WOW應該跳脫"坦補DD"的框架吧 - WOW
By Necoo
at 2019-07-27T19:58
at 2019-07-27T19:58
Table of Contents
不是坦補 DD
而是沒作出風險報酬
現實來說,近戰自己很容易受傷
但造成的傷害絕對比遠程多
遠程打不中的機會較大
但魔獸卻只把傷害平衡,又因為是鎖定目標的遊戲絕對打中
造成近戰卻要去走位靠近目標
加上常有燙地版,或人要分開集中,遠程就會簡單很多
又或著薩滿就算圖騰效果和光環一樣
但要插四根還帶不走的範圍限定,就會弱
正確的平衡應該是
加強一台機體的上下限,可能20-100,但操作難度極高
(像OW的島田兄弟,會玩的火影,不會玩的下忍,會玩的勒苟拉斯,不會玩的爛狗吃屎)
另一台機體的上下限是50-70,會不會玩差不了多少
讓玩家的技術去決定最佳解才是會沒有最佳解
世界最強團隊的組合都是選20-100,然後作出100的效果
玩家要看自己能耐,照著作可能是整個團隊都20,無法及格
也可以團隊中強玩家作出100,其他玩家用50-70
一樣比全部50-70好打
--
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by ckshchen
--
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