指環(huán)王OL官網(wǎng)年度計(jì)劃、旗手更新、守望更新內(nèi)容翻譯【中英對(duì)照3合1】
一、2023年指環(huán)王OL前瞻
歡迎閱讀2023年的第一封對(duì)玩家公開(kāi)信。對(duì)于那些對(duì)我尚不熟悉的人簡(jiǎn)要介紹,我是Allan Maki(即Orion),指環(huán)王OL系統(tǒng)主設(shè)計(jì)師。Severlin和Cordovan親切地邀請(qǐng)我寫(xiě)封信談?wù)勎覀兪苣昀锏倪@些重要更新和規(guī)劃!
Welcome to the first Letter to the Players for 2023. For those that may not know me, I am Allan “Orion” Maki, the Lead Systems Designer on?The Lord of the Rings: Online. Severlin and Cordovan graciously allowed me to put pen to paper for this important update and roadmap for our 16th year!
在我們談?wù)?023年的變更之前,我首先想簡(jiǎn)要地回顧一下過(guò)去的一年。2022年對(duì)指環(huán)王OL來(lái)說(shuō)是重要的一年。我們慶祝了游戲成立15周年,并發(fā)布了帶來(lái)新的新手村、挖掘系統(tǒng)、新六人本、對(duì)戰(zhàn)等內(nèi)容的《暗影之前》資料片。我們見(jiàn)證了新玩家和回歸玩家持續(xù)地?cái)U(kuò)充我們鮮活的中州大陸。
Before we dive into the changes for 2023, I wanted to take a brief moment and look at the year that was. 2022 was a great year for?The Lord of the Rings Online. We celebrated 15 years of development, released the?Before the Shadowmini-expansion, which introduced a new starter area to the game, the delving system, a new 6-player dungeon, skirmish, and much more. We saw new players and returning players and continued to expand on our living Middle-earth.
但誠(chéng)實(shí)地說(shuō)——這些都是你不想讀的關(guān)于去年的舊聞,你一定是想看看關(guān)于2023年的。
But let’s be honest – that’s old news and you don’t want to read about last year. You want to read about 2023.
雄心勃勃——這是一個(gè)我想用以概括2023年指環(huán)王OL目標(biāo)的簡(jiǎn)單詞語(yǔ)。我們對(duì)于游戲開(kāi)發(fā)所處的當(dāng)前階段進(jìn)行反思,意識(shí)到了游戲中有一些地區(qū)、系統(tǒng)和體驗(yàn)需要得到關(guān)注和優(yōu)化,我們還明白玩家們有一些對(duì)于滿級(jí)內(nèi)容和新內(nèi)容的需求。我們?cè)?023年會(huì)著重關(guān)注帶來(lái)一些與時(shí)俱進(jìn)的游戲體驗(yàn),并擴(kuò)展游戲世界、故事,指引我們共同朝著下一個(gè)15周年前進(jìn)。
Ambitious. This is the single word that I would use to describe the goals for?The Lord of the Rings: Online?in 2023. Reflecting on where we are in the development of the game, we recognize that there are some areas, systems, and experiences that need attention and sprucing up. We also understand that there is a need for level cap content and new things for you to do. Our focus in 2023 is bringing some of those experiences up to more modern expectations and the expansion of the game world, story, and direction as we begin the next 15 years of our journey together.
你會(huì)看到我們?cè)?023年全年的更新計(jì)劃,逐步朝著年底的新資料片發(fā)布前進(jìn)。
You can see that we are planning on four content patches throughout 2023, each building toward our next major expansion release by the end of the year:
【冬季(Q1):新副本包(2個(gè)三人、1個(gè)六人、1個(gè)團(tuán)本)、挖掘系統(tǒng)擴(kuò)展、部分職業(yè)更新、能量重做、工匠重做啟動(dòng)、對(duì)戰(zhàn)節(jié)回歸、獸獸活動(dòng)、Reward Track第五季、春日節(jié)。
春季(Q2):16周年慶、野外更新、繼續(xù)職業(yè)更新、繼續(xù)工匠更新、繼續(xù)獸獸更新、Reward Track第六季、仲夏節(jié)。
夏季(Q3):Further Adventures系列、職業(yè)更新、工匠更新、挖掘系統(tǒng)更新、繼續(xù)獸獸更新、農(nóng)夫節(jié)、Reward Track第七季、盜寶地精回歸。
秋季(Q4):等級(jí)上限提升、新職業(yè)、新副本新團(tuán)本、故事擴(kuò)展、工匠更新提升等級(jí)、新種族、Reward Track第八季、秋日節(jié)、冬日節(jié)。】
我們2023年的腳步從重回熟悉的安格瑪?shù)貐^(qū)開(kāi)始,具體而言,是中州北方毒水中的鐵城——卡恩督姆。在那里宏偉堡壘的陰影下,權(quán)力的缺失吸引了散居的邪惡居民的目光,他們?cè)趯ふ倚碌念I(lǐng)導(dǎo)和指引。新的敵人急于奪取權(quán)力,而防止這座飽經(jīng)滄桑的城市被統(tǒng)一的重任則落在自由人民的肩上。
Our journey through 2023 begins with a visit to the distant and familiar land of Angmar. More specifically, the iron city in the poisonous wastes of northern Middle-earth, Carn D?m. There, in the shadow of a great citadel, a power vacuum draws from the diaspora of evil denizens looking for any semblance of leadership and guidance.?New enemies scrabble to seize power, and it falls to the Free People to stop the rise of a single leader in the ravaged city.
《重回卡恩督姆》以游戲末期的副本為主,包括2個(gè)三人本、1個(gè)6人本和1個(gè)新團(tuán)本,以及所有你期望在新區(qū)域找到的戰(zhàn)斗和獎(jiǎng)勵(lì)。此外,我們將挖掘系統(tǒng)擴(kuò)展到圖書(shū)館和書(shū)院兩個(gè)副本,并微調(diào)了獎(jiǎng)勵(lì)系統(tǒng)使重復(fù)獎(jiǎng)勵(lì)更具吸引力。我們還對(duì)挖掘系統(tǒng)進(jìn)行了一些更多的平衡調(diào)整,力求使玩家在挑戰(zhàn)更高等級(jí)的過(guò)程中難度增加更加平滑。
The Return to Carn D?m?features a new end game instance cluster with two 3-player instances, a 6-player instance, a new raid, and all of the spoils and rewards that you expect to find in a new space. Additionally, we are expanding the Delving system into the Library and School at Tham Mírdain and revising the reward system slightly to make the repeatable nature and rewards of the Delving system more appealing. We are also making some more balance tweaks to the Delving system in an effort to smooth the difficulty transitions as you progress toward the higher tiers.
我們還將在新的一年里第一次更新中更多地關(guān)注針對(duì)職業(yè)的調(diào)整,首次更新旗手和守望者。對(duì)于一些通用系統(tǒng),我們將重新審視能量:它是如何被消耗、如何恢復(fù)、作為一個(gè)主要指標(biāo)有多重要。相關(guān)的影響在隨地圖升級(jí)方面不會(huì)太大,更多地會(huì)影響副本和團(tuán)本中玩家對(duì)其的管理。
We will also be focusing on more targeted changes for classes in the first release of the New Year, with Captain and Warden getting their first updates. On a more general systems note, we are revisiting Power; how it is used, how it is recovered, and its importance as a main statistic. The impact here will be less on the moment-to-moment experience on the landscape and more on the management of this resource in dungeons and raids.
我們還計(jì)劃開(kāi)始在全年內(nèi)持續(xù)修訂工匠系統(tǒng)。我們的最終目標(biāo)包括打破工匠職業(yè)的壁壘、讓玩家選擇自己想要學(xué)習(xí)的職業(yè),使工匠系統(tǒng)能夠制作一些畢業(yè)裝備或同裝等的裝備,在當(dāng)前被忽略已久的工匠系統(tǒng)(說(shuō)的就是你,精華)基礎(chǔ)上進(jìn)行擴(kuò)展并為未來(lái)做好準(zhǔn)備。
We are also planning to begin a revision to the crafting system that will continue throughout the year. Our expressed end goal includes breaking apart vocations to allow players to choose which profession they want to learn, providing crafters with the ability to make some best in slot or equally competitive items through their professions, expanding upon existing crafting systems that may have been overlooked for a long time (I’m looking at you, essences) and expanding the system for the future.
另一個(gè)關(guān)注點(diǎn)是繼續(xù)強(qiáng)化節(jié)日和活動(dòng)。除了Ill Omens對(duì)戰(zhàn)節(jié)的回歸,我們還將擴(kuò)展春日節(jié)的獎(jiǎng)勵(lì)、帶來(lái)新的戰(zhàn)場(chǎng)PvMP活動(dòng)、朝著一套圍繞不同工匠職業(yè)的周期性活動(dòng)努力。
Another focus will be on the continued importance of festivals and events. Along with the return of Ill Omens, we will expand the rewards for the Spring festival, introduce new direct Player versus Monster Player events inside of the Ettenmoors, and work toward providing a new set of cyclical events that revolve around the different crafting professions.
來(lái)到春季和夏季,我們將目光轉(zhuǎn)向下一次主資料片將要發(fā)布的來(lái)自新敵人日益增長(zhǎng)的威脅。剛鐸,雖然現(xiàn)在相對(duì)和平,但在重建方面需要幫助,同時(shí)一些異常也需要關(guān)注。我們將帶來(lái)一個(gè)新版本的剛鐸,不再是暗無(wú)天日被敵人包圍,當(dāng)然徘徊在暗處的威脅也必須得到應(yīng)對(duì)。游戲系統(tǒng)方面,我們將繼續(xù)進(jìn)行特定職業(yè)調(diào)整、工匠系統(tǒng)更新、怪物扮演更新,以及一些戰(zhàn)斗數(shù)據(jù)方面的進(jìn)一步調(diào)整、新的仲夏節(jié)獎(jiǎng)勵(lì)等等。
As we move into the spring and summer months, our focus will shift to the growing threat posed by the enemies soon to be unleashed in our next major expansion. Gondor, now experiencing relative peace, needs assistance in rebuilding and assessing strange goings on.?We will be introducing a new version of Gondor, no longer dawnless and harried by enemies on all sides. Yet still, threats linger that must be opposed. From a game systems side, we will continue to work on targeted class updates, crafting changes, monster play updates, and further adjustments to combat statistics as we move forward to the expansion, new festival rewards for Midsummer, and much more.
春夏之交,暫命名為“注意翅膀”的Further Adventures系列將占用你們的游戲時(shí)間,還有農(nóng)夫節(jié)、盜寶地精活動(dòng)的新獎(jiǎng)勵(lì),挖掘系統(tǒng)也將迎來(lái)更難的等級(jí)。我們還將對(duì)《重回卡恩督姆》的三人本進(jìn)行擴(kuò)展,隨著我們迎來(lái)年底的資料片也將繼續(xù)進(jìn)行工匠調(diào)整和獸獸增強(qiáng)。
As spring turns to summer, the tentatively-titled “Watching the Wing” will fill your days with Further Adventures, new festival rewards for the Farmer’s Faire, new rewards with the Treasure Bugan event, and an expansion of the Delving system to higher difficulty tiers. We will also make additions to the 3-player Instances added with “The Return to Carn D?m“. Crafting changes will continue and more enhancements to Monster Play will take place as we drive toward the expansion in the last quarter of the year.
就像我開(kāi)頭說(shuō)的,雄心勃勃!
As I said, ambitious!
現(xiàn)在我們來(lái)到了這封2023年對(duì)玩家公開(kāi)信的末尾,我們想透露一點(diǎn)點(diǎn)對(duì)于年底資料片的計(jì)劃,雖然還沒(méi)有做好發(fā)布更多細(xì)節(jié)的準(zhǔn)備,但我們還是想要提前告訴大家一點(diǎn)關(guān)于即將到來(lái)的預(yù)告。
Now, we are reaching the end of this inaugural Letter to the Players of 2023, and we want to tease a little bit about the expansion that we have planned for the latter part of the year. We are not fully prepared to release many details, but we do want to provide you with a little tease of what is to come.
當(dāng)我們結(jié)束《暗影之前》,并開(kāi)始展望未來(lái)時(shí),我們自問(wèn)想要故事和游戲朝哪里發(fā)展,然后得到了一致的意見(jiàn),繼續(xù)向南前往那些人跡罕至的海岸,穿過(guò)咸苦的海水,越過(guò)貝爾法拉斯灣,到達(dá)海盜之王的海岸,烏姆巴爾。而那里,親愛(ài)的玩家們,將是另一個(gè)的故事。
As we wrapped?Before the Shadow, and began looking toward the future, we asked ourselves where we wanted to take the story and the game next. There was an overwhelming consensus that we wanted to head south to less traveled shores. Across the salty sea, beyond the Bay of Belfalas to the shore of the Corsair Kings, Umbar. And that, dear readers, is a tale for another day.
在下次見(jiàn)面之前,記得我是Orion。
Until next time, I remain Orion.
二、開(kāi)發(fā)者日記 – 旗手更新
簡(jiǎn)介 – Intro
大家好!我是OnnMacMahal,由我來(lái)向大家開(kāi)講即將到來(lái)的旗手職業(yè)改動(dòng)。
Hello everyone! I’m OnnMacMahal, and I’m here to start talking about the upcoming Captain class changes.
旗手是一個(gè)特別的職業(yè):旗手們是靈活的近戰(zhàn)戰(zhàn)士和治療者,專注于輔助同伴而非最大化自身輸出。盡管每種特性樹(shù)都符合其主要角色(治療、輸出或拉仇恨承傷),但旗手更應(yīng)偏重于輔助同伴而非自我滿足。我們不希望失去這一核心元素,即使在混戰(zhàn)中旗手們也應(yīng)以身作則,讓出焦點(diǎn)以使他們的同伴閃耀光芒。旗手是團(tuán)隊(duì)玩家,一如既往。
The captain is a unique class: captains are flexible melee warriors and healers focused on supporting allies rather than maximizing personal output. While each trait specialization should be able to competently fulfill its primary role (healing, dealing damage, or holding threat and mitigating damage) they should each retain a focus on supporting allies rather than being entirely self-sufficient. We don’t want to lose sight of this core element. Even when wading straight into a melee, captains embody the sacrifices of leading by example while staying out of the spotlight in order to make their allies shine.?Captains are team players, through and through.
現(xiàn)狀概覽 – Current State Overview
你問(wèn)為什么要對(duì)旗手動(dòng)刀?“旗手是很棒的坦克,我總是在求組頻道看到紅旗的需求。”
Why make any changes to the captain, you ask? “Captains make great tanks, and I always see requests for ‘rCap’ in LFF.”
專精Hands of Healing(藍(lán)特)的旗手是很好的團(tuán)隊(duì)副奶,提供大量被動(dòng)增益、群奶,但在面對(duì)單體治療和突發(fā)高額傷害時(shí)無(wú)法與其他主治療相比。此外,一些該特性的核心機(jī)制,例如Inspiriting Presence和Valour更偏向于被動(dòng),使旗手玩家難以主動(dòng)計(jì)劃,導(dǎo)致在真正需要他們的時(shí)候顯得不是那么可靠和有用。
Captains specializing in Hands of Healing (blue) make great raid-group support healers, providing lots of passive, AoE healing, but fail to keep up with other main healers when it comes to single-target healing and responding to large damage spikes. Additionally, some of the specialization’s core mechanics like Inspiriting Presence and Valour are semi-passive, making them hard to account for or plan around, and ultimately making them feel unreliable and unhelpful in moments where you really need them.
專精Lead the Charge(紅特)的旗手是超棒的團(tuán)隊(duì)輸出輔助,前提是你們的主力輸出是物理輸出。不幸的是紅特旗手對(duì)法系輸出的增益并不如意,且在隊(duì)伍規(guī)模減小時(shí)紅旗的價(jià)值迅速下降。一個(gè)旗手自己,即使穿著全套輸出裝,在做地圖任務(wù)、做挖掘任務(wù)或單挑獸獸時(shí)也會(huì)力不從心,甚至比不上一些職業(yè)的非輸出特性。
Captains specializing in Lead the Charge (red) make fantastic raid-group DPS supporters, provided your primary DPS players are physical-damage dealers. Red-line captain support unfortunately doesn’t extend as well to tactical-damage classes, and the value of a red captain drops precipitously as your group size decreases. A solo captain, even fully-equipped in offensive gear, who is questing, delving, or fighting monster players on their own will struggle to produce meaningful damage, even when compared to non-DPS specializations of some other classes.
專精Leader of Men(黃特)的旗手是多人隊(duì)伍的理想坦克,無(wú)論游戲內(nèi)容或隊(duì)伍規(guī)模這一特性都是旗手目前最流行的選擇。但是,玩黃旗的時(shí)候很大的問(wèn)題是缺少另一個(gè)開(kāi)啟Battle-Readied狀態(tài)的技能,且與其他坦克相比相對(duì)缺少防御機(jī)制。黃旗給隊(duì)伍提供的很多價(jià)值來(lái)源于Motivate(與戰(zhàn)斗機(jī)制無(wú)關(guān)的被動(dòng)加成)、戰(zhàn)復(fù)(對(duì)于3人隊(duì)伍來(lái)說(shuō)相當(dāng)于全隊(duì)滿血)和一些常駐的技能效果的收益,例如On Guard、Inspire、Revealing Mark和Battle-Hardened減傷。
Captains specializing in Leader of Men (yellow) make wonderful tanks for multiple group sizes. This specialization is by far the most broadly useful of all current captain specializations, without regard for content type or group size. However, gameplay for the yellow-line captain still suffers from the lack of a second skill to open the Battle-Readied state, as well as a relative dearth of defensive mechanics, compared to other tank specializations. Much of the value a yellow captain brings the group comes from Motivate (a passive buff that’s not an interactive combat mechanic) their in-combat rez (which can act as a full reset for 3-person groups) and the benefits from always-on skills and effects like On Guard, Inspire, Revealing Mark, and Battle-Hardened damage reduction.
目標(biāo) – Goals
旗手需要一次相當(dāng)強(qiáng)度的傷害提升,無(wú)論哪種特性下,你都應(yīng)該感覺(jué)到你確實(shí)拿了把武器在戰(zhàn)斗。
Captains need a moderate damage increase across the board. Regardless of trait specialization, you should feel like you’re wielding a weapon of war.
盡管召喚伙伴是這個(gè)職業(yè)一直以來(lái)的特色,玩家們不應(yīng)該過(guò)度依賴寶寶。尤其是自己一個(gè)人的時(shí)候,你的寶寶應(yīng)該是在增強(qiáng)你、輔助你,而不是身上綁了一半的技能然后卡在角落里、只留下毫無(wú)用處的你自己。
Though the ability to summon a herald is a longstanding aspect of the class, players shouldn’t feel overreliant?on their herald. Especially when solo, your herald should feel like they’re augmenting you and supporting you, not tying up half your skills and leaving you completely useless every time they decide to wander off or get stuck in a corner.
對(duì)于藍(lán)旗,我們希望增加你的能力以勝任主治療的角色,這意味著增加你對(duì)于盾友的治療、增加應(yīng)對(duì)短期內(nèi)高額傷害的能力,同時(shí)減少一些被動(dòng)常駐的群體治療。你值得真正地像一名勇猛的近戰(zhàn)領(lǐng)袖那樣參與戰(zhàn)斗。
For Hands of Healing captains, we want to improve your capacity to fulfill a main-healer role. That means increasing your healing to your shield-brother, improving your ability to react to large amounts of damage in a short window, and reducing some of your passive, always-on AoE healing. You should also be rewarded for playing like the aggressive front-line melee leader you are.
對(duì)于紅旗,我們計(jì)劃增加一個(gè)“單體”姿態(tài),以犧牲團(tuán)隊(duì)輔助能力為代價(jià)極大地增加你的單體輸出。只有自己一個(gè)人時(shí),你從團(tuán)隊(duì)增益或綁定技能中獲得的收益幾乎為零甚至沒(méi)有,因此只有自己一個(gè)人時(shí)把它們換成個(gè)體傷害基本毫無(wú)損失。在團(tuán)隊(duì)中時(shí)我們?nèi)韵M麍F(tuán)隊(duì)輔助強(qiáng)于這個(gè)姿態(tài),但在3人隊(duì)伍中你還是應(yīng)該自己作為一個(gè)輸出拋開(kāi)隊(duì)伍輔助能力(在沒(méi)有輸出特性同伴的場(chǎng)景下)。
For Lead the Charge captains, we plan to add a “solo” stance that dramatically improves your personal damage output at the cost of group-wide support. When running on your own, you gain little to no benefit from group- or ally-oriented skills, so replacing those with personal damage comes at no cost when you’re alone. When you’re in a group, we still want the group support to outweigh the benefits of this stance, but in cases like 3-person groups, you still ought to be able to fill a damage role yourself by foregoing group support (since you might well have no DPS-specialized allies in that scenario).
對(duì)于黃旗,作為一個(gè)坦克方面我們目前沒(méi)有發(fā)現(xiàn)什么大的問(wèn)題,因此改動(dòng)將圍繞一些小的游戲體驗(yàn)進(jìn)行調(diào)整。我們想讓你更主動(dòng)地激活戰(zhàn)斗準(zhǔn)備狀態(tài),以及核心技能與常用技能對(duì)你的職責(zé)功能更有幫助,讓它們看起來(lái)不再像無(wú)關(guān)緊要的過(guò)渡技能。
For Leader of Men captains, there are no major concerns we have about your current ability to fulfill the role of tank, so changes will be focused around smaller QoL adjustments and changes. We want you to be able to more actively rotate through battle-states, and for your core/frequent skills to have a greater impact on your role efficacy, so they don’t end up feeling like inconsequential filler.
總結(jié) – Summary
旗手有太多讓人喜愛(ài)的東西了,所以別期望有什么根本上的改動(dòng)。我們想讓你在三種特性、各個(gè)場(chǎng)合都發(fā)揮出自己的作用!話說(shuō)回來(lái),我們期待著分享更多關(guān)于即將到來(lái)的信息,不過(guò)暫時(shí)——感謝閱讀!
Captains have a lot to love, so don’t expect things to change too drastically. We want you to be able to shine in all three specializations, in all sorts of content! That said, we’re looking forward to sharing a more detailed look at what’s coming soon. For now, thanks for reading!
三、開(kāi)發(fā)者日記 – 守望者更新
前言 – Intro
大家好!我是OnnMacMahal,仍由我來(lái)講講守望者職業(yè)的變化。
Hello everyone! I’m OnnMacMahal, and I’m here to start talking about the upcoming Warden class changes.
守望者是一個(gè)具有挑戰(zhàn)性但值得一玩的職業(yè),其基礎(chǔ)是圍繞幾乎無(wú)冷卻的組合技,游戲過(guò)程中注重最大化利用大師技,輔以一些標(biāo)準(zhǔn)化技能。這些技能使你可以很快的組合并打出很多組合技,同時(shí)應(yīng)對(duì)游戲環(huán)境的不斷變化。我們想要保持守望者對(duì)于游戲的操作感和組合技系統(tǒng),但我們還想讓這個(gè)職業(yè)相比其他坦克和輸出職業(yè)在效率方面更具競(jìng)爭(zhēng)性。我們目前的計(jì)劃是將黃特轉(zhuǎn)為非專精技能樹(shù),具體情況將在后面進(jìn)行介紹。
The warden is a challenging but rewarding class to play. Fundamentally structured around gambit skills?which have almost no cooldown, gameplay is focused on maximizing the usage of Masteries, supported by a small number of standard skills. These allow you to rapidly build and execute a range of gambits, while adapting as proactively as possible to changing gameplay circumstances. We want to maintain the warden’s focus on proactive gameplay and the gambit system, but we also want to make sure that the class is able to compete in effectiveness with others in tanking and damage-dealing roles. We’re also presently planning on making the Assailment trait tree a non-specialization tree, but we’ll cover that in more detail below.
現(xiàn)狀概覽 – Current State Overview
所以守望者現(xiàn)在面對(duì)的困境是什么?
So what headwinds are wardens currently facing?
可以說(shuō)藍(lán)特守望者最大的問(wèn)題是缺乏保命大招。Never Surrender很棒,但無(wú)法常用。For the Free Peoples效果很強(qiáng),但它需要疊很長(zhǎng)一段時(shí)間、需要你使用大量基礎(chǔ)技,而這正是你平時(shí)盡力避免的(替代大師技)。
Arguably the biggest issue facing wardens is a lack of defensive cooldown abilities for Determination wardens. Never Surrender is great, but only available infrequently. For the Free Peoples has a strong effect, but it has a lengthy ramp-up period, requiring you to use a lot of gambit builders which you otherwise want to avoid (in lieu of Mastery skills) as much as possible.
組合技能鏈沒(méi)有得到充分利用。由于基礎(chǔ)技幾乎無(wú)冷卻時(shí)間,這個(gè)職業(yè)設(shè)計(jì)之初有多個(gè)機(jī)制促使玩家打出更多樣化的組合技,而非無(wú)限刷最強(qiáng)的技能。組合技能鏈?zhǔn)沁@些機(jī)制之一,理論上也可以促使玩家使用更多的短組合技(2或3長(zhǎng)度)。但組合技能鏈目前僅影響了個(gè)別的組合技順序,其中3個(gè)還都是持續(xù)流血傷害技能,它們本就常被使用。由于單個(gè)組合技的持續(xù)傷害只能對(duì)一個(gè)目標(biāo)施加一次,通常你已經(jīng)會(huì)在舊組合技效果結(jié)束之前去盡可能地使用各種不同的流血組合技。我們將在后文討論更多相關(guān)內(nèi)容,簡(jiǎn)而言之是盡量讓組合技能鏈在你的技能釋放順序中變得更通用、更靈活且更有意義。
Gambit chains are an underutilized tool. Since gambits have essentially no cooldown, the class has multiple features designed to promote the use of many gambits, rather than leaning on your strongest gambit(s) indefinitely. Gambit chains are one of these mechanisms, and in theory they are especially helpful at promoting the use of short (2-length and 3-length) gambits. But the gambit chains which currently exist only affect a few specific gambit sequences, and three of those sequences are DoT-based gambits, which already promote multi-skill usage. Since a single gambit’s DoT can only be applied on a target once, you’re already likely to use as many different DoT-applying gambits as you can before the oldest ones start to expire. We’ll cover them in more detail below, but we want to make gambit chains a little more general, flexible, and meaningful in affecting your gambit sequences.
對(duì)于輸出向的守望者來(lái)說(shuō),Seize the Moment相對(duì)于其他職業(yè)機(jī)制來(lái)說(shuō)過(guò)于重要了,且(和破雙防一起)讓高等級(jí)偏輔助破防向的黃特守望者能打出比紅特輸出向的守望者更高的傷害。雖然我們喜歡Seize the Moment加速了守望者的游戲操作,但大師技的設(shè)計(jì)初衷是一種受限于冷卻時(shí)間的資源。即使不把Seize the Moment限制在黃特中,它也會(huì)移除守望者職業(yè)的太多限制,使玩家感受到過(guò)度分化的兩極體驗(yàn)。基于以上理由,我們計(jì)劃移除Seize the Moment效果,其精神內(nèi)核將轉(zhuǎn)移到新技能“Rapid Techniques”和特性“Strong Foundations”,它們可以使你的基礎(chǔ)技減少其關(guān)聯(lián)的大師技的冷卻時(shí)間。
For damage-oriented wardens, Seize the Moment looms too large over all other class mechanics, and (along with stronger Marked and Diminished debuffs) makes the moderately debuff-oriented Assailment Specialization capable of dealing more raw DPS than the Recklessness specialization at high levels. While we appreciate that Seize the Moment speeds up warden gameplay, part of the inherent design of Mastery skills is that they are a resource limited by their cooldown times. Even without being locked behind Assailment, Seize the Moment removes so much of what limits a warden that it makes the class feel much more ‘feast or famine’ than it ought to. For these reasons, we intend to remove the Seize the Moment effect. Its spirit will be retained in the new skill ‘Rapid Techniques,’ as well as the trait ‘Strong Foundations’ which will make your gambit builders reduce the active cooldowns of their related Mastery skills.
輸出守望者還明顯缺少爆發(fā)傷害,盡管守望者們可以在單體目標(biāo)上疊加許多持續(xù)傷害效果,但在面對(duì)低血量小怪的情況時(shí)往往并沒(méi)那么多時(shí)間去疊流血。
Damage-dealing wardens also have a distinct lack of instant damage. While wardens are capable of applying many DoT effects to a single target, they suffer greatly in any situations with lower average mob health that don’t give you much time to stack multiple DoT effects.
雖然并非守望者面對(duì)的主要問(wèn)題,這個(gè)職業(yè)存在可觀的效果混亂情況,我們將在即將進(jìn)行的更新中盡可能改善?;A(chǔ)技等技能并不需要小額疊加持續(xù)傷害,而類似于專精加成(10%幾率施加次級(jí)buff和debuff)等效果的唯一作用往往是填滿血條下的狀態(tài)欄。其中一些效果將加強(qiáng)成為更少但更強(qiáng)力的加成,而另一些將被直接移除。
While it isn’t a major issue facing wardens, the class also has a considerable amount of effect clutter.?As much as possible, we’ll be trimming this down in the forthcoming changes. Skills like gambit builders don’t need small, stacking DoTs, and effects like the specialization bonuses (which give a 10% proc chance to apply minor buffs and debuffs) mostly end up cluttering the space below your vitals. Some of these effects will be consolidated into fewer, stronger buffs, while others will be removed outright.
黃特非專精化 – Non-specialization Assailment
剛才說(shuō)黃特會(huì)變成非專精特性樹(shù)?
You said Assailment is becoming a non-specialization trait tree?
是的。就像前不久的詩(shī)人大改一樣,守望者的黃色特性樹(shù)將變成一個(gè)被動(dòng)的、不可專精的特性樹(shù)。這意味著你無(wú)法再選擇黃特作為主特性,但同時(shí)你將從黃特中獲得許多遠(yuǎn)程傷害、減益效果和通用能力等加成。
Yes. Like the recent change undergone by the minstrel, the warden’s Assailment trait tree will become a passive, non-specialization trait tree. This means you won’t be able to choose Assailment as a primary specialization, but you’ll still be able to get plenty of bonus ranged damage, debuff effects, and utility out of the Assailment traits.
為什么移除了黃特專精呢?因?yàn)辄S特并不能使你的游戲方式和專精紅特相比有什么變化,同時(shí)“遠(yuǎn)程守望者”的身份并不需要一整個(gè)特性樹(shù)的支持,直接切換姿態(tài)即可。當(dāng)前黃特吸引玩家的主要原因就是提供了一些減益和效果,它們?nèi)绻皇潜绘i在黃特里其實(shí)能對(duì)專精紅特的玩家起到更好的效果。
Why remove the ability to specialize in Assailment? The Assailment specialization doesn’t meaningfully impact your playstyle relative to specializing in the Recklessness tree, and the ‘warden at range’ identity doesn’t require a full specialization, since any warden can toggle the Assailment stance on. Most of what makes Assailment appealing right now are a few debuffs and effects which would actually benefit the Recklessness tree more if only they weren’t locked up in the Assailment specialization.
對(duì)于傾向于玩遠(yuǎn)程輸出類職業(yè)的守望者玩家來(lái)說(shuō),仍然可以這么做。你只需要選擇紅特專精,然后點(diǎn)出黃特中的遠(yuǎn)程傷害特性即可。
For those of you who prefer playing your warden as a ranged-damage class, you’ll still be able to do so. You’ll just choose Recklessness as your specialization, then prioritize ranged damage traits in the Recklessness tree.
目標(biāo) – Goals
專精藍(lán)特的守望者應(yīng)該和盾衛(wèi)者、旗手、拳師以及其他主坦克自信站在一起。除了防御組合技之外,你還應(yīng)該具備幾個(gè)基于冷卻時(shí)間而非組合技、但又與組合技互動(dòng)的普通坦克技能,這將幫助你和其他坦克一樣應(yīng)對(duì)突發(fā)高額傷害,同時(shí)又不從根本上改變你的技能循環(huán)。
Wardens specializing in Determination should be able to stand side by side with Guardians, Captains, Brawlers, and other main tanks with confidence. In addition to your defensive gambits, you should have a few normal tanking skills, bound by cooldowns rather than being gambits, which still interact with the gambit system. This should help you deal with brief moments of significant spike damage like other meta tanks do, but without fundamentally altering your skill flow.
專精紅特的守望者也應(yīng)該是一個(gè)多功能的輸出,有大量可以應(yīng)對(duì)各種情況的組合技。關(guān)鍵時(shí)刻,輸出守望者在戰(zhàn)斗中可以打出一串技能和組合技制造可觀的直接傷害。盡管持續(xù)傷害效果仍將是你最可靠的傷害來(lái)源,我們并不想讓守望者們?cè)趶?qiáng)調(diào)應(yīng)對(duì)大量較低血量小怪的戰(zhàn)斗中被拒之門(mén)外。
Wardens specializing in Recklessness should still be versatile damage dealers with a wide range of gambits for dealing with different situations. In a pinch, offensive wardens should be able to line up some skills and gambits to deal meaningful instant damage during encounters. While damage-over-time effects should still be your most reliable and consistent damage, we don’t want wardens to feel completely shut out in encounters with a greater emphasis on groups of mobs that have smaller morale pools.
組合技效果需要被重新梳理。更多的詳細(xì)信息會(huì)在之后放出,主要的原則就是既然有大量的組合技,那么單個(gè)組合技就沒(méi)有必要帶有過(guò)多的效果。這延伸到組合技順序,以及以各基礎(chǔ)技開(kāi)頭的組合技效果關(guān)聯(lián)。雖然有一些例外(說(shuō)的就是你,The Dark Before Dawn[12131]),玩家們應(yīng)該可以推斷組合技開(kāi)頭的基礎(chǔ)技及最終效果之間的關(guān)系:例如矛系組合技造成直接傷害,盾系組合技帶來(lái)防御加成,拳系組合技造成持續(xù)傷害。
Gambit effects should be cleaned up a little bit across the board. This will be covered in greater detail later on, but the general principle is that there are a lot of different gambits, so no individual gambit needs to have more than one or two effects. This extends to gambit sequences as well as the heuristics of which gambit builders lead to which effects. While there will still be some outliers (looking at you, Dark Before the Dawn) players should be able to reasonably?infer associations between gambit builder sequences and their outputs: like Spear gambits and instant damage, Shield gambits and defensive bonuses, or Fist gambits and dealing damage over time.
最后首次對(duì)守望者的升級(jí)做一下說(shuō)明,我們計(jì)劃重置練級(jí)流程,將組合技中基礎(chǔ)技的順序和效果關(guān)聯(lián)起來(lái),最初可以打出2長(zhǎng)度的組合技,逐步解鎖3長(zhǎng)度、4長(zhǎng)度和5長(zhǎng)度的組合技。這不會(huì)對(duì)已超過(guò)50級(jí)的守望者造成影響,但希望能幫助對(duì)這個(gè)職業(yè)或組合技不熟悉的新玩家快速入門(mén)。
Finally, a note about wardens leveling up for the first time. We’re planning to reinstate the leveling paradigm infer associations between gambit builder sequences and their outputs?for wardens in which you start off with access to only 2-length gambits, later unlocking 3-length, then 4-length, then 5-length gambits. This will have no impact on any warden already over level 50, but will hopefully help make learning the class a little more manageable for those stepping into it with little prior knowledge of the class or specific gambits.
組合技能鏈和新機(jī)制Advanced Technique – Gambit Chains and Advanced Technique
組合技能鏈 – Gambit Chains
組合技能鏈將會(huì)保留,但會(huì)變得更加靈活。完成整個(gè)組合技能鏈需要按順序打3個(gè)組合技:一個(gè)2長(zhǎng)度組合技,接一個(gè)3長(zhǎng)度組合技,再以一個(gè)4長(zhǎng)度或5長(zhǎng)度的組合技收尾。在以第一個(gè)2長(zhǎng)度組合技開(kāi)啟技能鏈后,后續(xù)的組合技將在傷害、治療和加成持續(xù)時(shí)間方面得到增強(qiáng)。
Gambit Chains will be staying with the class, but they will become a little more flexible. Completing a gambit chain will require using a three-gambit sequence: a 2-length gambit, followed by a 3-length gambit, and then completed by subsequently using a 4- or 5-length gambit. After beginning a gambit chain with a 2-length gambit, the following gambits in the chain will gain improved damage, healing, and buff durations.
這些組合技可以是你能使用的任意組合技,而不再限于某一個(gè)特定的組合技順序組合。這意味著你可以用Persevere[21]、接Maddening Strike[232]、再接Spear of Virtue[3131],抑或是用War-Cry[32]、接Combination Strike[131]、再接Warden’s Triumph[13213]。在后面的這個(gè)例子里,Comination Strike和Warden’s Triumph都將作為技能鏈的一部分受益加成,且Warden’s Triumph還將計(jì)入你完成了1次Advanced Technique。
These gambits could be any of the gambits available to you, and they will no longer need to be part of a specific gambit sequence. That means you could use Persevere, followed by Maddening Strike, followed by Spear of Virtue. Or you could use War Cry, followed by Combination Strike, followed by Warden’s Triumph. In this last case, both Combination Strike and Warden’s Triumph would benefit from the bonuses of being part of a gambit chain, and Warden’s Triumph would also grant you one count of Advanced Technique.
唯一的特例是potency組合技(Deft Strike[11]、Defensive Strike[22]和Goad[33]),它們不會(huì)被計(jì)作技能鏈的起始。
The only exception to this rule will be potency gambits (Deft Strike, Defensive Strike, and Goad) which will not count as beginning a gambit chain.
新機(jī)制 – Advanced Technique
一些守望者的新技能將是基于冷卻時(shí)間而非需要組合打出的“普通”技能,這些技能將具備短而強(qiáng)的效果和中等的冷卻時(shí)間。但是這些技能并不是無(wú)限提供最強(qiáng)效果,而是受限于Advanced Technique機(jī)制。每個(gè)技能都需要至少1次Advanced Techinque層數(shù),會(huì)在使用時(shí)消耗所有層數(shù),同時(shí)基于消耗的層數(shù)提供額外的效果。
Several new Warden skills will be ‘normal’ skills bound by cooldowns, rather than gambit skills requiring builders. These skills will have short, strong effects and moderate cooldown times. However, rather than being freely available at full strength, their potency will be driven by Advanced Technique. Each skill will require at least one Advanced Technique, consume all of your Advanced Technique when used, and will become stronger with each additional Advanced Technique consumed when the skill fires.
那么怎樣獲得Advanced Technique層數(shù)呢?你在每完成一個(gè)技能鏈后就會(huì)積累1層,最高3層,層數(shù)除非被技能消耗或脫戰(zhàn)不會(huì)自行消失。
And how will you earn Advanced Technique? You’ll receive one count every time you complete a gambit chain, up to three maximum, until they are either consumed by a skill or you leave combat.
總結(jié) – Summary
我們希望這是一篇對(duì)玩家有所幫助的、關(guān)于一些我們對(duì)守望者更改的計(jì)劃和目標(biāo)的初稿。一些核心機(jī)制將會(huì)改變,增強(qiáng)固有能力和組合技系統(tǒng)靈活性。我們很高興后續(xù)與你分享更多信息,包括更詳細(xì)的特定變更內(nèi)容和實(shí)際游戲體驗(yàn)。
We hope this has been a helpful primer on some of our plans and goals for the upcoming warden changes. A few core mechanics will change,?augmenting the inherent power and flexibility of the gambit system.We’re excited to share more information with you soon, including a closer look at specific changes and some actual gameplay.
感謝閱讀!
Thanks for reading!