美服《魔兽世界》决战奥格瑞玛副本难度针对性调整即将启用

2014-01-20 1815


随着下周的raid重置,我们将会对决战奥格瑞玛做一些有针对性的调整。总的来说,围攻奥格瑞玛的攻城难度曲线满足了我们的期望,虽然有一些重大挑战位于初生的密室深处,我们可以看到各级围攻在不断的取得进步。然而,有少数遭遇战者,他们有者自己特定的规模/难度,却在挑战过程中呈现一种不合常理的增长,所以我们做一些调整, 以确保所有难度起伏运行良好。
迦拉卡斯
我们将减少10人普通难度和弹性难度中侯尔'kron部队的健康值,因为较小的raid组用来处理各种各样敌人的工具相对较少,在必须进行中断处理时进一步受影响。英雄难度没有改变。

嗜血的Thok
我们将减小10人普通本,弹性本好和英雄本中,Thok不可抵挡的可怕咆哮和爆炸冲击损伤。再一次,较小的raid队伍用来处理逐渐增加的伤害的冷却时间较短, 我们已经看到10人本和较小的弹性团体在这遇到的困难比25人本时的还要多。
攻城匠师黑索
相遇的英雄模式可以通过11个boss取得巨大进步。我们希望可以在一定程度上消除这种上升,同时要保持战斗的挑战性。以下变化仅适用于英雄难度:减少Magnetic Crush 和Shredders’ Overload不可避免的全副本伤害造成的损失。我们也将减少拆卸炮塔的健康值。最后,在10人英雄副本中,我们减少爬虫煤矿的健康值,因为10人本的工具太少,不足以控制他们。

卡拉克西英杰
我们希望他们持续稳步地增加难度,与加罗什一起达到定点。他们已经非常接近,所以我们只是做一些调整, 减少多重射击和炽热的边缘的伤害。专业玩家网游戏工作室项目论坛全面开放,欢迎所有游戏工作室加入。
 
 

原文


魔兽
Effective with next week’s raid resets, we will be making some targeted difficulty adjustments to a few encounters in Siege of Orgrimmar. Overall, the difficulty curve in Siege has met our expectations, and while there are some major challenges deep in Garrosh’s sanctum, we see raid groups continuing to make steady progress at all levels. However, there are a handful of encounters at specific sizes/difficulties that present a disproportionate jump in challenge, and so we’re making some adjustments to smooth out the difficulty curve overall. We wanted to provide a bit of advance notice, both for guilds that are extremely close to kills and want to get in under the wire with the coveted “pre-nerf” kill, and to provide some hope to those who are looking at the wall ahead of them and despairing.

Galakras
We will be reducing the health of the Kor’kron troops in 10-player Normal and Flexible difficulty, because smaller raid groups have fewer tools to deal with the various enemies, and are further impacted when a portion of the raid must break off to deal with towers. No changes to Heroic difficulty at this time.

Thok the Bloodthirsty
We will reduce Thok’s unavoidable Fearsome Roar and Shock Blast damage in 10-player Normal, Heroic, and Flexible mode – again, smaller raid groups have fewer raid cooldowns to handle the increasing damage as Acceleration ramps, and we’re seeing 10-player and smaller Flex groups having much more difficulty with this encounter than their 25-player counterparts.

Siegecrafter Blackfuse
This encounter’s Heroic mode is a huge step up in difficulty from the preceding 11 bosses. We’re looking to smooth out that spike somewhat, while still keeping the fight quite challenging. The following changes apply only to Heroic difficulty: We are reducing the unavoidable raidwide damage inflicted by Magnetic Crush and Shredders’ Overload, as well as the damage from Superheated (to make belt groups’ lives a bit less painful when an Overcharged Laser is active). We’re also reducing Disassembled Turret health. Finally, on 10-player Heroic only, we’re reducing the health of Crawler Mines, since 10-player raids have fewer available tools to keep them controlled.

Paragons of the Klaxxi
Moving on to Heroic Paragons, we’d like them to continue a steady increase in difficulty that culminates with Garrosh. They’re already pretty close to that, so we’re just making a couple of tweaks here, reducing the damage of Multi-Shot and Fiery Edge on Heroic difficulty.   
 

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