for skarner players too
because they can now make some smart decisions when they want to use the new
more powerful Q slow.

Q-水晶斬擊
透過讓Q每兩次觸發一次緩,能讓Q不再是永久緩速.
為了修正喪失的緩速時間,之後(Q)的緩速會變的更緩,
但是隨時間消弱,讓敵人有一點脫逃的機會.
希望這裡的修正能讓Skarner的玩家也覺的更有趣,
因為你能更為了幾時要用出強力的緩速Q作出聰明的選擇.

W
-Increase the movespeed buff so that it is closer to other similar champs
like Udyr and Volibear
-Possibly make the movespeed ramp up over time so its not too powerful of an
escape "get out of jail free" ability
-Lower cooldown back to 14s from 18s like it was a few patches ago
-Strengthen the shield amount/AP ratios (to compensate for the loss of heal
from E)
-Remove attack speed from the W buff

W-結晶骨骼
增加速度讓他跟烏迪爾和佛力貝爾的加速更相近.
可能讓跑速隨時間增加,讓這個技能不是完美的脫逃技能
CD從18秒下修到14秒,就更前幾次修正掮一樣
盾值和AP加成都增加(為了彌補水晶塵爆的回血取消了)
移除(W)的攻速加成

E
-Instead of the heal, proccing the E mark on targets will now give skarner
his attack speed buff
-Increase total damage, but split it up so that only some is up front and the
rest happens when you proc the mark
-Reduce mana cost
-Look into better usability (faster projectile, faster cast, etc) may be one
or all of these

E-水晶塵爆
攻擊被水晶塵爆打到的目標不再回血,但給Skarner攻速buff
增加整體傷害,但是把傷害分一部份給觸發攻擊被(E)打到的目標
降低法耗
想辦法調的更好用(子彈飛快一點,施放速度快一點),可能是其中一樣或是全改

R
-Fix more edge cases so that the R will reliably go off on targets once it
has been cast

R-蠍尾穿刺
修正大絕發動時會被取消的的一些極端情況

These are still very much work in progress, and I still want your input on
how you feel about these changes. I will also keep coming back to fill you
all in on how these changes feel in internal playtesting.

這邊的修正都還在運作之中,而且我還是很想看看大家對這些修正的想法.
在我實際測試過後我也會回來讓大家知道這些修正玩起來的手感如何.

==============================================
07/31更新

http://na.leagueoflegends.com/board/showthread.php?p=40278974#40278974

http://na.leagueoflegends.com/board/showthread.php?p=40289932#40289932

昨天到今天設計師那組技能更動作的一些測試的想法
(他把昨天的內容實測後,回美服版上講想法,主要資訊分兩篇,我整理起來XD)

1.把Q的緩速改成爆發性的強力緩速,但不再是永久緩速,測試結果還不錯.
skarner因為這樣感覺變強,而敵人有機會利用技能逃掉

2.不過因為把Q的緩速改成一次有一次沒有玩家很難控制好,增了很多複雜度

3.W的速度Buff讓Skarner不像以前一樣這麼容易被風箏

4.E的改變讓這技能感覺更強了,
但是有施法時間的遠程法術對skarner近戰的角色來講有點奇怪,
所以E可能需要整個大改.

基於上面的觀察結果,和(美服官網)版上其他人的回應,今天會下面的新測試

Q
將用法改回只要有了水晶充能後就一直有的狀態
把緩速從充能後的Q拿掉(移到E上)
水晶充能後的Q每次都能增加skarner的攻速,最多能疊三次!

W
CD改成14秒(18->14)
跑速增加( 15/17/19/21/23 ->30/35/40/45/50 )(一級就比以前高)
盾值因為(E)不再補血,所以增加
跑速加成前三秒會慢慢增加,三秒後達最大跑速,並持續三秒(一共六秒)

E
CD一樣是10秒(配上被動實際上常常會是五秒一發)
現在不再是線性的遠程攻擊
現在改成下次普攻會作用在目標和目標背後的敵人(像Vi的E一樣)
被擊中的人都會帶水晶能量的dubuff
帶debuff的人再被打到會緩速
緩速是80%,持續3秒,會遞減
不再有額外的攻速(移到Q上)

說明
-把緩速從Q移到E上創造了更可靠和合需求的緩速,這對skarner來講
也多了決定幾時要用出緩速的判斷
-把E改成下次普攻時噴出也和這個技能的需求較為相符.
skraner作為近戰角,之前這個技能完全就不是一個有用的遠程poke/nuke技能.
我需要這個普攻重至的技能也能和被動好好的配合.
-把攻速移到Q是因為Q是個持續傷害/戰鬥用的技能.它需要一點時間來暖機,
當發動後skarner能透過被動來降低其他技能的CD
-我依然覺的把補血拿掉,增加盾的威力是個好的修正,目前為止我還滿喜歡這點的,
但是我可以明顯聽到大家對這點的抱怨.

我會再對這些修正多作些測試,並在有新資訊時帶來好消息.

有了上面的修正,他在6級前的gank更有力.他也在遊戲後期加入團戰時變的更可靠.

把補血從E拿掉讓我們能作一些強力的修正,像是明顯的降低E的法耗,
因為之前如果沒有高法耗,那這個技能可能會提供太多的生存力.
另外這也讓我們能夠加強(W)的盾,這讓skarner的高跑速能維持更久.
如果這樣的修改讓skarner完全不適合打上路,我們能夠再把補血放回來.

=============================================================
08/06更新

http://forums.na.leagueoflegends.com/board/showthread.php?p=40464888#40464888


Hey guys, sorry for the long silence. Stuff is going really well for Skarner over here, and I may have more updates soon. We have done a bunch of playtests on the new kit and are getting lots of good feedback.

嘿,好久沒出現真是抱歉.skarner的相關事務正在良好的演變中,我可能很快會有新的資料來更新.
我們這陣子對修正過的技能組作了很多實玩測試,並且得到了很多良好的反饋.

Coupling the attack speed with the Q has been super well received. It feels very natural and his ramping threat/brawling feels stronger than ever.

把Q和加攻速綁在一起感覺超棒的.這用起來感覺很自然,並且讓他作為強力威脅/決鬥者的感覺更勝於前.

W speed increase has also been very effective in making him get into fights more consistently but not without some effort still.

W的多的跑速讓他能更一貫的加入戰場(應該是相對於之前沒用閃現很難加入戰場),不過我們還能再多作一點努力.


E is a mixed bag, and we are still testing around with a few different versions of the spell. Some liked the on next hit version of the ability, some were lukewarm to it. I'll update if we come to any resolutions. I have seen a few good ideas on here for the E as well that I might try out.

E的狀況就有點複雜,我們還在測試這個技能的許多不同版本.有些人喜歡下次普攻時觸發的版本,但有些人不這麼愛.
我會在我們得到解法後回來更新,而我對E也有一些想測看看的新想法.

The changes to R have been 100% awesometown. Everyone feels like it is more consistent and meeting the players expectations when they activate the ability.

R的變化100%的讓人驚豔.每個人都覺的現在更有一制性,並且在發動這個技能時和自己的期待相同.

I too would like some new Skarner skins... I'll see what we can do.

我自己也很期待能有新的skarner造型...我會看看能作否作些什麼.

PS.美服論壇上一篇有提到E的80%遞減的緩速和skarner需要長期追上敵人的打法不這麼相合.
現在改成固定緩40/45/50/55/60%三秒.不過還在測試中.                                

============================================================
2013/08/14更新

http://forums.na.leagueoflegends.com/board/showthread.php?p=40675264#40675264


Hey all, back with some more details. We're trying out an iteration of the E that is a bit more like the old E in usage but there are some other changes that help it fit nicely into his new gameplay pattern.

嘿,我帶回了更多細節!我們試著持續修改(E)讓他在作用上更像是舊的E,
但會配上其他的變更幫這個技能更能融入現有的技能組中

-It is now a free cased line nuke like the E in game currently
-The range is increased by about 20%
-The width of the projectile is decreased by about 20%
-Deals magic damage to targets hit and now slows them for 30/35/40/45/50 for 2.5s

-最新改版的E跟現在大家玩的E一樣,是個直線的轟擊技能
-射程增加了20%!
-寬度降低了20%
-對受這個技能傷害的目標直接造成緩速(30/35/40/45/50)的效果2.5秒
(他後來又補充說新的E法耗比舊的少很多)

The goals here were to retain the fun and diverse gameplay of the line nuke. The free targeting and skillshot feel of the E is a nice change of pace from Skarner's other melee focused abilities. We're also trying a longer/slow/less wide projectile so that targets of the E have the opportunity to dodge it (counterplay).

這次的目標是要保持直線轟擊這種玩法的樂趣.
不需要指定目標的指向技配合E和它其他技能可以好好的配合.
我們也在嘗試較長/較慢/較窄的投射讓敵人比較有機會能夠躲掉這個技能(作為反制法)

http://forums.na.leagueoflegends.com/board/showthread.php?p=40686564#40686564


Sightless66 I really appreciate your thoughtful post. You are pretty spot on with a lot of your predictions. Keep in mind that with any of the losses in power there are gains in other areas. (we want him to be played more)

網友Sightless66我非常感謝你週到的回應.你預測的相當準確.
請注意當我們在任何移除skarner任何力量時,都會在其他地方加回來.
(我們希望更多人玩他!)

-His pre 6 ganks seem to just be all around better. Even in the case where you are ganking a lane with good initiate, you can just save the E for when their CC wears off.

skarner在6級之前的gank各方面都比之前好很多.如果你是在個有了很不錯開局的gank情況下,
你能夠把E留給有場控的英雄在他們場控完後再追上.

-There is a noticeable hunger in the midgame for ability points because he now uses 4 abilities instead of 3. Choosing to max W or E first is viable, and it depends if you want the more consistent speed/defenses or stronger damage/slow. It is a good thing that he doesn't max out around level 12, and can keep growing all the way into late game.

在遊戲中期會想要有更多的技能點數可以用,因為他現在有四個技能而不是三個.
不管是先把(W)或(E)升滿都是合理的選擇,而且是依你想要有更多的速度/坦力或是更強的傷害/緩速來決定.
不用讓成長被限制在12級之前(現在線上的版本)是件好事,而且他能夠隨著等級成長到遊戲後期.

-Like you thought, his ability to permanently slow and stick to tanky characters is less. This isn't actually a big problem because his brawling ability with Q and attack speed is still very strong, and when your target tries to run, you can use E to close the gap. The power of having a ranged slow makes his chasing ability as good if not better than before.

就如同你想的,他能夠持續緩速敵人並粘在近戰身邊的能力來說是變弱了.
不過這並不是個很大的問題,因為他在有了(Q)的加攻速後近戰能力變的相當強.
而當你的目標開始想跑時,你能夠用(E)來拉近距離.
有個遠程的緩速能力讓他的追擊能力可能比之前更強大.

-As for late game teamfights we have seen that the ranged slow is actually very useful for peeling because Skarner can actually dive on the back line and still throw Es in any direction to peel for his back line. It seems like a net neutral change in his ability to peel for his team. The more significant difference in late game teamfights is the R, which is now much more reliable once you have gotten in range of your target.

These changes are still being evaluated, and everything you all say is very high on my radar. I'll let you know if we make any other changes.


到了後期的團戰我們看到遠程的緩速在削弱敵人這點上是很強的,
因為Skarner能夠衝到敵人後排並往任何方向丟(E)來保住自家的後排.
這邊的修正很感覺很自然的就把他的技能改成能夠為隊友降低敵人的能力.
後期最大的改變是他的大絕,現在只要你能接近想拉住的敵人,它就會比之前更可靠.

這邊的修正都還在演化中,而你所說的每句話對我來說都很重要.如果有其他修正,我們會讓你知道.
======================================================================
08/21更新

http://forums.na.leagueoflegends.com/board/showthread.php?p=40878390#40878390


Hey all. This thread has been so incredibly helpful, you all have been having
huge impact on this Skarner rework so far. We are getting more and more happy
with each new version and I wanted to provide an update of where we are at.
Skarner feels like a much more reliable pick with these changes, and I think
he will gain a lot of his old glory back when you all have a chance to play
him.

嗨~這討論串超有用的!你們提到的內容都對skarner的修正有很大的影響!
當每次有新的版本的時候,我們都感到越來越開心,而我也要再次分享一下目前進度.
隨著這些變動,skarner感覺更像是一個可靠的變動,
而且我覺的當玩家開始玩他的時候,會感到他回到了過往光榮的時光.

Overall, his ability to engage in ganks, mid game skirmishes, and late game
team fights is increased. He is still able to brawl and 1v1 very well and his
jungle clear times are slightly improved. The E is an essential part of his
kit now, and it has opened up a lot of interesting new plays that Skarner can
make. One of the most important things is that, for us old Skarner players,
he still feels like the Skarner we know and love.

整體來講,他在gank時開戰的能力,中期的戰略性和後期團戰性能都有成長.
他依然能夠埋身戰鬥並且單挑的不錯,而他的打野速度也有所增加.
(E)技現在是他的核心技能之一,而且這也讓Skarner多了一些能利用的新玩法.
而最重要的是,對於舊的skarner愛好者來講,新的skarner還是和他們所愛的一樣.

Full changelist:


Base Attack speed lowered by 1%

基本攻速下降1%

Crystal Slash (Q)
-Mana cost reduced from 20/22/24/26/28 to 16/18/20/22/24
-When target is hit, gives skarner an attack speed buff for 6s that stacks up
to 3 times 4/5/6/7/8%
-Slow removed (moved to E)

(Q)法耗降低 20/22/24/26/28->16/18/20/22/24
(Q)當有目標被集中,skarner攻擊加速4/5/6/7/8 % 6秒,能堆疊三次
(Q)緩速移到(E)上


Exoskeleton (W)
-Attack speed component removed (moved to Q)
-Cooldown lowered from 18s to 14s
-Max movepseed increased to 24/28/32/36/40% and ramps up over 3s
-Duration remains at 6s
-Shield value increased from 70/115/160/205/250 to 75/125/175/225/280
-Shield AP ratio increased from 0.6 to 0.8

(W)攻速移到(Q)上
(W)CD下降(18->14)
(W)最大速度增加到(24/28/32/36/40%),不過需要3秒加速到最高速度
(W)總時效維持在6秒
(W)盾值增加(70/115/160/205/250 -> 75/125/175/225/280)
(W)盾值AP系數增加(0.6->0.8)

Fracture (E)
-Mana cost reduced from 50/55/60/65/70 to 40/45/50/55/60
-Heal removed (power moved into W shield)
-Targets hit are slowed by 30/35/40/45/50% for 2.5s
-Missile range increased 800->1000
-Missile width reduced 120->90
-Missile speed reduced 1800->1700

(E)法耗下降(50/55/60/65/70->40/45/50/55/60)
(E)回血移除(把威力改到W的盾內)
(E)被擊中的目標緩速 30/35/40/45/50% 2.5秒
(E)震波距離增加(800->1000)
(E)震波寬度下降(120->90)
(E)震波速度下降(1800->1700)

Impale (R)
-Impale now roots targeted champion during the windup animation

(R)大絕發動後還沒刺到人之前的動畫時間會把目標綁在原地

Anything not mentioned in the changelist is the same. Numbers are still not
locked down so don't sweat the small details.

-Team Skarner


這份列表內沒提到的部份都是保持原案.數值還在調整中所以不要在小細節上太深入
-skraner團隊

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