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Bashiok:爆击还没削弱 你们应心存感激

时间:2012-06-21 00:00 作者:暴雪 手机订阅 神评论

新闻导语

1.03版本削弱了攻速,暴雪表示这只是一个开始,现在的暴雪表示,什么属性强我就削弱它,刚刚流行起来的暴击/爆伤太过imba,我们在这个版本没有削弱它已经是对得起玩家了。

  1.03版本削弱了攻速,暴雪表示这只是一个开始,现在的暴雪表示,什么属性强我就削弱它,刚刚流行起来的暴击/爆伤太过imba,我们在这个版本没有削弱它已经是对得起玩家了,广大玩家一定要注意,指不定那一天,一些废柴属性的装备,突然价值连城,这一天其实不会太远.....

  暗黑破坏神3 v.1.0.3版本更新内容

  分析《暗黑3》1.03削弱攻速后的常见误区

  Blues..THIS is what people are afraid of...

  这是玩家的担忧之处

  The next BIG NERF. Ok, you nerfed IAS. Now people are stacking crit hit/crit chance. Some people are afraid of what the next nerf will be, including myself. How are we supposed to make a viable build when everything KEEPS GETTING NERFED??? These fears are real, and not just by me. I'm not trying to troll. I'm trying to constructively get your attention and ask that you pass it on to the devs..people feel cut-off at every turn. I myself don't know what to do. Do I stack crit chance/crit damage and pray they don't nerf? Do I stack life on hit, resists, and sit and worry about that being nerfed? I guess I'm asking..what do you suggest? What do we do? I'm trying to be nice, constructive, and respectful in this post..could I please get an answer?

  文章大意:

  你改攻速, 现在大家都在撑爆击率跟爆击伤害, 但很多人都很害怕, 包括我自己, 那你下次的NERF要改哪裡?你这样一直改我们根本不之到如何撑出有效率的装备及技能. 到底后续我该如何处理, 撑血量吗?撑抗性吗???我想问的是, 我们该怎么玩? 发表这个问题我并不是在牢骚, 我想要表达我的善意及建设性, 你可以告诉我如何是好吗?

  下面是官方蓝帖的回应:

  There are plenty of stats we could have nerfed, there are many (some which have been mentioned) which are probably skewing itemization and build variety. We nerfed IAS because it was probably the worst offender, and because unlike most other stats has a bigger impact on mobility and resources. We know build variety is still affected by a number of issues and factors. We plan to really attack that problem in 1.1, but we didn't think IAS could sit as it was until then.

  We don't want people to be afraid of nerfs, and ... I guess maybe I can try to get that across by saying we could have nerfed a bunch of stats that probably deserve it to some degree, but we didn't (aren't you thankful!?), because we don't believe our design approach should be constantly noodling with really important things, like stats. It should only be when we have an extreme situation developing, and we felt that was the case with IAS.

  翻译如下:

  1大堆状态我们可以NERFED, 有些已经提出了, 我们先处理攻速, 是因为我们觉得攻速是目前游戏最大的衝击, 攻速会受到很多技能及属性的影响, 本来我们打算到1,1板再来处理这个问题, 但我们不觉得功速问题可以摆到那个时候.

  我们不希望玩家害怕NERFS...但我想我可以这样说, 我们还有一堆东西可以NERF...很多属性应该要下修的..但我们没有(你们不感激吗?) 因为我们相信, 我们的设定不能随便乱改, 除非是很重大的影响, 像属性等等, 除非有很夸张的状况, 就像我们这次对功速的感觉.

  P.S:你们不感激吗?

  那么爆击率跟爆击伤害? 等着NERF吧

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