前言:昨天官網紅帖大爆發
一下子出現了快三四頁的紅帖
裡面談論了很多設計細節和未來英雄的走向
本來想整理成一篇..不過這樣可能會不利討論
所以應該會一個主題一個主題整理一篇
然後因為量很多,所以我就不和之前一樣逐字翻譯
僅在比較細節或有必要的地方附上原文
其他地方就用接連結+我自己整理的內容為主<(_ _)>
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yasuo部份
http://forums.na.leagueoflegends.com/board/showthread.php?p=44350256
現在的yasuo威力很不錯.
他的勝場和敗場差不多
他在領先時很恐怖,但是還是有方法可以打敗他
當在線上落後時很脆弱,但是好好控制的話還是有能發揮供獻的空間
他和隊伍協調的很好,特別是當隊友都學著怎麼配合的時候,但是他自己一個人也能發揮
接下來可能會有的變化
1.大絕可能會直接把被動的盾集滿
因為在上六前yasuo常常是落後的,多了這個變化會讓他上六時打一波威力強化
而對gank的威力不影響
2.調整電刀對yasuo的威力.
這裡分兩點,一個是讓電刀打雷爆擊時的威力也被yasuo被動影響
這會讓還沒買的yasuo電刀打雷爆擊時傷害從200=>180
(yasuo的被動會讓爆擊傷害-10%,換爆擊率兩倍,目前爆擊率有對電刀作用,減傷沒用)
第二點是電刀本身有個bug,這bug在yasuo身上更明顯
就是如果觸發電刀的那次普攻爆擊的話,那打電就會是爆擊
如果觸發電刀的那次普攻不是爆擊,那打雷會再重新擲骰子看雷電傷害是不是爆擊
也就是一個爆擊機率50%的英雄,打雷會有75%的機會是爆擊
這是個之前不明顯的bug,但是在yasuo身上被放大很多
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有人回說讓後期的yasuo大絕把風盾補滿
對於一個近戰ad carry來說可能會太強(用的好會是650+650的盾)
希望能再考慮一下
CertaionlyT的回應:
You raise a relevant concern. However, the R is not an on demand move. If a
player can set this up, they deserve to be rewarded. Since the core
counterplay to Yasuo (Maintain proper spacing in the face of AOE knockups,
CC, focus fire) denies his ability to refresh his shield, I'm not
particularly nervous. I would also note that we as a design team shouldn't
shy away from risky changes. The most cautious design choices are seldom the
best. One virtue of running a live-updated game is that changes which turn
out to not generate good gameplay can always be reverted.
因為大絕本身不是一個想放就放的招,
所以如果玩家能好好的善用,應該要有好的回報.
而針對Yasuo的有效反制法都能不讓他補盾(面對範圍擊飛時保持距離,場控yasuo和擊火)
所以讓大絕把盾補滿不會讓人特別擔心.
另外作為設計師的一員,不該羞於作一些有風險的變化.
最謹慎的變化通常不會是最好的.
對於一個一直在變化的遊戲來說,
如果某次的修正沒對遊戲產生良好的玩法變化,那總是可以再改回來.
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Yasuo is designed to have a "Tristana-esque" power curve -- a strong level
1-3, a notable spike at 6, with a distinct trail off until he reaches his
core items. I really like these sort of power curves across time because they
mean that one player is sometimes the aggressor and sometimes not. Figuring
out "who's the beat down" given a number of variables is one of the cooler
aspects the laning phase.
That said, it's very possible that Yasuo's levels 1 and 2 are too strong. Too
soon to tell at the moment though. At the moment, I think that with cautious
play Yasuo is containable at these levels. I also think that Yasuo needs to
play very cautiously himself the rest of the time.
yasuo在設計上威力曲線和炮娘比較接近
1~3級強,6級時有一波爆發,之後要等拿到核心中威力再回再被釋放.
這樣的曲線讓玩家在某些時候能夠玩的很侵略,有些時候不會.
不過Yasuo 1~2級可能有點太強了,現在來判斷這件事還太早了點.
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