藍貼:韌性的暴擊減免不會進一步修改

轉載自暴雪魔獸官方論壇 翻譯:Ammog

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玩家在暴雪魔獸世界官方論壇上分析說,韌性等級的暴擊減免加成導致火法的傷害輸出降低了30%-50%,認爲這樣破壞了遊戲平衡。對此螃蟹同學解釋說,韌性降低暴擊傷害是遊戲性需要,畢竟現在玩家的爆發力太高了,而此外他承諾說爲了不傷及職業天賦設計(很多天賦都依靠暴擊觸發),未來不會再對韌性的暴擊部分進行修改。

螃蟹(魔獸世界首席系統設計師):我們認爲爆擊需要在PvP中應相應的比PvE中更弱。我一會再解釋爲什麼,首先我要重申一下韌性影響傷害值的buff。在這個補丁中PvP相關的爆擊值沒有更改。在你爆擊的時候你不會被減少爆擊率或暴擊傷害。如果現在你普通傷害3000,爆擊30%,暴擊傷害6000的話,在這次更改後,你普通傷害2700,爆擊還是30%,暴擊傷害爲5400。爆擊傷害會降低,但與爆擊相關的普通傷害則不會。我們不會讓爆擊比普通攻擊還低,否則這樣會對天賦樹有很大的影響。

至於爲什麼我們要讓韌性降低爆擊,是因爲你對抗的是人而不是AI控制的怪物。怪物通常不會治療或使用長冷卻防禦技能,或許有的會這樣做,但做得不好。PvP中在很短的時間內釋放大量傷害是最重要的,因爲對方玩家或團隊會做出相應的控制。如果你把他們打到只剩下10%生命,卻不能“做個了斷”,那麼他們會瞬間恢復到50%甚至100%。這種機制也出現在PvE當中,但少得多。在PvE當中爆擊更加重要是因爲它會buff你的傷害或者關鍵天賦。但在PvP當中瞬間爆發出爆擊(短時間內的高傷害值)才最重要。綜上所述,我們認爲玩家的爆發力在PvP中已經過高了,需要通過韌性來降低暴擊。

我們不想讓韌性自帶一個“kiss /詛咒”效果或是讓你的治療輸出或所獲得的治療效果有所減弱。我們想讓玩家喜歡上PvP裝備的韌性屬性。這個應該不難決定。我們只是想讓韌性在提高你的生存能力的同時又不會帶來任何實質性的削弱。

如果我們做出治療調整,這隻能是暫時的,因爲大災變中,人物的生命值將會有大幅度的提升,治療也是成比例的,所以我們不認爲這是個問題。同樣的原因輸出爆發也不是個問題,但我們不是很有把握。如果這不是個問題的話,那麼我們可以再次調整韌性收益

我不奇怪不同的玩家會得出像上面例子當中的不同結論,舉例來說,對近戰而言這是個大buff還是個大nerf呢?或者這意味着PvE裝備的吸引力會增加呢,還是減少呢?而讓我驚訝的是不管其他玩家是否同意,每個人都看起來非常確定他們的觀點(“絕對是要這樣…”)。

原文如下:

We think crits need to be proportionately weaker in PvP than in PvP. I'll explain why in a minute, but first let me reiterate that the buff we are making to resilience just affects damage. The relative value of crit in PvP won't change at all with this hotfix. You won't be critting less or doing less proportional damage when you crit. If you hit now for 3000 and crit 30% of the time for 6000 then after this change you might hit for 2700 and crit 30% of the time for 5400. Crit damage will be lower, but crit damage relative to normal damage will not. We don't want to get to the point where a crit is actually mitigated lower than an actual hit. That would be bizarre and do bad things for a lot of talent trees.

As to why we think resilience needs to reduce crits, it's because you're playing against another human and not an AI-controlled creature. Creatures generally don't heal or blow defensive cooldowns, or at least not very well. The ability to pack a lot of damage into a small time window is much more important in PvP just because the opposing player or team have so much control over the size of that window. If you whittle them down to 10% of their health but can't "close the deal" then they may be back up at 50% or 100% in no time. This kind of mechanic happens in PvE too, but much more rarely. The ability to crit in PvE is important largely because it buffs your damage or keys into talents. But the burst portion of crits themselves (high damage in a short amount of time) is much more important in PvP. Thus, we think the value and role of crit would be too high in PvP without a way to mitigate that through stacking resilience.

We don't want resilience per se to bring with it the "kiss / curse" of also nerfing your own healing output or heals received. We want players to like resilience on PvP gear. It shouldn't be a hard decision. We'd prefer a model where resilience improves your survivability without any real downside.

If we implement a healing change, it would be temporary because health pools will be larger in Cataclysm, proportionate to healing, so we don't think that will be a problem. Burst damage may be less of a problem too for the same reason, but we're less confident of that. If it isn't a problem, then we can change the resilience scaling again.

It doesn't surprise me that different players come to different conclusions that e.g. this is a big buff for melee or a big nerf for melee or that this means PvE gear will be more or less attractive. What surprises me is the strength everyone seems to have in their own convictions ("It will absolutely be this way..."), despite evidence that plenty of players don't agree with them. :)