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开发者日记 – 守望者更新

其他 htqssky 1年前 (2023-01-28) 103次浏览 0个评论

原文地址:https://www.lotro.com/news/lotro-dev-diary-warden-en

前言 – Intro

大家好!我是OnnMacMahal,仍由我来讲讲守望者职业的变化。

Hello everyone! I’m OnnMacMahal, and I’m here to start talking about the upcoming Warden class changes.

守望者是一个具有挑战性但值得一玩的职业,其基础是围绕几乎无冷却的组合技,游戏过程中注重最大化利用大师技,辅以一些标准化技能。这些技能使你可以很快的组合并打出很多组合技,同时应对游戏环境的不断变化。我们想要保持守望者对于游戏的操作感和组合技系统,但我们还想让这个职业相比其他坦克和输出职业在效率方面更具竞争性。我们目前的计划是将黄特转为非专精技能树,具体情况将在后面进行介绍。

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.

现状概览 – Current State Overview

所以守望者现在面对的困境是什么?

So what headwinds are wardens currently facing?

可以说蓝特守望者最大的问题是缺乏保命大招。Never Surrender很棒,但无法常用。For the Free Peoples效果很强,但它需要叠很长一段时间、需要你使用大量基础技,而这正是你平时尽力避免的(替代大师技)。

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.

组合技能链没有得到充分利用。由于基础技几乎无冷却时间,这个职业设计之初有多个机制促使玩家打出更多样化的组合技,而非无限刷最强的技能。组合技能链是这些机制之一,理论上也可以促使玩家使用更多的短组合技(2或3长度)。但组合技能链目前仅影响了个别的组合技顺序,其中3个还都是持续流血伤害技能,它们本就常被使用。由于单个组合技的持续伤害只能对一个目标施加一次,通常你已经会在旧组合技效果结束之前去尽可能地使用各种不同的流血组合技。我们将在后文讨论更多相关内容,简而言之是尽量让组合技能链在你的技能释放顺序中变得更通用、更灵活且更有意义。

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.

对于输出向的守望者来说,Seize the Moment相对于其他职业机制来说过于重要了,且(和破双防一起)让高等级偏辅助破防向的黄特守望者能打出比红特输出向的守望者更高的伤害。虽然我们喜欢Seize the Moment加速了守望者的游戏操作,但大师技的设计初衷是一种受限于冷却时间的资源。即使不把Seize the Moment限制在黄特中,它也会移除守望者职业的太多限制,使玩家感受到过度分化的两极体验。基于以上理由,我们计划移除Seize the Moment效果,其精神内核将转移到新技能“Rapid Techniques”和特性“Strong Foundations”,它们可以使你的基础技减少其关联的大师技的冷却时间。

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.

输出守望者还明显缺少爆发伤害,尽管守望者们可以在单体目标上叠加许多持续伤害效果,但在面对低血量小怪的情况时往往并没那么多时间去叠流血。

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.

虽然并非守望者面对的主要问题,这个职业存在可观的效果混乱情况,我们将在即将进行的更新中尽可能改善。基础技等技能并不需要小额叠加持续伤害,而类似于专精加成(10%几率施加次级buff和debuff)等效果的唯一作用往往是填满血条下的状态栏。其中一些效果将加强成为更少但更强力的加成,而另一些将被直接移除。

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.

黄特非专精化 – Non-specialization Assailment

刚才说黄特会变成非专精特性树?

You said Assailment is becoming a non-specialization trait tree?

是的。就像前不久的诗人大改一样,守望者的黄色特性树将变成一个被动的、不可专精的特性树。这意味着你无法再选择黄特作为主特性,但同时你将从黄特中获得许多远程伤害、减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.

为什么移除了黄特专精呢?因为黄特并不能使你的游戏方式和专精红特相比有什么变化,同时“远程守望者”的身份并不需要一整个特性树的支持,直接切换姿态即可。当前黄特吸引玩家的主要原因就是提供了一些减益和效果,它们如果不是被锁在黄特里其实能对专精红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.

对于倾向于玩远程输出类职业的守望者玩家来说,仍然可以这么做。你只需要选择红特专精,然后点出黄特中的远程伤害特性即可。

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.

目标 – Goals

专精蓝特的守望者应该和盾卫者、旗手、拳师以及其他主坦克自信站在一起。除了防御组合技之外,你还应该具备几个基于冷却时间而非组合技、但又与组合技互动的普通坦克技能,这将帮助你和其他坦克一样应对突发高额伤害,同时又不从根本上改变你的技能循环。

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.

专精红特的守望者也应该是一个多功能的输出,有大量可以应对各种情况的组合技。关键时刻,输出守望者在战斗中可以打出一串技能和组合技制造可观的直接伤害。尽管持续伤害效果仍将是你最可靠的伤害来源,我们并不想让守望者们在强调应对大量较低血量小怪的战斗中被拒之门外。

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.

组合技效果需要被重新梳理。更多的详细信息会在之后放出,主要的原则就是既然有大量的组合技,那么单个组合技就没有必要带有过多的效果。这延伸到组合技顺序,以及以各基础技开头的组合技效果关联。虽然有一些例外(说的就是你,The Dark Before Dawn[12131]),玩家们应该可以推断组合技开头的基础技及最终效果之间的关系:例如矛系组合技造成直接伤害,盾系组合技带来防御加成,拳系组合技造成持续伤害。

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.

最后首次对守望者的升级做一下说明,我们计划重置练级流程,将组合技中基础技的顺序和效果关联起来,最初可以打出2长度的组合技,逐步解锁3长度、4长度和5长度的组合技。这不会对已超过50级的守望者造成影响,但希望能帮助对这个职业或组合技不熟悉的新玩家快速入门。

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.

组合技能链和新机制Advanced Technique – Gambit Chains and Advanced Technique

组合技能链 – Gambit Chains

组合技能链将会保留,但会变得更加灵活。完成整个组合技能链需要按顺序打3个组合技:一个2长度组合技,接一个3长度组合技,再以一个4长度或5长度的组合技收尾。在以第一个2长度组合技开启技能链后,后续的组合技将在伤害、治疗和加成持续时间方面得到增强。

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.

这些组合技可以是你能使用的任意组合技,而不再限于某一个特定的组合技顺序组合。这意味着你可以用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]。在后面的这个例子里,Comination Strike和Warden’s Triumph都将作为技能链的一部分受益加成,且Warden’s Triumph还将计入你完成了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组合技(Deft Strike[11]、Defensive Strike[22]和Goad[33]),它们不会被计作技能链的起始。

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.

新机制 – Advanced Technique

一些守望者的新技能将是基于冷却时间而非需要组合打出的“普通”技能,这些技能将具备短而强的效果和中等的冷却时间。但是这些技能并不是无限提供最强效果,而是受限于Advanced Technique机制。每个技能都需要至少1次Advanced Techinque层数,会在使用时消耗所有层数,同时基于消耗的层数提供额外的效果。

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.

那么怎样获得Advanced Technique层数呢?你在每完成一个技能链后就会积累1层,最高3层,层数除非被技能消耗或脱战不会自行消失。

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.

总结 – Summary

我们希望这是一篇对玩家有所帮助的、关于一些我们对守望者更改的计划和目标的初稿。一些核心机制将会改变,增强固有能力和组合技系统灵活性。我们很高兴后续与你分享更多信息,包括更详细的特定变更内容和实际游戏体验。

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.

感谢阅读!

Thanks for reading!

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