GCD改动 部分攻击向爆发技能被加上GCD

时间:2018-04-02 17:06 作者:AK-48 来源:NGA 手机订阅 神评论

新闻导语

GCD改动 部分攻击向爆发技能被加上GCD,一起来看下吧!

This brings us to a broad category of abilities that are off the GCD in Legion: Offensive burst cooldowns. These are almost always pre-planned and not generally used in response to an unexpected situation. With them off the GCD, talenting into such abilities often just becomes a matter of adding another line to a burst macro without any additional gameplay as a result. In endgame raid and dungeon situations, stacking all possible cooldowns has an outsized impact on someone's total performance, while in PvP, the fact that major damage amplifiers can be applied simultaneously with an outgoing damage ability (e.g. Battle Cry/ Recklessness -> Avatar -> Mortal Strike) heavily limits counterplay and makes worst-case burst damage more severe.

另外,我们看现在没有gcd的的一类技能:爆发技能。 这些几乎总是预先计划好的,并且通常不会用于应对意外情况。他们没有gcd以后,他们的存在感只是在爆发宏中增加一行命令,所以不会给游戏玩法增加额外的乐趣。 在团队副本和地下城的时候,同时使用所有的技能会对某人的总体表现产生巨大影响,而在PvP中,因为所有的爆发技能可以同时使用,造成成吨的伤害(例如:战吼/鲁莽 - >天神下凡 - > 致死打击),这种情况严重限制了pvp的对抗,并使得爆发伤害更加严重。

Thus, we're putting most activated offensive cooldowns, along with On Use offensive trinkets, back on the GCD. We will tune these effects around this change (see, for example, the increase to the duration of Recklessness in the latest Alpha build). Abilities like the Elemental shaman's Static Overload have demonstrated that an offensive cooldown that takes the place of another spell (and even has a cast time) can still feel very potent.

因此,我们将大部分主动使用的dps向爆发技能,以及爆发饰品放回GCD。 我们将围绕这一变化调整这些效果(例如,请参阅最新Alpha版本中鲁莽持续时间的增加)。 像元素萨满的静电过载的例子已经证明,有gcd(甚至有施法时间)的爆发技能仍然可以让人感觉到非常强大。

Finally, while we wouldn't make a gameplay change solely for this reason, there is some additional upside to being able to better telegraph the activation of a major cooldown via animation and visuals. For example, Battle Cry/ Recklessness has a warcry animation associated with it, but in practice that visual is virtually never seen, since it's usually overriden by an attack animation milliseconds later.

最后,虽然我们不会仅仅因为这个原因而改变游戏的玩法,但是放回gcd以后,我们可以更好地通过动画和视觉效果传达主要技能的开启。比如,战吼 /鲁莽有一个与之相关的动画,但实际上这种视觉效果从未被看到过,因为它通常在毫秒后被攻击动画覆盖。

When you're used to a specific ability being off the GCD, there is some learned muscle memory that will make for a jarring experience when that changes. Or abilities that have always been macroed together may now need to be split out into two separate keybinds. Thus, we realize that initial reactions to the change are likely to be mixed at best. But we're making these changes with an eye towards long-term improvement to the pacing and feel of combat, as outlined above.

当你习惯了一些技能没有GCD以后,会有形成一些肌肉记忆。当这种变化发生时,会产生不好的的体验。 或者一直一来用宏绑定的两个技能,现在可能需要分别设置两个单独的按键。 因此,我们认识到,对这些改动的最初反馈,最好的也是有好有坏。 但正如上面所述,我们正在对这些变化进行长期的改进,以便对战斗和节奏感进行改进。

Please play around with these changes, and let us know what you think: Are there any specific offensive cooldowns that we've changed in this build that feel especially bad? Are there any abilities that are still off the GCD but don't need to be?

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