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[情報] 設計師討論雷葛爾現有問題和未來方向
Jul 21st 2013, 06:18, by e7227339 ( col )

http://na.leagueoflegends.com/board/showthread.php?p=39815374#39815374
這是設計師在分析rengar現在打法上的問題..
翻的不是很好
不過我覺的原文還蠻清楚的說明了為什麼要這樣動rengar的..


Let me clarify:

Currently Rengar functions/"performs greatest" as an Assasin/Split pusher.
This leads to an incredibly disjointed play pattern as an average game
progresses because his kit only offers him one avenue of getting into a late
game team fight away from the jungle, his ultimate.


現在rengar的作用/功能最強的地方是作為刺客角和分推角.
這導致了在一個正常進行的遊戲過程中,很脫節的打法,
因為他的技能組只給了他一個離開野區加入後期團戰的機會-他的大絕.

Adding on the fact that he is currently a long duration true stealth
character with burst(a play pattern that is not really healthy for the game,
eg pre-rework Evelynn...), we feel that Rengar exacerbates this problem with
his incredible target selection through his ultimate. Thus an already toxic
play pattern becomes even more toxic and further fuels the "feast or famine"
scenario that live Rengar currently faces. If Rengar is ahead, he becomes a
god who can insta-gib and knife-cat any enemy of his choosing. If Rengar is
behind he feels incredibly useless in team fights because even though he can
choose his target to go on, his only purpose as an all in melee "assassin"
cannot be fulfilled.

再加上他現在是長時間完全隱身的爆發角色(這種打法對遊戲來說很不建康,像舊的eve).
我們也覺的依照rengar開大後選擇的目標不同,這個情況會加劇.
而上述的情況已經是夠糟的了,
但這很糟的生態,還會因為rengar現在的打法完全是"肥過頭或變渣"的事實而更惡化.

如果rengar有一點領先,他成為了能夠隨意選擇一個敵人角色並秒殺掉他的神.
如果rengar稍微落後,他在團戰中會感覺到超級的沒用,
因為就算開大衝想衝的敵人,他也沒辦法作好"近戰刺客角"該作到的事.


The other problem that exists is in the fact that Rengar always has the
backup option of split pushing with a true stealth escape tool and attack
speed steroid to crush buildings. This pattern is NOT something we want to
promote but inevitably exists due to the nature of his kit. Split pushing is
a viable strategy and IT IS OK for Rengar to split push, but he should not be
able to abuse his ultimate so easily to escape the stickiest of situations
WHILST having his amazing structure killing potential.

另外一個存在的問題是
rengar本身因為有長時間完全隱身的技能和加攻速來破壞建築物,
他隨時都有BD這個選擇.
這樣的玩法(在rengar身上)不是我們想強調的,
但因為這個(R長期隱身,Q加攻速)技能組本質又讓他的分推必定存在.

分推/BD是個可以接受的策略,rengar想要分推也ok.
但在有著(R隱身)這個強大且簡單的逃生工具同時
還有(Q)這種強力破壞建築物的能力
那是不ok的.


With that out of the way, we don't necessarily want to make Rengar into a
champion like Renekton(who still has pretty decent burst damage at level 2
mind you) but we do feel his current burst potential, especially at earlier
levels is simply too high. It does not take a lot of number crunching to
notice that Rengar's mindless level 2 burst combo can deal ~60-70% of the
average level 2 champions health pool.

除了上面所說的之外,
我們也不需要把rengar作成像renekton(一個在LV2有很高爆發力的角色)
但是我們覺的他現在早期的爆發潛能過高.
不需要有很多的計算就能知道Rengar LV2的連段可以燒掉對線英雄60~70%的血量.

The fact is, on a kit with reset mechanics like Rengar, burst will always
exist early on and the challenge for us is to tune it into something
healthy/balanced/counter-playable. You should rest easy, Rengar will always
be able to knife-cat surprise stab people at stages of the game, we just want
to make sure your knife-catting experience isn't unfair or too limiting in
later stages of the game.

事實上是,有著普攻重置的機制(像rengar的Q)的技能,早期的爆發一直都存在.
而對我們來講挑戰是讓這些設計變成更建康/更平衡/可反制的.
請放輕鬆點,Rengar還會是之前那個在遊戲舞台上拿著利刃背刺敵人的野獅.
我們只是要保證你的利刃貓體驗不是不公平的,或是被限制在遊戲的後期.

TL'DR: Assassin/burst character with long duration true stealth = bad. Rengar
will always have burst due to the nature of his ability mechanics, but we
need to tune it to be healthier in early stages of the game and give him some
extra stuff to make him flow into late game scenarios where he should be able
to select his target of choice, possibly be in the middle of the enemy team
and not necessarily only fulfill the role of "I kill your AD-Carry and die
right after/I can only kill your AD-Carry and am useless to my team if I
fail."

懶人包
刺客/爆發角配上長時間完全隱身=壞的.
rengar因為技能組特色的原因會保有他的爆發力.
但我們希望他在遊戲早期是更健康一點,
並在進入遊戲中後期有更多的能力來選擇想選的敵人,
而不只是作為一個"我殺掉你家carry,但我也會死掉"
或者是"我能殺掉你家的ad carry,而且我只能殺掉你家的ad carry,不然我根本是渣"
的角色.

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