美服《魔兽世界》《德拉诺之王》玩家健康值和韧性调整

2014-03-08 1130


本周,我们来看看《德拉诺之王》极其重要的元素:健康值的相关话题。
玩家健康值和韧性
在接下来的资料片中,我们计划做出几个相互关联的调整,为治疗师提供更好的设定,完善PvP中的治疗动态。
《潘达利亚的迷雾》中大量的基础韧性和战斗疲劳让玩家感觉他们在PvP中要比在PvE弱得多。为了弥补这个差距,我们要在德拉诺之王中尽量缩小这个差距。为减少对韧性的依赖,我们就要增加他们对战其他玩家的生存能力,我们选择双倍玩家的健康值。
就其本身而言, 增加健康能够提高玩家的生存能力,所以我们也增加了生物伤害和治疗法术的效果已达到平衡。这些变化的结果是,个人攻击在PvP中只对玩家的生命池产生很小的影响,但在PvE中生存能力不会受到影响。
玩家的生命值翻倍,这就给我们降低韧性和战斗疲劳的余地,但是我们的目标是要彻底删除。为了达到这个目的,我们也全面降低了秒杀伤害,通过将暴击伤害关键治愈降低到正常效果150%(从200%下调)。
我们希望,这些变化允许我们将基础任性和战斗疲劳减少到0%。少数情况下,我们还是会觉得需要少量的基础弹性和/或战斗疲劳,我们将广泛测试这些变化并根据需要调整。游戏工作室联盟首选专业玩家网,集合所有网游项目,游戏辅助,等游戏赚钱方法。

 

原文


   This time, we'll look at a few topics all related to one vital element: health.
Player Health and Resilience
In the next expansion, we’re planning several interconnected changes designed to provide better-tuned gameplay for healers and improve the healing dynamic in PvP.

The high amount of base Resilience and Battle Fatigue in Mists of Pandaria currently causes characters to feel much weaker in PvP than they do in PvE. To address this disparity, we’re approaching Warlords of Draenor with the goal of shrinking that gap as much as possible. To reduce dependence on Resilience, we needed to increase player survivability against other players, and we chose to do this by essentially doubling (post-squish) player health.

 

On its own, that increase in health would make players more survivable in the world at large, so we’re also increasing creature damage and the effectiveness of healing spells to balance things out. The net result of these changes is that individual attacks will knock a smaller chunk off of a player’s health pool in PvP, but your survivability in PvE won’t be affected.

Doubling player health gave us room to reduce Resilience and Battle Fatigue, but our goal was to be able to remove them entirely. In order to achieve that, we’re also reducing PvP spike damage across the board by lowering Critical Damage and Critical Heals to 150% of their normal effect (down from 200%).

Our hope is that these changes allow us to reduce Base Resilience and Battle Fatigue to 0%. It’s possible that we’ll still find a need for some minor amount of Base Resilience and/or Battle Fatigue, and we’ll be testing these changes extensively and adjusting as needed.

 

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