7.0的一些坦變動 - WOW

By Eartha
at 2015-11-11T21:55
at 2015-11-11T21:55
Table of Contents
※ 引述《sarevork (蚰梜黎h郎)》之銘言:
: 主要來自WOWHEAD
: http://goo.gl/LGpEIe
: One little wrinkle - all of long cooldowns like Shield Wall count when Active
: Mitigation is up.
: 這有點不懂...好像是長CD減傷和主動減傷的衝突??
只是一句補充,指出CD長或短的減傷都算是前文提到的主動減傷
: 以下是重點
: Resolve is gone!
: 決心掰
: Resolve was there because it served a need due to the way certain abilities
: were designed. Example: Shield Block vs Shield Barrier - absorb shield vs %
: damage reduction by doing more blocks. Resolve made Shield Block a
: competitive button. In Legion, abilities redesigned that relied on them.
: These abilities use different resources or mechanics now. For example,
: Brewmasters have two Active Mitigation buttons - one is gigantic Stagger
: buff, another cleanses Stagger. You want to use them in tandem. No more need
: for Resolve so no more Resolve.
: 落落長...
: 就是說決心是為了平衡技能而出現的
: 像是盾吸和盾格
: 在軍團天下裡將會用不同的資源或機制來做出區隔
: 像是武僧有兩種主動減傷 強化緩勁和消除緩勁
: 你會同時使用他們
: 這都不需要決心所以決心砍了.....
: 不過我記得強化緩勁(醉拳)和清心好像都是消耗氣...
: 那這當舉例好像有點.....
他舉的例子其實是
盾牌屏障和盾牌格擋都是耗怒氣的
為了使盾障在部份時間有競爭力,讓玩家自己選擇用盾障還是盾格
所以設計出決心,讓技能在不同場合有不同表現的機制
(6.0聖騎的公正盾和聖言也是同一情況,同樣消耗聖言)
而7.0會改變減傷技能設計的思路
例如酒僧會有兩個主動減傷:強化緩勁和消除緩勁
玩家會自然地交替使用這兩個技能,強化 > 消除 > 強化 loop
玩家不需要選擇,因此再不需要決心了
(聽起來很友善,前題是最終沒設計失衡.. 大半年後看看結果 XD )
--
「Mouseover超雷的,聖光術又射歪了嗎?」
--
: 主要來自WOWHEAD
: http://goo.gl/LGpEIe
: One little wrinkle - all of long cooldowns like Shield Wall count when Active
: Mitigation is up.
: 這有點不懂...好像是長CD減傷和主動減傷的衝突??
只是一句補充,指出CD長或短的減傷都算是前文提到的主動減傷
: 以下是重點
: Resolve is gone!
: 決心掰
: Resolve was there because it served a need due to the way certain abilities
: were designed. Example: Shield Block vs Shield Barrier - absorb shield vs %
: damage reduction by doing more blocks. Resolve made Shield Block a
: competitive button. In Legion, abilities redesigned that relied on them.
: These abilities use different resources or mechanics now. For example,
: Brewmasters have two Active Mitigation buttons - one is gigantic Stagger
: buff, another cleanses Stagger. You want to use them in tandem. No more need
: for Resolve so no more Resolve.
: 落落長...
: 就是說決心是為了平衡技能而出現的
: 像是盾吸和盾格
: 在軍團天下裡將會用不同的資源或機制來做出區隔
: 像是武僧有兩種主動減傷 強化緩勁和消除緩勁
: 你會同時使用他們
: 這都不需要決心所以決心砍了.....
: 不過我記得強化緩勁(醉拳)和清心好像都是消耗氣...
: 那這當舉例好像有點.....
他舉的例子其實是
盾牌屏障和盾牌格擋都是耗怒氣的
為了使盾障在部份時間有競爭力,讓玩家自己選擇用盾障還是盾格
所以設計出決心,讓技能在不同場合有不同表現的機制
(6.0聖騎的公正盾和聖言也是同一情況,同樣消耗聖言)
而7.0會改變減傷技能設計的思路
例如酒僧會有兩個主動減傷:強化緩勁和消除緩勁
玩家會自然地交替使用這兩個技能,強化 > 消除 > 強化 loop
玩家不需要選擇,因此再不需要決心了
(聽起來很友善,前題是最終沒設計失衡.. 大半年後看看結果 XD )
--
「Mouseover超雷的,聖光術又射歪了嗎?」
--
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