首先,原文如下,并加注许多个人心得
原始连结
https://us.battle.net/forums/en/wow/topic/20755597175?page=3#47
Something that's on our radar is how constrained the rotation is with both
Jagged Wounds and Savage Roar. The lowest-priority finisher (Ferocious Bite)
gets pushed out too much with the combination of those two talents, which
also currently happen to be too favored for DPS purposes. Both of those
talents likely have too much of an impact on the pacing of the spec's
rotation (for what a talent should do).
我们想要修改遍体鳞伤与凶蛮咆哮,
因为这两个天赋让玩家不再使用凶猛撕咬
这都要怪玩家太喜欢去研究如何提高DPS
(注:而不是去玩我们尊爵不凡的设计师想叫你们玩的玩法与天赋)
In both cases we should probably reduce the talent's impact on pacing
(that is, on GCD/resource usage) and either A) increase its DPS in some
pacing-neutral fashion, or B) let the talent value sink if it's currently
dominating its row, and counterbuff the spec some other way.
(注:因为玩家们发现把资源投注在这两个天赋使得DPS上升)
在这两个天赋的案例中,玩家们使用这两个DPS天赋的比例提升的太高了,
(注:蓝帖过去有说,猫D循环复杂与DPS排名无关,
烧脑操作许久,打输别人12345他们认为很合理)
(注:即使其他天赋很烂这仍然是倾销/不公平)
我们打算对GCD或者资源使用下手来修改天赋
This is a broader issue that we've started looking at more often since 7.0,
when the number and complexity of spec-specific rotation-modifying
talents/bonuses increased dramatically. Problems like having too many or too
few open GCDs, or resource starvation/flooding, spring up a lot more often
when 5 rows of talents + legendaries/traits can be potentially moved in and
out of the same rotation. And because talents already have a tuning
constraint (they need to be DPS-balanced within their row), the pacing effect
can't always be easily tuned on its own.
我们从7.0旧开始不断的努力(注:让猫D的DPS排名下降)
考量到5人传奇副本与团队副本有许多天赋的比较与切换
DPS必须考虑到平衡
(注:可以参考我的签名档)
I'd expect a more common trend of talents having a simple added effect
that boosts DPS so the talent can be tuned without introducing an overly
large pacing swing (seen already with many recent redesigns:
Soul of the Forest, Legacy of the Void, Boulderfist,
Reverse Entropy, and so forth).
我希望天赋彼此之间能更佳平衡
增加DPS的效果能简单一点(注:神器大特质帮自身与小队BUFF的强度相等这样吗??)
我们最近已经在调整了几个天赋了