《魔兽世界》4.3版本 有关职业平衡设定
【文章来源:mmosite ☞ http://wow.mmosite.com/updates/explanation_of_4_3_balance_changes.shtml】
原文
blizzard have posted an explanation about the balance changes in patch 4.3:
don’t take this as an announcement that the release of patch 4.3 is imminent. while we have completed a lot of work, it’s just hard to know at this stage when the patch will be ready. nothing is set in stone until the actual patch, and even then we still have the ability to hotfix any major problems that we missed or caused.
first, here is the link to part one of our balance explanations. we’ll discuss additional changes below.
in particular, you may want to pay attention to my comments about rates of change. while we do overhaul mechanics when we think it’s warranted, we try to save as many of those as possible for expansions. as exhilarating as it can be for players who log in regularly to suddenly be able to look at a talent or spell in a different light, it can also be frustrating for players who maybe took a break in between patch 4.2 and 4.3 to have to relearn rotations or re-gem their character. in particular, we try to be really conservative when buffing spec b of a class upwards to compete with spec a of the same class. we have gotten it wrong before, and forced a large number of players to swap specs. ideally we want you to play the spec you enjoy the most and not the one that does the highest dps, but asking you to continually swap specs to achieve that highest dps is an unreasonable thing for us to ask.
mortal strike (and similar debuffs)
we dropped the healing debuff from 50% to 10% some time ago, but were convinced at 10% that it was hard to appreciate the effect at all. we want to try mortal strike et al. at 25% to see if it feels useful but not mandatory. if 25% is too much and 10% is too little, then it may mean the entire mechanic may not have much of a future. we decided to only change the debuff for the warrior, rogue, and hunter, restoring the original relationship between “strong” and “weak” ms that we had in lich king.
death knight
we decided not to prevent or discourage block capping for paladins and warriors, because it would have required several corresponding changes to compensate for such severe nerfs and the risk of getting things wrong or asking players to change gear was just too great. instead, we decided to buff dk and druid tanks to improve their ability to handle streaks of bad luck. in the dk’s case, we increased the armor bonus of blood presence.
druid
as mentioned above, we increased the stamina bonus of bear form in order to reduce the chance of tanks being killed too quickly by bad luck. we also changed the armor bonus for bears at lower levels by removing the mechanic that mimicked the warrior and paladin transition from mail to plate. bears were having difficulty surviving in low-level dungeons, which honestly we don’t want to be that challenging. the armor change should not affect end-game tank balance. we changed the glyph of shred so that feral druids wouldn’t need to vary their rotation in situations where they could not shred (such as on ultraxion). we changed the pushback on cyclone because we decided that it was appropriate for dps casters to not have pushback protection on heals, and for healers to not have pushback protection on nukes, but that utility spells should be protected for both roles. this will be a small pvp buff for caster druids.
hunter
we provided a modest dps buff for beast mastery and survival hunters to help them catch up with the marksman spec. as i mentioned above, we wouldn’t consider it a success if we made every marks hunter respec to survival, so our intent is to get close without going over. bm also suffers from a lack of ae damage, so we increased the damage of two of their ae pets.
mage
we offered some buffs to fire mages to help them compete with arcane. frost is viable in pve, but at high-end raiding we understand that its damage isn’t perceived as comparable to arcane or fire. the problem is that frost has a lot of control and survivability, and if their damage were also identical, there would be no reason to choose arcane or fire. note that the 5.0 talent design is partially to fix this specific problem, where specs have either higher dps or higher utility.
paladin
we continued to adjust holy radiance for its new 4.3 design. we want paladins to be a viable group healer without suddenly becoming far and away the best ae healer. we also want holy paladins to continue to care about holy power and light of dawn and not revert to just spamming holy radiance. we changed beacon of light largely because it was unclear which mechanics were supposed to cause the beacon transfer. this is a change from our previous design, which allowed protector of the innocent and other forms of healing to benefit from beacon. we want beacon of light to remain a powerful spell, and it will be even with these changes, but putting slightly less focus on beacon will allow paladins to still shine in situations where beacon isn’t operating at its maximum effectiveness. for retribution, as we suggested previously, we lowered the crit chance of hammer of wrath to reduce burst but increased sustained damage through two-handed specialization and seal of truth.
most of our holy adjustments were discussed in part one, but we did buff guardian spirit to make it more competitive with pain suppression. the shadowform glyph was strictly a quality of life improvement requested by several shadow priests.
shaman
we have slightly unnerfed the initial wind shear nerf, but we still want it to be much harder for a healer spec to have such a potent interrupt. wind shear (originally earth shock) was balanced in the hands of a resto shaman as a tool for coping with enemy casters in the absence of a magic dispel. while a priest could remove an ally’s polymorph, the shaman’s only recourse was to prevent it from ever landing in the first place. but in a world where resto shaman gained the ability to remove magic debuffs, the net result was too potent. we nerfed elemental’s tier 12 set bonus because it was so powerful that shaman risked passing over their tier 13 set bonus. we increased the passive benefit of shamanism and fire elemental scaling to help compensate for this nerf. there are many other shaman changes discussed in part one.
warlock
we increased demonology and destruction’s dps to be more competitive with affliction, and increased the duration on improved soul fire to make that buff a bit easier to manage. we also fixed a long-standing bug that caused the doomguard to do too much damage, so demo’s buff also needed to offset that.
warrior
we believe we have fixed “charge jumping,” where a target who jumped ended up in a different location from the warrior. the warrior should now end up next to the target. we needed to nerf fury’s dps slightly to keep them from being ahead of other melee dps.
greg “ghostcrawler” street is the lead systems designer for world of warcraft. his first hunter pet was a crab named sushi.
译文
德鲁伊
如同上面所述,我们增加了熊形态的耐力加成,降低坦克们因为一连串的坏运而太快死亡。我们也改变了熊形态在低等级时的护甲加成,移除了模彷战士和圣骑士从锁甲到铠甲这段转换过程的机制。熊坦们在低等级地城副本中的生存总是很困难,老实说我们不想给熊坦们这么难的挑战。这项护甲的加成应该不会影响到版本末期坦克之间的平衡。
我们改变了撕碎凋文,让野性德鲁伊们在无法用撕碎技能的情况下(例如奥特拉赛恩,巨龙之魂团队副本其中一个首领)不需要改变他们的技能循环。我们修改了飓风术的施法干扰效果,因为我们认为伤害制造者在施放治疗法术时没有施法干扰保护效果是合理的。
而对治疗者而言,在施放伤害法术时没有施法干扰保护也是合理的。但这个控场法术在两种职业类型身上都应该拥有施法干扰保护效果。这对于德鲁伊而言是一项小小的pvp强化。专业玩家网为游戏工作室提供最新的美服游戏外挂,各种资源免费下载,交流,分享您的心情!
猎人
我们为野兽控制和生存猎人提供了适度的伤害强化,帮助他们和射击猎人并驾齐驱。如同我上面所述,如果因为我们所为导致每个射击猎人都转成生存天赋的话,我们绝对不会将这次改动视为成功的改动。因此我们的目标是使之趋近,但不超越。
野兽控制也因缺少范围伤害而受苦,所以我们增加了他们两只宠物的伤害。
法师
我们提供火焰法师一些强化,帮助他们与秘法法师竞争。冰霜在pve表现不错,但是在高水准的团队中,我们了解冰霜的伤害没办法和秘法或火焰比较。问题在于冰霜有许多控场与生存技能,如果他们的伤害一样很亮眼,那么选择秘法或火焰便没有意义。
请注意5.0版本的天赋系统设计中有一部分就是要修正这个问题,所有的天赋不是拥有很高的伤害就是拥有很强的效用。
牧师
我们大多数针对神圣天赋的调整都在part1里面讨论过了,但我们强化了守护圣灵,使之能与痛苦镇压并驾齐驱。许多暗影牧师所要求的暗影凋纹的确是他们职业生涯中的重大改变。
萨满
我们稍微调整了之前针对削风术的削弱,但我们仍希望恢复天赋无法轻易获得这么强大的施法中断法术。削风术(以前的大地震击)原本的平衡点在于,让恢复萨在不会驱魔法术的状况下也能应对敌方的施法者。牧师可以驱除友方角色身上的变形术,但萨满唯一的应对方式是预防这项法术成功的施放在友方角色身上。但是现在恢复萨满们拥有了驱除减益法术的能力,就结论而言真的过于强大。
我们削弱了元素萨满的t12套装特效,因为这特效真的强大到萨满们可能会冒险跳过t13不穿。我们增加了萨满之道的被动加成并调整了火元素,以弥补这项削弱。许多针对萨满的改动都在part1讨论了。美服游戏币交易价格查询,请关注专业玩家网比价器,全新改版,为您提供更准确的游戏币价格。
术士
我们增加了恶魔系和毁灭系的伤害制造量,让这两个天赋和痛苦系相较之下更有竞争性。并增加了强化灵魂之火的持续时间,让这项强化更容易掌握。我们也修正了存在已久,能让末日守卫造成过多伤害的bug,恶魔系的强化也是为了弥补这项修正。
战士
我们相信冲锋的bug已经修正了,也就是战士冲锋之后的位置会和跳跃的目标不同的这个bug。现在战士应该会正确的冲锋到目标的旁边。另外我们必须削弱狂怒战士的伤害制造,以免他们领先其他近战伤害制造职业太多。