新技能 - 流亡黯道
By Isabella
at 2015-03-31T12:43
at 2015-03-31T12:43
Table of Contents
Hi everyone, Rory here again. This week I'm going to reveal another of our
upcoming skills, Vigilant Strike, and talk about how the skill was developed.
With this skill, players will gain access to a new buff: Fortify.
骯骯 有新技能跟buff喔
We're making a number of changes to improve melee survivability and build
diversity. During discussions about these changes, I suggested adding a buff
called Fortify that reduced damage taken by 25%. Unlike other buffs, this
would only be obtainable by attacking an enemy in melee.
新buff:減傷25% 只有近戰才有喔>.^
The advantage of having a buff rather than a skill or keystone is that we
could give melee characters a few options for obtaining the buff if they
wanted it. We're introducing a new support gem and a new passive mechanic
that grant the buff by performing melee hits, but we also wanted an active
skill as the easy way to quickly add Fortify on a new character.
是buff的原因:有更多選擇 而且不用重練喔>.^
We started brainstorming simple skills that could be used to grant Fortify.
We first discussed adding a small dash attack that melee characters could use
when first engaging enemies. After discussion and theorycrafting, we were
hard pressed to come up with a movement skill that would also behave nicely
if you were already in melee because of client server location
synchronization. It was also pointed out that most builds would be better off
supporting an existing movement skill with the Fortify support gem.
剛開始是突進 不過會錯位所以不行(所以說 可以整隻砍掉重練嗎...
而且大部分BD都有位移技 可以讓之後出的輔助fortify輔助
With this realization, we had found a question that would shape the rest of
the design discussion: Why would you sometimes chose to use this over the
support gem? We discussed options, but in the end the simplest solution was
the most popular: Damage. We made the skill the highest single hit damage of
any weapon skill, at the cost of having a short cooldown. We made adjustments
after testing the skill, like having Endurance Charges override the cooldown,
making the skill unable to be evaded to make the buff more reliable, and
having it require a melee weapon, as the damage was astronomical with unarmed
builds. Don't worry, unarmed builds have got other toys coming!
結論:我最痛我超強 還不能閃避喔
不過有CD 可以消耗紅球取消CD
空手道有更多"玩具"了喔>.^
During this process, Ivan was working on the effects for the skill. Here are
the skill and buff effects that he created, giving the skill a radiant theme:
發文不附圖(誤 點上一篇連結吧
Once we had the effects and a working prototype, then came one of the
surprisingly difficult parts of skill development - naming the skill. After
feedback and discussion from developers across the company, the name Vigilant
Strike was chosen.
取名好難喔哭哭
I hope you've all enjoyed this look at Vigilant Strike! I'll leave you today
with a screenshot of our current working version of the skill gem.
希望大家都喜翻>//<
一樣沒圖
--------------------------------------------------------------------------
渣翻譯隨便翻
--
upcoming skills, Vigilant Strike, and talk about how the skill was developed.
With this skill, players will gain access to a new buff: Fortify.
骯骯 有新技能跟buff喔
We're making a number of changes to improve melee survivability and build
diversity. During discussions about these changes, I suggested adding a buff
called Fortify that reduced damage taken by 25%. Unlike other buffs, this
would only be obtainable by attacking an enemy in melee.
新buff:減傷25% 只有近戰才有喔>.^
The advantage of having a buff rather than a skill or keystone is that we
could give melee characters a few options for obtaining the buff if they
wanted it. We're introducing a new support gem and a new passive mechanic
that grant the buff by performing melee hits, but we also wanted an active
skill as the easy way to quickly add Fortify on a new character.
是buff的原因:有更多選擇 而且不用重練喔>.^
We started brainstorming simple skills that could be used to grant Fortify.
We first discussed adding a small dash attack that melee characters could use
when first engaging enemies. After discussion and theorycrafting, we were
hard pressed to come up with a movement skill that would also behave nicely
if you were already in melee because of client server location
synchronization. It was also pointed out that most builds would be better off
supporting an existing movement skill with the Fortify support gem.
剛開始是突進 不過會錯位所以不行(所以說 可以整隻砍掉重練嗎...
而且大部分BD都有位移技 可以讓之後出的輔助fortify輔助
With this realization, we had found a question that would shape the rest of
the design discussion: Why would you sometimes chose to use this over the
support gem? We discussed options, but in the end the simplest solution was
the most popular: Damage. We made the skill the highest single hit damage of
any weapon skill, at the cost of having a short cooldown. We made adjustments
after testing the skill, like having Endurance Charges override the cooldown,
making the skill unable to be evaded to make the buff more reliable, and
having it require a melee weapon, as the damage was astronomical with unarmed
builds. Don't worry, unarmed builds have got other toys coming!
結論:我最痛我超強 還不能閃避喔
不過有CD 可以消耗紅球取消CD
空手道有更多"玩具"了喔>.^
During this process, Ivan was working on the effects for the skill. Here are
the skill and buff effects that he created, giving the skill a radiant theme:
發文不附圖(誤 點上一篇連結吧
Once we had the effects and a working prototype, then came one of the
surprisingly difficult parts of skill development - naming the skill. After
feedback and discussion from developers across the company, the name Vigilant
Strike was chosen.
取名好難喔哭哭
I hope you've all enjoyed this look at Vigilant Strike! I'll leave you today
with a screenshot of our current working version of the skill gem.
希望大家都喜翻>//<
一樣沒圖
--------------------------------------------------------------------------
渣翻譯隨便翻
--
Tags:
PoE
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