版本:現行
情報來源:WoWhead
情報網址:https://www.wowhead.com/news=311954
情報翻譯:
We’ve definitely heard a lot of feedback from players that bursting down
larger and larger pulls has become an overly dominant tactic in much of the
game. This is particularly evident in questing and dungeons, which has made
it difficult for many classes to find a clear role.
我們確實聽到玩家的反應,指稱現在遊戲類型幾乎都是拉火車之後開大招一輪轟掉。
不論是副本中還是解任務都是這樣,但有不少職業沒辦法跟著一起這樣玩,太邊緣了!
While there are a number of variables contributing to this trend, high burst
area of effect (AOE) damage against an unlimited number of targets has made
it increasingly possible for players to take down large groups of enemies
without the players ever facing a proportionate level of danger. In
Shadowlands, we’re looking at changes that would broaden the field of
tactical options, and in the process, more clearly differentiate the
strengths of classes in a variety of AOE situations.
儘管有各種因素導致遊戲方式朝向利用高爆發AOE傷害,
把看得到扛得住的怪都拉起來車掉。
但我們決定在九版中,尋求更多的作戰方式,
並且要讓AOE職業與技能的勝敗優劣明確地展現出來。
For example, we’d like to see Outlaw Rogues or Fury Warriors excel in
situations with 4 to 5 targets in close proximity to each other, while ranged
casters like Frost Mages or Affliction Warlocks perform better in sustained
damage against groups of 5 or more targets. To accomplish this, we need to
revisit the maximum number of targets that many abilities can hit (also known
as the ability’s “target cap”), and adjust them accordingly. In situations
where a target cap doesn’t make sense, we’re adding a new kind of damage
falloff that causes the damage done to each target to be reduced gradually as
the number of targets increases.
舉個例子來說:我們比較想看見暴徒賊或狂暴戰在4到5隻物理怪的戰鬥中可以秀一波;
但像是冰法或者痛術這種遠程職業,能在五個或以上為一群的中表現優異。
(譯者按:你騙我喔?最後大家還是會利用卡視角聚怪阿,還有那個暗牧咧?)
為此,我們設定範圍技能的最大影響目標數,也就是目標上限;並且進行相對應的調整。
如果某些技能作用數量不好設定上限,那麼我們可採用降低每個目標傷害值的方法:
當目標數越多,則作用在每個目標的傷害將會下降。
Most players who are used to fighting 3 to 5 enemies at a time will notice
very little difference with this approach. On the other hand, players who are
accustomed to pulling 10-20 enemies at a time will experience longer, more
threatening engagements. Sustained AOE damage may become an equally viable
option in that situation, but both approaches will put significantly more
pressure on the group to survive.
大多數玩家若習慣於3到5隻怪一群的戰鬥,我們所做的調整影響層面相當小。
另外一方面,若是習慣一口氣搞10多隻怪一起車掉的玩家們,戰鬥時間將會拉長,
而且危險性也就相對提升。持續性的AOE傷害或許也能應付一大波怪的戰鬥,
但不論如何,在我們對AOE傷害目標上限進行調整後,
開火車的戰鬥當將會對生存產生更大的壓力。
附註/備註
我對AOE技能要搞出特色來很有意見啦...
有些職業丟個AOE技能後就可以射後不理,接著做其他傷害技
有些職業AOE技能要導引就算了,傷害還低到像廢物一樣,整整輸人一大截
調整上限這件事情很可以阿,但是可以讓各職業的AE傷害技平衡一點嗎?
不然某職業一刀揮下去把DOT擴散出去是不是也要給作用目標數?
還是這DOT只能同時在多少目標上?
先給暗牧一個可以SPLIT DOT的方法好嗎