GGG是不是應該先改善防禦機制 - 流亡黯道

By Hedda
at 2021-09-28T21:20
at 2021-09-28T21:20
Table of Contents
PoE現在陷入一個很糟糕的循環
老實說,我原本期待上一版本的nerf能不能擺脫這個循環
結果演變成更糟糕的狀況
防禦面現在的確很多種,也有需要整理了
目前的血量/護盾大約5000-10000
但有效血量,至少是5萬以上
不過這只是數字,不太算問題
這邊的第一個問題,是有些防護機制建立在隨機上(躲/格)
另外一個問題是回復面
假設現在受到一次攻擊,直接讓你的血量(護盾)剩下1點
一個良好的機體要花費多少時間才能回復
通常大概在兩三秒之內吧
秒回、吸血、擊回、藥水、不可知論
這兩個方向合起來的問題,就造成GGG只能把怪物傷害不斷提高
傷害運氣好擋住了,就瞬間回滿血
運氣不好就花掉一門
持續傷害也是越來越高,中毒、腐化之血都只能設法免疫
因為傷害通常在死亡的臨界值,所以詛咒、感電、冰凍也非常致命
所以玩家還是只能追求各種免疫
既然防禦面不好追求,就只能往攻擊面
哪個流派比較好取得更多more,就變成毒瘤
王的血量也只好跟著上去
非主流流派就慢慢玩不下去
與其說D2,我覺得GGG應該參考一下D3
現在版本的D3在數值面調整得很好
玩家流派基本上要在防禦、攻擊、回復取得平衡
才有辦法打更高等的大秘 (大秘的數值也是漸進得很舒服)
至於裝備都是制服就是另外一回事了
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