[情報] S5野區修正

作者: colmash (col)   2014-10-08 11:36:07
http://boards.pbe.leagueoflegends.com/en/c/champions-gameplay-feedback/
5AN5oKRM-preseason-2015-experimental-jungle-changes
原文,Riot的PBE論譚
http://goo.gl/bSmPJD

http://lol.zones.gamebase.com.tw/forum/60895/topic/97491492?g=e775
基地素人自翻
Hi all!
Riot Fearless and Axes here to talk about our goals for the jungle. In the
2015 preseason, we want to improve strategic diversity: both in which
champions can get played in the jungle and what different options each one
has.
Hi all!
Riot Fearless 和 Axes在此談談接下來野區修改的目標.
在2015季前,我們想要增加戰略分野:這裡面同時包含了那些英雄可以在野區生存,
還有每個在野區求生的英雄有那些不同的選項.
This season, a jungler’s perceived strength is largely tied to their ability
to gank. While there are those who are functionally better at clearing /
counter-jungling / objective control than others, the impact that ganking
junglers have can really overshadow other strengths.
在這一季中,打野手的存在感大多依他們gank的能力而定.
雖然有些打野手在其他項目,如清野,反野,目標控制等面向上表現的較為優秀,
但gank型的打野手影響力依然是突出於其他能力之上.
To explain more: slow, health-focused junglers quickly lose their advantage
after their first purchase because there’s so much sustain built into tier
one jungle items. Objective-focused junglers rarely have the opportunity to
flex their muscles when a ganking jungler can kill a lane and then take the
objective with less risk. Finally, I’m sure all of you remember when we
introduced Feral Flare to support heavy farming junglers, but quickly toned
it down after release. It was here we realized we needed a larger suite of
changes to make these different strategies actually viable, and we’re hoping
that this preseason will be our opportunity to do that.
在此解釋的更多一點:因為在單一打野道具上提供了大量的生存能力,
這導致慢速且以生存力為主的打野手在第一次購物後就會失去他們的優勢.
地圖目標控制型的打野手也很難有機會展示他們的威力,
因為gank型的打野手能夠在殺掉線上的敵人後以低風險的取得地圖資源.
最後,我想大家都記得我們引進了野性烈焰來幫助農怪型的打野手,
但是釋出後沒多久就減弱了它的威力.
就是在這個時間點我們理解到我們需要對野區作出大量的變化,
才能讓不同的策略真的可行,
而我們也希望現在這個季前的時間點是我們作出這些改變的機會.
So what’s all this mean?
First, we’re going to be increasing the number of objectives for junglers to
take and control, with the goal of giving them more tools to set up plays in
a game. We’ll be testing a concept where each camp gives an extra reward
when Smite is used on it, with rewards like counter-jungling protection,
increased lane safety, or increased vision control of the map. These
mini-objectives should create more variance in jungle routes while also
leading to more jungler vs. jungler interaction.
所以,這代表些什麼?
首先,我們打算增加打野手需要控制和取得的地圖目標數量,
這麼作的目的是要給他們更多在遊戲中規畫作出表現的工具.
我們也會測試看看一些作法,
像是在清除野怪時利用重擊會給予額外獎勵,
而這裡的獎勵就如同反野保護,增加線上的安全性,
或是地圖視野的控制一樣.
這些小目標應該能夠創造更多清野的路線,
更進一步帶來打野手之間的互動.
Second, we’re planning to increase the base difficulty of the jungle. Up
front: this does make the jungle a more complex place (especially for those
new to it), but this is something we feel will be necessary as we continue to
promote real diversity in the position. Ultimately we want to create a world
where a player can pick up Xin Zhao, Warwick, or Hecarim in the jungle just
as easily as they can find a place for Elise, Lee Sin, or Kha’Zix. By
increasing the durability and damage of jungle camps, junglers will start to
value a wider array of strengths. Jungle clear speeds end up having greater
differentiation and gradation; area-effect vs. single target, sustained vs.
burst, etc, where previously most had enough power to take any camp with
similar, minimal costs. The balance between healthy jungling and fast
jungling becomes extremely important as high sustain junglers can clear with
less risk while fast junglers have the potential for big payoffs alongside
higher chances of disruption.
第二,我們打算增加野區的基本難度.
這會讓野區成為一個更複雜的地方(特別是對新手來講),
但這也是當我們想要讓這個地方有真正分野時需要的一步.
以結果來講,我們想要創造一個當玩家選擇趙信,渥維克和赫克林時,
他們能在野區和伊莉絲,李星和卡力斯一樣有一席之地.
透過增加野怪的生命力和傷害力,打野手的選擇上多了許多要考慮的項目.
打野速度將會有更大的分別和演變,像是
範圍傷害 vs. 單體傷害,
持續傷害 vs. 爆發傷害等,
而不再是像以前一樣,大家都有類似的清野能力,帶來接近的清野時間和最小消耗.
安全清野和快速清野間的平衡將變的相當重要,
高生存力的清野手能夠清的安全一點,
而快速清野手則是在冒著被干擾的風險下有可能取得更多的報酬.
Changes to the the jungle, however, are only half the story. To talk about
jungle items, we have Riot Axes:
野區的變化到這裡只說了一半,下面請Riot Axes來談談野區道具:
Right now, jungle items are almost entirely role-based - you’re a Fighter,
you want Spirit of the Elder Lizard. There’s a little bit of flexibility,
but you’re pretty much buying your baseline clearing power plus the stats
you want most later in the game.
現在的打野道具基本上是依角色作分別-你選了個鬥士,你就會買蜥蜴長老戰魂.
基本上在這裡你還是有一點的彈性,但基本上你還是在購買你的清野能力,
再加上你遊戲後期想要的能力.
In the 2015 preseason, we want to overhaul jungle items to support all sorts
of different playstyles. These new items will be oriented around how you want
to specialize as a jungler rather than what kind of role you’ll fill later
in the game. Your jungle item choice will give you more power as a ganker,
say, or more incentive to invade the enemy jungle to steal camps.
在2015季前,我們想要大修打野物品,讓他們能夠對每一種打野玩法都有所幫助.
這些新的打野物品會把重點放在你想成為怎樣的打野手,
而不是你想在後期成為怎樣的角色.
你打野道具的選擇會讓你在gank時更有威力,
或者是當你入侵野區偷了野怪時有額外的獎勵.
Our hope is that some junglers might use these new items to ‘double down’
on their pre-existing strengths while others will use them to shore up some
of their weaknesses. In the end, each will have to make a tradeoff. The
premiere ganker who also buys ganking jungle items might run into trouble
when being counter-jungled, while the jack-of-all-trades might have extra
difficulties in a 2v2 gank against their specialized opponent.
我們希望部份的打野手能夠透過這類道具來加倍他們原本就存在的威力,
而其他人能透過這類道具來遮掩他們的缺陷.
以結論來講,這一切都會和取捨有關.當gank型的打野手買了gank型的道具,
那在反野時可能會碰到些麻煩,
而均衡發展型的打野手在2v2 gank碰到專精gank的敵人時會感受到額外的壓力.
Items also matter for the late game, of course, so we want your jungle items
to upgrade into powerful and unique items that matter. We’re currently
exploring an enchantment system - similar to that used on boots - with
enchantments providing the late game power that you can expect from a real
item without compromising your meaningful choices of jungler strengths.
道具當然也會影響到遊戲後期,
所以我們希望你的打野道具能升級成強力且有影響力的道具.
我們正在測試附魔系統-就跟在鞋子上的類似-這些附魔會提供你後期的所期待的力量,
而不會讓你為此在前期打野道具選擇上需要作出妥協.
Bottom line, we want you to be able to opt into the jungle strategy that best
suits you and your team before then customizing your items to fit your
champion later in the game. We want to make jungling more engaging by
offering you real choices in how you go about taking camps, purchasing items,
and
punching/slapping/stabbing/smashing/anchoring/biting/draining/ponying/burning/puncturing/clawing/kicking/hugging
your enemies in the face.
We hope you’ll check out these changes on the PBE, and let us know if we’re
heading toward that target.
結論就是,我們希望你的打野策略能夠最為符合你自身和隊伍的需求,
而不是只考慮你英雄遊戲後期需要怎的道具來選擇.
我們希望打野能夠更有讓你在選擇怎麼清野,買東西,
還有 打/扇/敲/鎚/壓/砍/燒/吸/抓/抱 上敵人時有所選擇.
我們希望你會在pbe上檢視這些目標,並且讓我們知道我們是否正往目標前進!
作者: elittletiger (伊小虎)   0000-00-00 00:00:00
riot一直想操控整個遊戲的玩法來符合自己當初設定的模式,一旦玩家開發出新玩法就改掉
作者: luckyman8078 (請用真名)   0000-00-00 00:00:00
一副嘉文又要再見一次了…前妻吃野超痛苦
作者: willytp97121 (rainwalker)   0000-00-00 00:00:00
改成有恐懼值好了,gank強的在野區野怪看到會逃跑
作者: polliwog0217 (Casper)   0000-00-00 00:00:00
最後那句翻的太生動
作者: willytp97121 (rainwalker)   0000-00-00 00:00:00
’但阿姆姆之流的就會乖乖站著給你農
作者: luckyman8078 (請用真名)   0000-00-00 00:00:00
打野裝能作改弱型大裝嗎 小反甲 小巫妖 之類
作者: onlysophisca (不是文青)   0000-00-00 00:00:00
只能說不可能 未來哪有把遊戲時間拉長的可能性jg一開始就是達到比線上更高的等級與buff給予壓力jg你農我農反而讓比較劣勢的輸出角更難發育jg不一開始給予線上壓力後期轉坦當玩soloq嗎不如把jg經驗調低野怪獎勵拉高用裝備彌補等級再來拉長野怪重生時間 中路吃掉四鬼等兩分鐘看看看jg會不會感到很幹

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