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[蓝帖]治疗,输出,混合职业的修改逻辑及其它

时间:2008-11-01 19:10 作者:hari_seldon 手机订阅 参与评论(0) 【投稿】
文 章
摘 要
来源:NGA[http://www.mmo-champion.com/index.php?topic=24053.0]治疗很无趣HealerBoredomOneofthethingswehearalotfromdisaffectedhealersistheyfeltlikethe

来源:NGA

[ http://www.mmo-champion.com/index.php?topic=24053.0 ] 

治疗很无趣

Healer Boredom
One of the things we hear a lot from disaffected healers is they felt like they were playing the UI and not the game. Healers are notorious for standing in fires or whatever because they aren't even looking at the battlefield much of the time.

Here are some random thoughts on the issue:

If everyone threw larger heals more rarely (and damage input matched) you could look away from the UI more often.
We can't just increase healing range without also increasing the range at which the boss can hit you.
Nameplates (if refined) could have a lot of potential for combining UI with the game wold more effectively.
Integrating things into the base WoW UI such as out-of-range indicators, better debuff indicators, or heals from other about to land on a target might make healers be less dependent on mobs. (Source)

很多治疗都提到一个问题:他们像是在玩UI,而不是在玩游戏(对着Grid+一键解,不停打地鼠。。因为几乎不怎么要看战场形势只要对着UI,所以经常会做出站在火里面之类的傻事。。)
我有些想法:
如果用大加的次数更少些(当然,要能够加回受到的伤害)那么你可以更多地关注战场
只增加治疗最大距离而不增加BOSS攻击范围是不可能的
精致的铭牌(?这是什么,大概是显示你个人血量啊buff啊之类的一个小框)在整合UI提高效率方面有很大潜力(?没看懂)
把乱七八糟的东西整合进WOW自带的UI(比如超出范围提醒,更好的debuff提醒,或者提示其它人正在对某人治疗了)可能让治疗更不被怪物所限制

PVE中的DPS平衡

DPS Balance in PvE
Pure classes should be able to out dps hybrid classes by a small margin. However, hybrid classes should be able to be a lot closer than they were in BC, and depending on the skill, gear and encounter involved, will sometimes beat the pure dps classes.

For purposes of this discussion, pure = mage, warlock, hunter, rogue. These are the classes that cannot spec into healing or tanking roles. I don't want to get too far down into what that margin should be, because then players return with a WWS parse saying "See, the mage beat me. You said we would be competitive."

I'm not saying the difference is only 1%, but even if it was, just look at how many players get freaked out about something that could increase or decrease their sustained dps by 1%. If your group doesn't notice a difference when it runs with all hybrids, then chances are you have e.g. awesome shamans and really cruddy mages. That's cool. If you can still kill the boss, you're golden. (Source)

纯DPS职业应该比混合职业DPS高那么一点,当然,混合职业的DPS和他们比起来应该比在TBC的情况好得多,如果有好的装备/技能/手法上,甚至可以超过纯DPS。
这里的纯DPS指:法师,术士,猎人,盗贼——他们不能治疗或坦克,我不想说这个差距到底应该是多少,因为这样的话玩家将会呈上WWS数据说:你看你看,这个法师高过我了,你说过我们应该能与他们一争的。
我不是说这个差距只有1%,即使是1%,还是有很多东西影响他们的DPS,这个幅度是肯定大于1%的,如果你的团队里全是混合职业而并不感到有什么区别,那么可能是因为这种情况导致的:巨牛无比的萨满和废柴法师。如果这样你也能推掉boss的话,你很厉害

混合职业的修改逻辑

The logic behind the revamp of Hybrid classes
Our logic worked out like this:

1) Buffs are breaking the game. There are many examples you could insert here, but here are a few:
-- Ret paladins can't get into the melee group because of all the buffers in there.
-- Stacking shamans for Bloodlust rotations.
-- Stacking Shadow Priests so mana conservation would be irrelevant.
-- Mages getting shut out of raids, in part because it was better to bring yet another lock to benefit from Curse of Shadows.
2) We decided to consolidate buffs such that similar ones would not stack, but we extended the effects to raid wide.
3) Thus, in a 25-player raid, you need far fewer than 25 players to get the buffs you need, allowing you to fill those remaining slots with who you want.
4) Without the benefits of those buffs, those remaining slots would most likely just go to pure dps classes. Shamans, for example, might go from 5 per raid to 1 (or 1 death knight instead).
5) So we buffed hybrid dps a lot.
6) But we knew at the other extreme that pure dps classes risked getting shut out of raids if hybrids could do their damage.
7) So we made sure the pure classes could still do superior dps given similar skill and gear. We wanted you to risk having lower dps if you brought all hybrids.

We don't go into a lot of detail about how much higher or lower certain classes should be, because we noticed that players respond to this by posting WWS parses that shows their class in the #10 spot and get all bent out of shape about it (and totally ignoring the bit about equal gear or skill).

The net result is that hybrid dps is much higher, but not as high as pure classes. If you are an awesome hybrid player, then you will sometimes top the damage meters depending on your gear, skill and the specific encounter. But you probably won't do it as much as a rogue, mage, warlock or hunter (again depending on their skill).

I know the edge here sometimes seems fuzzy. It is. WoW's combat system is pretty complicated and hard and fast rules can only get you so far. But that is the basic model in very simple terms. (Source)

我们的逻辑是这样的
1. buff正在改变游戏,你可以举出一些例子,但是看看下面我列出来的一些
  • 惩戒骑不能进入近战组——近战组提供buff的职业满了
  • 在团队中狂塞萨满放嗜血
  • 塞暗牧来保证回蓝
  • 用术士来替换法师,这样就能从暗影诅咒中获得更多伤害
2. 我们把相近效果的buff整合,它们不能再堆叠了,同时,我们把buff扩展到团队享受
3. 这样的话,你们就不需要费尽心思考虑buff问题,你可以自由选择谁进团
4. 但是这样一来,你们会组更多纯DPS职业(buff容易堆了,那么剩下的谁DPS高谁进团),萨满数量就从5个变成1个,甚至用死骑取代萨满
5. 这样的话,我们需要大大buff混合职业DPS
6. 但又存在另一种风险:纯DPS职业被挤走了
7. 所以最后我们还要保证纯DPS的输出更高那么一点,那么你是否进团就和你的职业无关,而是看你努力不努力了

我们不准备说这个差距到底是多少。我们注意到这种情况:玩家拿着WWS数据报告他们职业打了第10名,然后把这个扭曲得不成样子,而从不考虑他们自己装备和技术的问题。
总的结果来说现在混合职业DPS大大提高了,但是比纯DPS低,如果你很牛,你可能打上顶尖,但是更多的可能还是盗贼法师猎人之类的打最高,这些都要视装备、技术而定。
我知道这个界限有点模糊,但是WOW战斗系统很复杂,规则只能做到这一步,但基本模型就是像前面说的那么简单。


有些职业的蓝贴昨天已经在WLK中有翻译了,这里我只摘录了没有翻译的部分
[ http://wow.17173.com/content/2008-11-01/20081101190337105,1.shtml ]

各职业蓝贴及其它

Post expansion PvP balance
I'm not going to promise that we will automatically buff any class that can't obtain X arena rating in the first season. That takes all of the onus off of the community and makes the assumption that strategies and tactics never evolve, which they do. But we will make balance changes for PvP purposes after LK ships. Absolutely. (Source)

我不保证我们会buff那些在第一赛季竞技场等级偏低的职业。如果谁弱加强谁,那么战略战术就不会发生变化(应该是说弱了就等buff,那么他们不用从自己身上找原因,那么就不会动脑子想怎么用新战术打别人了)但在WLK上市后我们肯定会做PVP平衡调整。

Armory Maintenance
We are currently performing a maintenance on the Armory and due to this the detailed character profiles will be unavailable for the next 2 days. Thank you for your patience as we continue to make the Armory a great feature for all of our players to use. (Source)

Druid
Druid mana issues
We're not trying to punish Feral with a lack of mana or anything. We're just evaluating how they perform and what they do, especially in PvP with regards to this issue. The bottom line is we're not sure yet if it's really a problem or if the Feral players are just having trouble adjusting to the change. (I understand many of them *say* it's a problem.)

We also aren't trying to make Balance and Resto the shifting specs. However, as mana-using classes they are going to be able to do more with that mana, such as healing. We want druids to be able to shift -- that is a major part of the class. The only thing in contention is how often is too often and how much can they do in night elf or tauren form. (Source)

Lifebloom
There are plenty of good threads on Lifebloom post-nerf. It is less powerful than it was before, but it is still a very good spell and we fully expect druids to still use it in PvE and PvP. (Source)

小D的蓝
我们不准备让野D缺蓝来压制他们,我们只是在评估他们的表现,尤其是在PVP时蓝的问题,底线是我们不清楚究竟蓝是一个大问题还是野D暂时不能适应这个变化(我清楚他们都说这"是"一个问题)

我们也不准备修改平衡和恢复D的变形方面。当然,因为有蓝职业有能力用这些蓝做更多的事情,比如治疗。我们希望小D有蓝变形----这是这个职业最大的特色。我们只是在看变身频率到底怎么样算过高了,以及他们在人形态能做些什么。

对于生命绽放的nerf,已经有很多不错的想法了(?这句话对吗),这个技能已经被削弱了,但还是个非常好的法术,我们仍期待在PVP和PVE中看到这个技能。


Paladin
Holy paladin potential AE healing spell
Just say for sake of argument that anything remotely like Circle of Healing is off the table. Just pretend we said that it goes against the vision of the paladin class or whatever to ever AE heal (that's not true, but just roll with me here). Now then, what is the one healing spell you would want added to your repetoire? (Source)

神圣骑士群疗?
类似于治疗之环的技能不能给,你就当作这和圣骑士本身形象不符好了,那么你们现在要什么样的治疗法术?(我翻到这段有点头昏,谁来看看)


Warrior
Arms / Fury concerns (Source)
#1-- Make sure they could tank a normal 5-player dungeon
Arms and Fury can tank 5-player dungeons fine. The Shield Slam change alone helped a lot here.

#2-- Give them both viable PvE and PvP roles
You offered almost no detail here. Both Arms and Fury are mobile in PvP and bring the MS debuff. Both of them can do great PvE damage. What's the issue?

#3-- Make the Arms tree about something other than Mortal Strike
Arms definitely cares about Deep Wounds and Execute now. Overpower perhaps a little less. I totally disagree they are useless in PvP.

#4-- Make Battle Stance a little sexier
It's definitely better than it used to be. Could we do more with it? We're not sure yet.

#5-- Make sure mobilty didn't just belong to one spec
Warbringer is great (despite a ton of QQ when we first implemented the talent). But Arms and Fury still have Charge, Intercept and Intervene. I am sad we couldn't make Heroic Leap work.

#6-- Try and get warriors to care more about plate
I think the jury is out here. The goal wasn't to prevent warriors from wearing leather. It was to make plate more attractive, which I feel like we've done.

#7-- Make warriors a little less reliant on "pocket healers"
If you don't want the healing, don't push the button. :)

战士
关于狂暴/武器
1.确认他们能胜任5人副本的tank.
武器和狂暴能很好的在5人副本里tank。盾牌猛击的改变在这方面给予了很大的帮助。
2.让他们在pve和pvp里更好的存活
你的具体要求呢?武器战和狂暴战在pvp中有移动能力并保持致死的debuff,还都可以在pve中带来可观的伤害.如果再加强生存力,你知道会有什么后果吗?
3.让武器天赋除了致死打击还有些别的
武器天赋已经有重伤和斩杀了。压制可能稍微弱点,但是我完全不同意这些技能在pvp里无用的观点。
4.战斗姿态能更强吗?
现在已经比以前好多了,我们不清楚是否还要做更多。
5.能不能让机动性不仅仅属于防御天赋?
战争使者非常棒,但是武器战和狂暴战仍然有冲锋、拦截和援护。我很难过我们无法实现英勇跳跃。
6.试着在板甲上给予战士更多的关怀
我们的目标不是阻止战士穿皮甲,而是让板甲更有吸引力,我感觉我们已经做到了。
7.不要让战士这么依靠治疗
要不要治疗随你们的便。


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