美服《魔兽世界:德拉诺之王》官方解释活跃法力再生功能移除原因

2014-06-18 1009

德拉诺之王—活跃法力再生
正如大家已经注意到的,在最近的更新补丁说明中,我们移除了活跃法力再生,下面向大家解释做么做的原因。
首先,我想排除大家对活跃法力再生的误解。由于名字类似,以及它在补丁出现的方式,有些玩家会认为它跟坦克的活跃减损一样重要,但事实并非如此。它的影响很微小。基于内部测试,我们发现,为了让它有效我们必须加大力度。大多数情况下,也只有在错误的使用法力而试图恢复时,它才能派得上用场。鉴于其只有备用功效,我们认为它对游戏并没有很大的作用,所以便将其移除。
现在,另一个问题要问,“为什么不把它调的更强大点,让它值得使用呢?” 我们很认真的考虑了这一点。可能会有这样一个设计:你的法力再生来自活跃的来源,所有治疗师花费很大一部分的时间和能力积极地再生他们的法力。但这对治疗师来说会是个很大的游戏设定方面的改动。许多现有的治疗师不会喜欢这种风格,我们甚至不确定这对游戏新玩家而言是好是坏。总体而言,我们认为尽管这种选择看起来有作用,但它还是不适合游戏。
所以,治疗师对法力再生又意味着什么呢?放心,治疗师对法力还是有很大的控制能力。这样做的主要方法是通过法术选择。我们优化了治疗师,这样他们就有了高效率和高生产力。如果你效率最大化,实际上你的花费比自己再生要小得多,所以你的法力条将会上升。你使用法力的途径是通过高生产的治疗,这将让你消耗更多的法力,获得更多生产力。随着装备的提升,你会得到越来越多的精神,发力使用得当,你就会得到更快的法力再生。额外的法力将转化为越来越多的法术。至于活跃法力再生的关键是,如果你发现自己法力不足30%,而boss仍在50%,那你就要做点什么追上他:依靠有效治疗,直到你迎头赶上。你永远不会落到在运行OOM时没有法术可供使用的境地。还需要注意,所有的治疗师现在都可以在不消耗法力的基础上输出轻微的伤害,以便他们在不需要治疗的时候有事情可做.专业玩家网游戏工作室联盟,全面开展游戏工作室论坛项目,方便游戏工作室交流。
 

原文

 
 Warlords of Draenor - Active Mana Regeneration
As you may have noticed, the most recent update to the patch notes included the removal of the Active Mana Regeneration, and I'd like to take a moment to explain that a bit.
First, I'd like to dispel some misconceptions about what Active Mana Regeneration was. Due to the similar name, and how it had its own section in the patch notes, some people were under the impression that it was as significant a feature as Active Mitigation was for tanks; that was not the case. It was quite minor in its impact. We found, based on internal testing, that in order to make it impactful, we'd have to make it much, *much* stronger. As it was, most forms of it were only worth using when you had mismanaged your Mana and were trying to recover. Based on its low and unintuitive usage, we decided to remove it.
Now, a fair question to ask is, “Why not just tune it stronger, so it *is* worth using?” We considered that heavily. There is probably a design where most of your Mana regeneration comes from active sources, and all healers spend a significant portion of their time and ability usage actively regenerating their Mana. However, that is a gigantic change to healer gameplay, for all healers. Many existing healers would not enjoy that style of gameplay, and we're not even sure that it'd be better gameplay for a new player anyway. Overall, we think that, while that option does seem like it could potentially function, it would not be good for the game.
So where does that leave healers for Mana management? Rest assured, healers will still have significant control over their Mana. The primary method for doing that is through spell selection. We've tuned healers such that they have a mixture of high efficiency and high throughput heals. If you maximize efficiency, you’ll actually be spending less than you regenerate (as of about blue dungeon gear), so your Mana bar will actually be going up. The way you’ll spend that Mana is through high throughput heals, which will let you burn more mana for more throughput. As your gear improves, you'll get more and more Spirit, so that your Mana refills faster while casting efficient heals. And that additional Mana will translate into more and more of your spell casts being high throughput ones, as you get better gear. The key, as it relates to Active Mana Regeneration, is that if you find yourself at 30% Mana, and the boss is still at 50% health, you do have something to do to catch up: lean more on your efficient heals, until you catch up. You'll never end up in a situation where you run OOM and are unable to cast anything. Also important to note, all healers have some way to deal minor damage with no Mana cost now, so that they have something to do when there is no healing needed, if you're the type of player that feels compelled to always be casting something.

 

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