※ 引述《kevin50263 (azusa)》之銘言:
: http://us.battle.net/sc2/en/forum/topic/17084688554
: Analyzing the effects of the last Swarm Host patch is one of our top
: priorities for Heart of the Swarm right now, so we wanted to share some more
: thoughts in this area to get more input from you.
安安,經過我大衛金分析最近一次蟲心配取之後,我想要分享一下我der想法。
: Currently we’re not seeing much new Swarm Host usage. We see two potential
: reasons for this: The Swarm Host isn’t effective enough in its current state
: or players haven’t figured out the best use cases with them yet. The answer
: is probably a mix of both factors, and we’re hoping to see more Zerg games
: in all matchups in order to drill down on the correct course of action here.
: Our main focus point in the immediate future will be on the state of ZvP and
: ZvT after these changes. The main thing we’d like to watch out for first is
: that the two matchups are working well and are balanced. In order to get
: there, we have two options that we’d like to discuss with everyone.
目前我們沒有看到太多新百生的使用,兩個可能的原因如下:
百生蟲真的很不好用或玩家尚未想出百生適合使用的場合。
答案應該是兩個原因的混合,而我們希望看到更多的蟲族對戰,
讓我們可以更深入了解這個改動。
我們短期的主要的焦點會擺在ZvP與ZvT上,注意這兩種對戰組合運作正常且平衡。
為了達到這個目的,我們有兩個選擇供各位大大討論。
: Option 1
: Take our normal approach of waiting until we can locate what the specific
: issues are and then act accordingly. The up side of this is that we can make
: the correct decisions and give players enough time to really drill down to
: the details of what the last patch has changed about the game. The down side
: is that it’ll take time.
選項一,採用我們一般方法等待直到我們定位出具體問題何在,然後據此修正。
這樣的好處是我們可以作出正確的決定,
並且給玩家足夠的時間鑽研出最新配取改變的細節何在。
壞處就是這會花很多的時間。
(完全是廢話)
: Option 2
: Act a bit quicker as an exception this time, because we made such drastic
: changes at a point when the balance was looking very solid. From the initial
: feedback and games that we’ve seen, Zerg seem slightly weaker than before.
: While we don’t have enough examples or the time to make this conclusion, we
: wonder if acting a bit sooner in this specific case might be better for the
: game. To be clear, this doesn’t mean we’ll just go in and patch right away.
: We’ll still go through the standard procedures of discussing potential
: changes, testing the changes on balance test maps, and iterating on them
: until we find good changes. The main difference is that we would be going
: into the first balance test map much sooner than we normally would have after
: a balance patch.
選項二,例外地針對這個配取做出進一步的動作,
畢竟我們在目前這個平衡看來不錯的時間點,做了如此巨大的改動(指百生)。
由內部的反饋以及我們觀察到的遊戲來看,蟲族似乎比之前稍微弱勢一些,
雖然我們沒有足夠的例子或時間就得出這個結論,
但如果我們迅速針對這個情形作出反應,可能對遊戲是比較好的。
具體來說,這並不是意味著我們現在就要發布新的配取,
在平衡測試地圖上改變、測試然後重複這個動作直到我們找到好的作法。
主要的不同是我們會比起過去更快地放出第一張平衡測試地圖。
: If we go with option 1, we’ll first need to figure out how the changes
: affected the matchups, so we don’t have any proposed potential changes yet.
: If we go with option 2, our main goal would be to work on a change that would
: help Zerg slightly vs. Protoss and vs. Mech play. Going more into the
: specifics:
如果我們採取選項一,我們需要先找出這次配取的影響,
所以不會有任何已提出的具體改動。
如果採取選項二,主要的目前就會是將目標擺在如何改變以幫助ZvP以及面對機械化。
以下是改動的細節說明:
(前面全是廢話)
: Roach burrow move speed increase
1.蟑螂埋地移動加速
: We know Roaches serve a critical role in both vs. Protoss and Mech, so this
: might be a good area to buff. We’ve also tested a faster burrow-move speed
: version of the Roach in the past, and saw some good results. In terms of
: testing time, and being able to gauge the effectiveness of this change, it
: should be much quicker since it’ll be the second time testing this out. This
: could be a very simple change that will help Zerg out in the two main areas
: that we’re potentially looking to improve.
我們知道蟑螂在ZvP跟機械化對戰中扮演重要的角色,所以這可能是個理想的強化部分,
我們也已經在之前測試過蟑螂埋地移動加速的版本,並觀察到一些不錯的結果。
根據測試跟評估這個改動的效益,這可能非常簡單地就能幫助蟲族處理ZvP跟機械化。
: Swarm Host changes
2.百生蟲的改動
: We believe that the cost investment both in terms of gas and supply are quite
: high. And it’s like that for a reason: we don’t want mass Swarm Hosts to be
: viable. But we wonder if we can make some tweaks to make the harassment case
: less of a commitment while also making sure the mass Swarm Host case isn’t
: viable. While we don’t have specifics here, we’re initially thinking:
: - Buff the Swarm Host effectiveness
: - Reduce the supply cost/take another look at the cost of the unit itself
: - Increase the cooldown of the Spawn Locust ability even more
我們相信在百生獸上的瓦斯投資以及占人口方面都十分高,
這是因為我們不希望再看到百生海的狀況。
然而我們想知道是否則可能作出一些改動讓騷擾可行但又可以確保不要再出現百生海。
雖然我們沒有具體的方案,但我們最初想法是:
-強化百生的效用
-減少占用的人口 / 再檢視這個單位本身的成本
-再增加蝗蟲的CD時間
: These changes will support the small group harassment role of the unit much
: better, while nerfing the mass Swarm Host case even more.
: To reiterate, we’re not saying that there’s a clear problem that we see
: right now. We don’t know with 100% certainty on the state of things since
: the last patch, but we’re mainly just wondering if there’s value in
: starting a balance test map sooner than later this time.
: Thank you so much, and we’re looking forward to hearing your thoughts on
: this topic.
: 都是英文,有點看不懂 希望有人可幫忙翻譯
這些改變會有助於強化一小群百生獸的騷擾角色,同時可再降低海百生獸的情形出現,
再次重申,我們並不是說目前觀察到有存在一個明確的問題,
我們不是100%確定最近一次配取後的情況,
主要是考量比過去更快推出平衡測試地圖的好處。
感謝大家,期待可以聽到你們關於這個議題的想法。
======正文結束======
重點整理:
1.大衛金覺得之前的蟲心已經很平衡惹。
2.這次Patch改很大,結果百生沒人要用惹,但這一定不是大衛金改太爛造成的,
玩家也要負一部分的責任(L2P)。
3.ZvP、ZvT機械化蟲族可能有點弱勢,可能要作出因應。
4.因應之道是加速蟑螂埋地或者是再改一下百生。
個人看法:
為什麼之前的蟲族要出百生跟打泉水勾?因為正面不這樣拖的話戰損換不贏啊...
這次Patch後Z的問題明明就是出在面對成型的Death Ball以及機械化大後期時,
無法跟P與T打正面,然後大衛金跟我們說他覺得應該要微調百生,
要強化百生獸的騷擾功能,不過他還是不想看到百生海。
結論:
請大衛金去腦科掛號。