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Re: Cataclysm Class Preview: Mage [blue]

作者:柳丁│2010-04-11 17:35:21│贊助:0│人氣:498

烈焰之球(法師 LV81 的新法術,類似冰冠城塞 泰爾達朗親王 的技能)並不是一個引導型的法術,他會有一個施法時間,施放後就可以不用去理會這個法術。這個法術設計會依照固定路線前進,這是我們第一次設計給玩家這樣的法術。我們會去平衡他的單體傷害,但它主要是個範圍技能,當他攻擊到許多目標的時候,效果一定會讓你覺得驚艷!
Flame Orb is not channeled. It may have a cast time, but after that is fire and forget. We want to try the line idea because there aren’t any spells that work that way currently. Giving it a target to follow makes it feel more like a fancy dot – useful perhaps, but nothing that feels really new. It will be balanced for single-target damage, but if you can launch it in such a way that it will hit multiple targets, then you’re just being awesome.

迷霧之牆(法師 LV85 的新法術)也不是一個引導型的法術,目前我們還沒有決定他的法術範圍,目前預定會是一個明顯的區塊,類似獵人的冰霜陷阱。
Wall of Fog is not channeled. We don’t know yet how wide it will be, but wide enough so that it feels more like a trip-wire than an area like Frost Trap.

我們很喜歡焦炎之痕這個設計,在爆擊率下降的情況,我們會希望他是類似飾品自動發動所得到額外獎勵的 DPS,而不是讓你覺得投資下去的天賦點數,都沒有觸發這項特效非常的虧本!我們可能會調整它的效果來達到這樣的目的。
We like the basic gameplay of Hot Streak. With lower crit rates all around, we hope that it will feel more like a bonus when it’s up rather than a penalty when it refuses to stay up. We may lower the magnitude overall for the same reason.

秘法飛彈是一個很酷的設計,但目前這個法術的設計上很難達到平衡。目前來說花費較多法力造成的傷害卻較其他技能低,或者完全相反,尤其是在低等級的時候,而且現在法師升級時施放技能的重複性太高(簡單說覺得太沒有變化性啦,寒冰箭 111111 放就好了),因此現在我們想要對這個技能加上一些變化,秘法飛彈將不在是隨時都可以施放的法術,他平常會是灰色的,但當你造成傷害的時候就會亮起來,讓你想按他!
On Arcane Missiles, the basic spell is pretty cool. The problem is the way the spell works makes the current design hard to balance. It’s either too expensive and low damage or the opposite problem. This is particularly true at low level, and meanwhile we think the mage experience at low level is also a little too repetitive. The change is that you can’t hit Arcane Missiles whenever you want. The icon is just grayed out. However, when you deal damage, you have a chance to get Arcane Missiles to light up and then you definitely want to hit it.
At higher levels Fire and Frost may eventually phase it out in preference for other spells, or if we like the mechanic, it may be something even Fire and Frost do, just less often than Arcane.

On the topic of mastery bonuses, understand that this is a new design for us and very few people have seen them in action yet. We run the risk of specific masteries being so generic that the mastery stat isn’t interesting or so complex that what players really like about playing a certain spec gets turned on its head. This is the kind of thing that will require a lot of iteration and the reason we’re trying to cover the whole gamut of relatively complex to relatively simple to see what feels right.

死亡冰霜(冰系專精)的設計理念並不是要讓你 1111111 寒冰箭一直放,如果你玩冰法時仍然是 111111 的輸出的話,那你就浪費了死亡冰霜這項專精獎勵。
The reason behind Deathfrost (Frost mastery) isn’t to get Frost to spam Frostbolt more. It’s to get mages to spam Frostbolt less. If you hit nothing but Frostbolt, you’re wasting the Deathfrost bonus.
We’re shifting food and water to higher level because we don’t want players to have so much down time at lower level. We’re not trying to make it harder to level; we’re reducing the need to drink or eat so we’re bumping the actual food and water (though it’s really foodwater in the case of mages) higher.

法力嫻熟(奧系專精),目前奧法在法力(mana)上的控制機制上非常有趣,因此我們才會這樣設計,讓奧法藉由維持較高的法力來維持較高的傷害輸出。我發現目前許多人認為奧法 PVE 戰鬥中將會被削弱的預測都還言之過早,現在只是更動的大致方向,而不是實際的詳細內容。
The intent behind Mana Adapt (Arcane mastery) is that Arcane currently has a pretty fun mana management game going, at least at relatively high level. We thought it would be fun to extend that concept even further to where Arcane mages that use the mechanics to keep their mana high would do higher dps. I find many of the predictions that Arcane is doomed in PvE based on the very limited information you have at the moment to be quite premature.

時間扭曲(法師 LV83 的新法術)VS. 薩滿的嗜血術,我們想要嘗試給予 10 人團隊組成組成有更大的彈性。所以決定在 4.0 的時候把薩滿這個職業移除,把他的 BUFF 分給術士、德魯依、死亡騎士、聖騎士 ... 等職業,並把目前無可取代的嗜血術送給法師,謝謝大家!
以上是開玩笑的 XD... 不過應該是許多薩滿的心聲吧 XD... 犧牲掉最後一樣無可取代的 BUFF 之後,Blizzard 會給予薩滿什麼樣的愛呢~?
簡單說 Blizzard 現在要讓玩家選擇自己想要的玩家出團,而不是選擇團隊想要的職業出團。
On Time Warp vs. Bloodlust, we are really trying to give groups flexibility in who they bring to 10 player raids to an even greater extent than we did in Lich King. We heard over and over that shaman still felt like the one mandatory class in any raid. The more we hear “now there will be no reason to take me over X class / spec” the happier we will be. The reason should be that you’re a good player, not that your mere presence makes everyone else perform better. It’s fun to feel more powerful in a group – we get that, and we aren’t going to completely marginalize group synergy. But it needs to come secondary to the skill of the players involved.

我們知道有些法師喜歡防護火焰結界或魔法抑制,或許「沒有明確用途的法術」並不是很理想的形容方式,但我們現在想要移除一些對於遊戲來說並不是絕對必要的東西。4.0 的改版我們增加了一些玩家喜愛的新法術,讓他們選擇將這些新法術放在快捷列的同時,我們也想要釋出一些快捷列的空間讓他們放置這些新法術。別擔心平衡性的問題,許多設定仍會在測試階段中進行調整。
I understand some mages really like Fire Ward or Dampen Magic. Perhaps “no clear role” wasn’t the best choice of words, but we are trying to remove mechanics from the game that we think aren’t really cutting it. When asking players to put more buttons on their action bars from these new spells, we only think it’s fair to try and get some bar space back from the least interesting spells. Don’t worry so much about balance at this stage. Many things will need to be tweaked. Worry more about whether it ever felt like a fun decision to use these spells.
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