[情报] S5野区修正

楼主: 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论谭
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在此谈谈接下来野区修改的目标.
在2015季前,我们想要增加战略分野:这里面同时包含了那些英雄可以在野区生存,
还有每个在野区求生的英雄有那些不同的选项.
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.
在这一季中,打野手的存在感大多依他们gank的能力而定.
虽然有些打野手在其他项目,如清野,反野,目标控制等面向上表现的较为优秀,
但gank型的打野手影响力依然是突出于其他能力之上.
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.
在此解释的更多一点:因为在单一打野道具上提供了大量的生存能力,
这导致慢速且以生存力为主的打野手在第一次购物后就会失去他们的优势.
地图目标控制型的打野手也很难有机会展示他们的威力,
因为gank型的打野手能够在杀掉线上的敌人后以低风险的取得地图资源.
最后,我想大家都记得我们引进了野性烈焰来帮助农怪型的打野手,
但是释出后没多久就减弱了它的威力.
就是在这个时间点我们理解到我们需要对野区作出大量的变化,
才能让不同的策略真的可行,
而我们也希望现在这个季前的时间点是我们作出这些改变的机会.
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,这代表些什么?
首先,我们打算增加打野手需要控制和取得的地图目标数量,
这么作的目的是要给他们更多在游戏中规画作出表现的工具.
我们也会测试看看一些作法,
像是在清除野怪时利用重击会给予额外奖励,
而这里的奖励就如同反野保护,增加线上的安全性,
或是地图视野的控制一样.
这些小目标应该能够创造更多清野的路线,
更进一步带来打野手之间的互动.
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,我们打算增加野区的基本难度.
这会让野区成为一个更复杂的地方(特别是对新手来讲),
但这也是当我们想要让这个地方有真正分野时需要的一步.
以结果来讲,我们想要创造一个当玩家选择赵信,渥维克和赫克林时,
他们能在野区和伊莉丝,李星和卡力斯一样有一席之地.
透过增加野怪的生命力和伤害力,打野手的选择上多了许多要考虑的项目.
打野速度将会有更大的分别和演变,像是
范围伤害 vs. 单体伤害,
持续伤害 vs. 爆发伤害等,
而不再是像以前一样,大家都有类似的清野能力,带来接近的清野时间和最小消耗.
安全清野和快速清野间的平衡将变的相当重要,
高生存力的清野手能够清的安全一点,
而快速清野手则是在冒着被干扰的风险下有可能取得更多的报酬.
Changes to the the jungle, however, are only half the story. To talk about
jungle items, we have Riot Axes:
野区的变化到这里只说了一半,下面请Riot Axes来谈谈野区道具:
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.
现在的打野道具基本上是依角色作分别-你选了个斗士,你就会买蜥蜴长老战魂.
基本上在这里你还是有一点的弹性,但基本上你还是在购买你的清野能力,
再加上你游戏后期想要的能力.
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,我们想要大修打野物品,让他们能够对每一种打野玩法都有所帮助.
这些新的打野物品会把重点放在你想成为怎样的打野手,
而不是你想在后期成为怎样的角色.
你打野道具的选择会让你在gank时更有威力,
或者是当你入侵野区偷了野怪时有额外的奖励.
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.
我们希望部份的打野手能够透过这类道具来加倍他们原本就存在的威力,
而其他人能透过这类道具来遮掩他们的缺陷.
以结论来讲,这一切都会和取舍有关.当gank型的打野手买了gank型的道具,
那在反野时可能会碰到些麻烦,
而均衡发展型的打野手在2v2 gank碰到专精gank的敌人时会感受到额外的压力.
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.
道具当然也会影响到游戏后期,
所以我们希望你的打野道具能升级成强力且有影响力的道具.
我们正在测试附魔系统-就跟在鞋子上的类似-这些附魔会提供你后期的所期待的力量,
而不会让你为此在前期打野道具选择上需要作出妥协.
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.
结论就是,我们希望你的打野策略能够最为符合你自身和队伍的需求,
而不是只考虑你英雄游戏后期需要怎的道具来选择.
我们希望打野能够更有让你在选择怎么清野,买东西,
还有 打/扇/敲/锤/压/砍/烧/吸/抓/抱 上敌人时有所选择.
我们希望你会在pbe上检视这些目标,并且让我们知道我们是否正往目标前进!
作者: elittletiger (伊小虎)   0000-00-00 00:00:00
riot一直想操控整个游戏的玩法来符合自己当初设定的模式,一旦玩家开发出新玩法就改掉
作者: luckyman8078 (请用真名)   0000-00-00 00:00:00
一副嘉文又要再见一次了…前妻吃野超痛苦
作者: willytp97121 (rainwalker)   0000-00-00 00:00:00
改成有恐惧值好了,gank强的在野区野怪看到会逃跑
作者: polliwog0217 (Casper)   0000-00-00 00:00:00
最后那句翻的太生动
作者: willytp97121 (rainwalker)   0000-00-00 00:00:00
’但阿姆姆之流的就会乖乖站着给你农
作者: luckyman8078 (请用真名)   0000-00-00 00:00:00
打野装能作改弱型大装吗 小反甲 小巫妖 之类
作者: onlysophisca (不是文青)   0000-00-00 00:00:00
只能说不可能 未来哪有把游戏时间拉长的可能性jg一开始就是达到比线上更高的等级与buff给予压力jg你农我农反而让比较劣势的输出角更难发育jg不一开始给予线上压力后期转坦当玩soloq吗不如把jg经验调低野怪奖励拉高用装备弥补等级再来拉长野怪重生时间 中路吃掉四鬼等两分钟看看看jg会不会感到很干

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