版本:现行
情报来源:WoWhead
情报网址:https://www.wowhead.com/news=311954
情报翻译:
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.
我们确实听到玩家的反应,指称现在游戏类型几乎都是拉火车之后开大招一轮轰掉。
不论是副本中还是解任务都是这样,但有不少职业没办法跟着一起这样玩,太边缘了!
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.
尽管有各种因素导致游戏方式朝向利用高爆发AOE伤害,
把看得到扛得住的怪都拉起来车掉。
但我们决定在九版中,寻求更多的作战方式,
并且要让AOE职业与技能的胜败优劣明确地展现出来。
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.
举个例子来说:我们比较想看见暴徒贼或狂暴战在4到5只物理怪的战斗中可以秀一波;
但像是冰法或者痛术这种远程职业,能在五个或以上为一群的中表现优异。
(译者按:你骗我喔?最后大家还是会利用卡视角聚怪阿,还有那个暗牧咧?)
为此,我们设定范围技能的最大影响目标数,也就是目标上限;并且进行相对应的调整。
如果某些技能作用数量不好设定上限,那么我们可采用降低每个目标伤害值的方法:
当目标数越多,则作用在每个目标的伤害将会下降。
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.
大多数玩家若习惯于3到5只怪一群的战斗,我们所做的调整影响层面相当小。
另外一方面,若是习惯一口气搞10多只怪一起车掉的玩家们,战斗时间将会拉长,
而且危险性也就相对提升。持续性的AOE伤害或许也能应付一大波怪的战斗,
但不论如何,在我们对AOE伤害目标上限进行调整后,
开火车的战斗当将会对生存产生更大的压力。
附注/备注
我对AOE技能要搞出特色来很有意见啦...
有些职业丢个AOE技能后就可以射后不理,接着做其他伤害技
有些职业AOE技能要导引就算了,伤害还低到像废物一样,整整输人一大截
调整上限这件事情很可以阿,但是可以让各职业的AE伤害技平衡一点吗?
不然某职业一刀挥下去把DOT扩散出去是不是也要给作用目标数?
还是这DOT只能同时在多少目标上?
先给暗牧一个可以SPLIT DOT的方法好吗