美服《龙与地下城》官方Q&A 了解游戏最新动态

2014-02-15 1088

1问:有没有什么东西能让施法者保持集中在两个或两个以上的法术吗?
答:我们考虑过这个,但最后认为这么做只会伤害伤害游戏,主要是由于它会造成意想不到的严重后果。 每次设计出一个需要集中的法术,我们就知道它不会与其他法术叠加。如果这一层保障没了,就会有太多的不可预知的从来没有打算过的法术组合在一起。

2问:主要的反派角色类型的怪物已经可以完全摆脱虚弱的影响了吗?
是的。我们仍然追求传说中的怪物/巢穴机制。此外,我们调整了某些较衰弱的影响,要么是允许多个救援来结束法术(回合结束保存, 生物受到伤害时的保存等等),或者我们让法术 功能略有不同,如此,他们便不会成为遭遇终结;例如,变形术会中断,如果生物的新新式的生命值降到0,这类似于德鲁伊的野生形状工作原理,这样做就使得,你变成火巨人的时候,作为控制技能比纯粹的encounter-ender更有实效。
此外,一些怪兽可能只是对某些效果免疫,这要根据不同的怪物类别而分。我们对待反派怪兽的方式类似于第四版中的单打怪物,在年来的发展历程中,我们学会的大量经验,并会把它们应用在下一版的怪物中。游戏项目、游戏工作室辅助工具、游戏防封技巧,专业玩家网游戏工作室联盟,是网游工作室必选网站。


 原文

Q :Would it be possible to have a feat that would allow spellcasters to maintain concentration on two or more spells at a time?

A: We considered it, but ultimately decided that such a feat (or class feature) is bad for the game, largely due to the unintended consequences it would produce. Every time we design a spell that requires concentration, we design and develop it knowing that it won’t be stacking with other concentration spells. With that primary safeguard gone, there would be far too many unpredictable combinations of spells that were never intended to function together.

2.Q :Do main villain type monsters have ways to shrug off completely debilitating effects?

A:Yes. We’re still pursuing the legendary monster/lair mechanics that Mike previewed in Legends & Lore a while back. Additionally, we’ve tweaked some of the more debilitating effects to either allow multiple saves to end the spell (either end-of-turn saves, saves when the creature takes damage, and so forth), or we've made the spell function slightly differently so that they are not encounter-enders; for example, polymorph now breaks if the creature is reduced to 0 hit points in its new form, similar to how the druid’s Wild Shape works, making it so that if you polymorph the fire giant it’s more useful as a control technique than a pure encounter-ender.

Additionally, some creatures may simply be immune to certain effects, depending on the monster. We’re definitely treating villain-type monsters in this regard much like we did Solo monsters in 4th Edition, and we're taking a lot of what we learned in the development of those monsters over the years and applying them to the monsters in the next edition.

 

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