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第 1 篇 2009-08-18 05:00:27
Canges to /castrandom macros
blizz_icoChanges to /castrandom macros

The way we changed ("broke") castrandom was that if it fails, it continues to try and cast the same spell again. This means it will still work as you intend for randomly casting mounts or using different versions of Polymorph since those won't generally fail. We have no objection to using castrandom in that fashion, which was honestly more of the original intent for the macro.

  我們把castrandom如果法術施放失敗的方式改成了會繼續施放這個法術,這意味著你們可以繼續將它用在隨機召喚坐騎或者隨機使用不同版本的變形術上,因為這些法術通常是不會施放失敗的。我們不反對你們用這種方式使用castrandom,這種使用方式就是這個巨集的原始設計意義。

Where we don't like castrandom is when players wanted to use the macro instead of having to pay attention to procs and cooldowns. That's just not the way we really want players playing WoW. There are some great games were part of the challenge is trying to automate your character as much as possible to respond to whatever happens. We just don't want WoW to be one of them.

In those situations where you feel utterly dependent on a macro because our default UI isn't cutting it, please help us to identify them (though don't feel obligated to turn the rest of this thread into that discussion). We'd rather make the class or UI work better rather than balance around the assumption that everyone castrandom macros the ability.
  
The legendary DK one-button macro is an interesting beast. It tended to work because it defaulted to Icy Touch a lot since most other abilities require melee. At the time, Icy Touch hit really, really hard. (
Source)

  我們不喜歡玩家用這個巨集來避免對特效和冷卻的監視,那不是我們希望看到的玩家玩魔獸世界的方式。有一些遊戲想儘可能地讓你的角色對各種情況自動反應,我們不想讓魔獸世界也成為這其中的一員。
在你們覺得我們的預設UI無法應付而太依賴巨集的情況下,請幫助我們鑑定這樣的情況。我們更希望使職業或者UI更好地運作,而不是在默許每個玩家都使用castrandom巨集來施放技能的情況下來對遊戲進行平衡。
  傳說中的DK一鍵巨集是一個很有趣的例子,它易於使用是因為它非常傾向於使用寒冰之觸(由於大部分的其他技能都是近戰技能)


死亡騎士
Stoneskin Gargoyle on Dual-Wielding DK Tanks
Keep in mind that quote was before we decided that Frost could be focused towards dual-wield. We have no problems with Frost DKs tanking with two weapons.

The original logic behind Stoneskin Gargoyle remains though -- there generally are not two-handed tanking weapons, so hitting say the defense cap can be harder. A DW Frost DK can use two tanking swords. Grab one of them Quel things. (
Source)

雙持死騎坦克的石像鬼符文
  請注意你們索引用的那段話是我們決定使冰霜系專注於雙持,我們覺得冰霜系死亡騎士坦克拿雙武器抗怪是沒有問題的。
  石像鬼符文的原始設計理念仍然是---基本上沒有雙手坦武,到達防禦上限會很難,所以雙持冰霜DK可以使用兩把坦克武器。去弄一把奎爾塞拉這樣的武器吧。

德魯伊
Druid survavibility
We don't necessarily want druids to be very tanky in all forms. You already get passive defenses in bear, moonkin, tree and to a lesser extent, cat. We want shifting to caster / travel to be a slight risk. It should be a decision you make based on the situation and not an automatic response. More below.
S
德魯伊的生存力
  我們不是很想讓德魯伊在所有的形態下都很能坦,你們在巨熊、梟獸、樹形態和貓形態(程度稍低)下已經獲得了被動的防禦能力。我們想讓切換到人形/旅行形態的做法存在一定的風險,這應該是你們根據形勢所做的決定,而不是自動的反應。

aris's idea was to move Improved Barkskin to shallow Balance instead of deep resto.

It’s an interesting idea, but we didn’t want to rearrange talent trees especially for a mid-tier patch like this. However, you can see based on my previous response too that Imp Barskin might be a problematic talent in general. On the one hand, we want to get druids (of all trees) shifting more. That should just be a druid thing. On the other hand, we want it to be some kind of decision, and that is generally that caster form gives you more tools but at a hefty survivability cost. Imp Barskin tried to make that cost a little cheaper, but maybe that’s not the right way to go. We need to think some more at a high-level about what we really want the druid strategy in PvP to be.
I'm not so sure that "druid out of
Saris的想法是將強化樹皮從恢復系深層移到平衡系的淺層
  這是一個有趣的想法,但是我們不想重新安排天賦樹,特別是在現在這樣的更新版本中,但是,你們可以從我之前的回應中瞭解到大體上強化樹皮還是一個有疑問的天賦。一方面來說,我們想讓德魯伊(的各系天賦)改變更多,這只是德魯伊這個職業的事情;另外一方面,我們想讓你們在某些情況下多做斟酌,因為人形態能給你們更多的幫助,但是會有嚴重的生存力損失,而強化樹皮會使這個損失變得更低,這可能不是正確的改變方式。我們需要在更高層次的、關於我們想讓德魯伊PVP策略變成怎樣 的問題上進行更多的考慮。

form = death" is actually a strong design.

Yeah. But I’m not sure that druid forms are just an extra button* you have to use before you use another button is a great design either. To be a little self-critical, I don’t think we have nailed the right balance of shifting for warriors, Shadow priests or DKs either.

* - In before "GC don't know druids." I realize using a spell from caster form will pop you out, but the fact remains that either shifting is a no-brainer or it isn't. We have been sending some mixed messages on that of late I fear. (
Source)

我不覺得「德魯伊沒變形=死亡」真的是一種很強的設計  是的,但我也不覺得「德魯伊的各種形態只是一個在你按下其他按鍵之前的附加按鍵」這種設計是很好的設計。進行一下自我批評吧:我也不認為我們對戰士的各種形態、暗牧形態和DK的平衡做得很完善。

聖騎士
Nerfing threat in 3.2.2
We don't think "high threat tanks" is a fun niche for the game. We don't mind some variation depending on the specific situation, but paladin OTs were accidentally pulling off of MTs an awful lot. That isn't a L2P issue. That's just the numbers being off and frustrating everyone.

We didn't want to nerf threat until community perception had turned around that paladins could survive while tanking hard modes.

Try out the hard Coliseum fights (once available) or the tougher ones in Ulduar and let us know how it feels. (
Source)

3.2.2中削弱了仇恨能力
  我們不認為「高仇恨的坦克們」是對這個遊戲的一種有趣而合適的詮釋,我們不介意根據特定的情況產生一些變化,但是聖騎副坦老是被無理由地拒絕讓其擔任MT的位置,這不是玩家們玩得不行,而只是因為不合適並且挫敗了所有人的數值設置。
在大眾的觀念轉變到「聖騎士可以在坦克困難模式時保持存活」之前,我們不想削弱聖騎士的仇恨能力。
去嘗試一下困難模式的大競技場(解鎖後)或者奧杜亞中較困難戰鬥並且讓我們知道這些戰鬥的感覺如何。
eal of Command changes in 3.2.2
The idea was always that Seals were a choice. We have just iterated on them so much this patch that one of them kept coming up as the only real Seal. Hopefully this latest design will work out.
If an attack procs a seal of command then that seal of command can chain onto up to two different targets.
That is correct, with one clarification. It must be a single-target attack. If the attack is already multi-target like DS, then only the damage procs, not the cleave. (
Source)

3.2.2中的命令聖印改動
  我們的想法一直都是各種聖印要有選擇性,我們在這個更新中反覆並且大幅地修改了它們,但它們中的一個始終都是唯一的選擇。希望在最新的改動中可以解決這個問題。

盜賊
Fan of Knives nerf in 3.2.2
We sat on a change for awhile because we hoped FoK spam was a flavor-of-the-month thing. We thought there was a chance the community would come up with a way to counter it, and since it's pretty much a one-trick pony, there would be no reason to keep trying it. The community absolutely comes up with counters on its own -- the answer to every new strategy should not immediately be for us to nerf it. We also hoped the resilience changes would chill out the damage enough that rogues would stop pursuing FoK spam. That doesn't seem to be happening.

It is a nerf in PvE, but honestly it's probably a nerf that was also needed. We wanted to give rogues some AE damage, and we were okay with the big numbers for a long time because they were big when fights were short, but not as good over longer AE fights. (Protip: AE doesn't just equal trash these days.) Few people would argue that rogue single-target dps on most fights isn't amazing ("jaw-dropping"? Wink ). As long as rogues can still contribute meaningfully to AE fights, which they will be able to do, they shouldn't be in any danger of being sidelined.

It's possible some select fights, notably Yogg 0, may be too difficult without the interrupt, but the encounter designers are prepared to make changes accordingly, and everyone will have access to better gear in the new raid tier anyway.

I asked a rogue in our guild if she thought Blizzard would nerf Fan. She said "They probably need to, but it was fun while it lasted."

The greatest casualty is probably the loss of so many FoKing puns. (
Source)

3.2.2中的刀扇削弱
  我們把這個改動擱置了一陣子是因為我們想讓盜賊的無腦飛舞刀刃成為一種時尚,我們認為這樣就會有一個契機讓玩家自己產生削弱它的想法,並且因為這個技能幾乎只有一種作用,所以沒有理由繼續讓它這麼下去了。玩家們確實自己產生了削弱它的想法---我們不會在每個新策略的產生的一開始就立即削弱它。我們同樣希望韌性的改動能足夠地降低飛舞刀刃的傷害以使盜賊們停止無腦飛舞刀刃,但事實似乎並非如此。
  在PvE中這是一個削弱,但是坦白說,這可能也是一個應該進行的削弱。我們想給予盜賊AoE傷害,並且我們在很長一段時間內覺得這種高傷害是沒有問題的,這是因為只是當戰鬥時間很短時這個傷害很高,而在長時AoE戰鬥中就不這麼高了(強調下:當時AoE並不等於紙針對小怪)。當時很少的人會對「盜賊在大部分的單體boss戰中傷害不怎麼樣」這個命題有不同意見。只要盜賊仍然可以在AoE戰鬥中有一定貢獻,他們就不會有坐冷板凳的危險。
  可能有一些特定的戰鬥,特別是闇境孤軍,在沒有法術中斷的情況下會很困難,但是boss戰設計師準備相應地進行一些改動,並且每個人都能在新的raid副本中獲得更好的裝備
我問了我們公會的一個盜賊她覺不覺得暴雪會削弱飛舞刀刃,她說「他們可能需要這麼做,但是如果它保持現狀的話會很有趣」。
  最大的損失可能就是以後沒有這樣關於刀扇的俏皮話了。

官方來源

  • 363087
  • blizz_ico

臉書回應

※ 最後編輯時間:2009-08-18 20:35:56
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knifeamigo ( 小羚羊 ) 網頁遊戲控基地11週年慶紀念徽章 Lv. 37 | 文章數 : 6283
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第 2 篇 2009-08-18 10:49:02
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大大好強....
還好大大們有幫忙翻譯成中文
要不然對我這英文苦主來說
可能看完這篇要一天吧!
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★☆自從我在★☆玩了「戰國風雲」後頭腦都變聰明、整個人都長高了!(?)★☆
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tankbusy ( 躺客很忙 ) Lv. 17 | 文章數 : 899
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第 3 篇 2009-08-18 11:50:43
看來dk要來和戰士搶坦武了,而且一次還兩把,我聞到抓碼的味道
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