http://eu.battle.net/wow/en/blog/19162236
*更新了內容
TL;DR:
1. 個人拾取機制調整,由團隊規模決定團隊的掉落數量
2. 新的UI可以看到你的團隊成員掉了什麼
3. 第二屬性的數值差異變大(30/70、50/50、70/30),請見同主題orz65535的解釋。
4. 裝備等級區分
Patch 6.2 掉落分配機制調整
In World of Warcraft Patch 6.2, we’re making some changes to our Raid itemiza
tion with the goal of improving the Personal Loot experience, creating more in
teresting distinctions among items, and providing rewards that more closely re
flect the challenge players face to earn them.
在WOW6.2中,我們對裝備掉落機制做了點調整,藉此改善個人拾取的體驗,創造裝備的差
異性及提供反映出你挑戰的首領難易度的獎勵。
Personal Loot Improvements
The Personal Loot system offers several advantages to certain group types, but
there are still several areas where we think we can make improvements. Our go
als with Personal Loot going forward are threefold:
Make Personal Loot more consistent and rewarding.
個人拾取機制改善
個人拾取系統對於某些團隊類型提供了些許好處,但仍有一些地方讓我們思考我們可以做
出調整。我們的目標是讓個人拾取達到這三項改善:
1. 讓個人拾取更一致化、更有效益。
Bring Personal Loot up to be competitive with Group Loot, so players who prefe
r Personal Loot receive rewards comparable to those you get from groups using
Master Loot or Need/Greed.
Celebrate rewarding Personal Loot within the group in a way that captures the
excitement of receiving rewards in Group Loot.
讓個人拾取與隊伍拾取相比後具有競爭力,所以玩家比較隊長拾取/貪需制後會比較喜歡
個人拾取。
First, rather than treating loot chances independently for each player—someti
mes yielding only one or even zero items for a group—we’ll use a system simi
lar to Group Loot to determine how many items a boss will award based on eligi
ble group size. As a result, groups will receive a much more predictable numbe
r of drops when they defeat a boss. In addition, set items will reliably drop
in Personal Loot, just like they do in Group Loot today. The end result is tha
t groups using Personal Loot will acquire their 2- and 4-piece set bonuses at
around the same time as groups using Group Loot acquire theirs.
首先,與其調整玩家的獨立掉落機率-有時候整個團隊可能只掉落1件或什麼都沒掉-我
們用了類似隊伍拾取的機制以團隊的規模去決定一個首領掉落幾件裝備。這個結果將使隊
伍擊敗首領時,能獲得更可預測的裝備數量。此外,套裝將會更容易掉落,就像現在隊伍
拾取一樣。最終結果就是使用個人拾取的隊伍,獲得套裝的機會將會與用隊伍拾取的機會
差不多。
We’re also increasing the overall rate of reward for Personal Loot, giving pl
ayers more items overall to offset the fact that Personal Loot rewards can’t
be distributed among group members. We know that finding that one awesome spec
ific trinket to round out your gear set can be difficult with Personal Loot, a
nd this should help increase your odds.
我們同樣也增加個人拾取的整體掉落率,藉由給予玩家更多裝備,以抵消個人拾取無法分
配給團隊成員的缺點。我們了解使用個人拾取時,獲得一個超棒的飾品更換匹配你現有的
裝備是件困難的事,而這項調整應該能增加可能性。
Finally, the most visible change is the new Personal Loot UI. Part of the fun
of raiding is progressing and improving as a group, not just as an individual.
The previous Personal Loot system celebrated your own rewards, but would bury
what your groupmates received in the chat log. However, the moment when your
friend finally wins that long sought-after sword can be just as important to y
ou as that moment you won your boots—and we wanted the game to help you celeb
rate it, too. Now when you loot an item, everyone in your group will see what
you won!
最後,最顯著的改變-新設計的個人拾取介面。團隊的部分趣味來自於推展副本進度及提
升隊伍的裝備等級,不單單僅限於個人的改變。過去的個人拾取系統僅會祝賀你個人所獲
得的獎勵,但其他成員所獲得的則會被淹沒在聊天紀錄中。然而,你的朋友終於拿到等待
已久的某個長劍,與你拿到長靴的時刻一樣重要,所以我們想要讓遊戲同樣慶賀這難得的
時刻。 現在當你獲得一樣裝備,每個團隊成員都能看到你贏得了什麼!
These Personal Loot improvements aren’t limited to Hellfire Citadel—we’re u
pdating all of our Draenor dungeons, including Mythic dungeons, to use the sam
e system.
這些調整不僅適用於地獄火堡壘,我們將會套用到德拉諾的所有副本,包含傳奇5人副本
都會使用相同的系統。
Secondary Stats
第二屬性
In the early days of World of Warcraft, Raid bosses didn’t have that many ite
ms to drop—there were only 150 items in all of Molten Core, and more than hal
f of those were set items. This small amount of total gear in a Raid meant the
re might only have been one or two items per slot in an entire tier that were
appropriate for your class—and if you were a Hunter or a Shaman in a place li
ke Molten Core, that meant your only option for a belt in the entire Raid zone
was your class set piece. On top of that, if an item wasn’t class restricted
, it was shared between many other specializations with wildly different ideas
of which stats were good or bad. When very few items were available to fill a
ny given slot, the desire to make sure they were useful for many specs led us
to keep from straying too far from a 50/50 split on secondary stats.
在早先的魔獸世界中,團隊首領沒有太多的掉落裝備-像是熔火之心總共只有150件裝備
,而且超過一半是職業套裝。 這樣的數量表示一個團隊副本中,每個裝等範圍的每個欄
位中,只有一到兩件物品是適合你的職業。假使你是個獵人或薩滿在熔火之心中,整個副
本中,你只有1條腰帶,而且還是你的套裝部位。
最重要的是,如果一個物品不是職業限定,那便是共享於不同職業專精的物品,且會有這
些數值對於你的專精是好或壞的不同想法。當有極少數物品是可以滿足任何需求時,我們
渴望確保他是對於多數專精是有用的,且保持不讓他的第二屬性離50/50太過遙遠。
As the game has evolved, we’ve increased the number of items that bosses drop
per kill, as well as the variety of items they drop. We’ve made secondary st
ats more competitive with one another, and we’ve reduced the frequency of odd
ball items that were only useful to a few classes. This made more items useful
to more people, but eroded the distinction and sense of identity that items h
eld in the past. Too rare became the situation where you knew for sure that th
is drop was your awesome piece of equipment, and that feeling of finding a tru
ly special item came less often than we would have liked.
當遊戲漸漸演變,我們增加了每次擊殺首領的掉落裝備數量,同時也增加掉落的多樣性。
我們使不同第二屬性間各有競爭性,並且減少僅適用於少數職業的古怪裝備,但將沖刷掉
這些古怪裝備過去的卓越及認同感。
過於稀有所造成的情況是,你會肯定知道這個掉落是你的最佳裝備,而這種找到超級特別
裝備的感覺並不是我們所想要的。
To help bolster that sense of excitement, we’ve decided to shake things up wh
en it comes to how secondary stats appear on Raid loot in this patch. Inside H
ellfire Citadel, you’ll see a wider range of high and low secondary stat valu
es on items than you have in a long time. Alongside some tuning adjustments th
at should ensure your attuned stats are the right choice, this change should a
lso make it easier for you to identify which items are good for you in a more
interesting way than just “equip the highest Item Level.” Our goal is to hel
p make Hellfire Citadel Raid items more distinct and meaningful to you, and we
hope you’ll let us know how things feel once you start collecting your new g
ear.
為了加強這個快感,我們決定這次團隊副本中的裝備,第二屬性的數值間的差異便的更加
寬廣。在地獄火堡壘中,你會發現比起過去的裝備,裝備的第二屬性數值差距加大了。
藉由些許調整應該能讓你確保你所改變的狀態數值是正確的選擇,這項調整也應該能讓你
更清楚了解到「哪些物品對我是有好處的」而非「就穿上最高等級的物品吧!」
我們的最終目標是使地獄火堡壘的物品對你是明顯不同且有意義的,當你開始在此收集新
裝備的時候,我們希望你讓我們知道你的感受。
Item Level Ramp
裝備等級區分
As this expansion has progressed, it’s become increasingly apparent that ther
e is a mismatch between challenge and reward for guilds that delve deep into l
arge Raid zones. When the Item Level for rewards across a given difficulty of
a zone is flat, a caster staff from Heroic Imperator Mar’gok is largely equal
in power to one from Heroic Tectus, despite Mar’gok being the far more chall
enging boss. We often see and hear about guilds killing a late-zone boss like
Blast Furnace for the first time, only to disenchant most of the drops because
everyone already has loot from earlier bosses in those slots. On top of that,
many guilds move on to higher difficulties before they fully complete a diffi
culty, because Heroic Darmac loot is stronger than Normal Blackhand loot—and
you can get it for much less effort.
資料片逐漸更新的情況下,團隊深入副本時,不相稱的挑戰難易度與獎勵變得越來越明顯
。當掉落裝備的物品等級在特定副本是相同時,儘管英雄難度的【統治者馬爾戈克】(天
槌 - 7)是個相當具有難度的首領,掉落的法杖能力卻與英雄難度的『活動山峰』泰克塔
(天槌 - 4)幾乎相同。
我們常常聽到或看到像是某個公會第一次殺掉高爐這個區域尾王時,卻分解掉大部分掉落
的裝備,起因於大家在前面的首領就已經拿到那個部位的裝備了。最重要的是,許多公會
在尚未完成一個難度就前往下一個難度挑戰了,因為英雄難度的獸王達瑪克掉的裝備比普
通難度的黑手還要好,而且更輕易的就能拿到了。
To address this, we are structuring Hellfire Citadel so that the Item Level of
the loot awarded by bosses increases as players proceed deeper into the zone,
culminating in Archimonde—providing both the ultimate challenge and the ulti
mate reward.
為了解決這個問題,我們調整了地獄火堡壘,當你越深入每個副本區域時,掉落裝備的裝
備等級也會增加;而最高峰位於阿奇蒙德