藍貼:韌性效果將提升一倍

暴雪在幾個小時前在官方論壇中發表公告稱將很快對韌性進行一次大幅修改以提高韌性的傷害減免效果,這項針對第八賽季的修改無疑將再次打破現在的競技場均勢奶薩奶騎似乎又要稱霸競技場了。

針對韌性的修改:

我們計劃通過一次線上修正(HOTFIX)來修改韌性的作用效果,並打算讓此次修改持續影響到“巫妖王之怒”餘下的所有內容

我們將韌性的傷害減免效果提升了一倍,以現在玩家裝備所提供的韌性等級而言,玩家將獲得10%-20%的PvP傷害減免。但韌性提供的降低暴擊機率、減少暴擊傷害的效果將與修改前相同。

我們知道這樣的修改可能造成治療職業在PvP中過於強勢情況,雖然現在我們並沒有對此作出任何直接修改,但我們已經準備好了一些措施,一旦我們覺得有必要,我們可以迅速將一個只針對PvP的治療調整補丁發佈上線

針對韌性的修改有希望在第八賽季開始之前上線,這樣我們可以通過玩家們在下一賽季的實際表現來考證修改所帶來的實際影響,並以此爲資料片“大災變”進一步修改汲取經驗。衆所周知,對於“大災變”這個資料片的計劃之一是降低PvP時玩家的傷害和治療的爆發能力,使他們在幾個公共冷卻中更難以造成如現在這樣的傷害效果或治療治療。

螃蟹的解釋:

我覺得很多隊伍都會選擇使用PvE裝備以求迅速壓制治療職業。如果這樣做無效(因爲治療職業擁有韌性減免傷害),那麼PvE裝備的玩家會很快被踢出競技場。如果你不能通過爆發來快速壓制其他玩家,那麼玻璃大炮血量低輸出高)這種構想就根本不能實現,玩家也會把提高生存能力作爲第一要務

當我們強化韌性以後可能出現三種情況,第一,穿着PvE裝備的Dps們還是輕易地通過爆發就能秒殺療職業,那麼我們就該進一步增強韌性了;第二,如果你靠爆發輕易秒殺那些穿PvE裝備的Dps,那麼我們的目標就已經達到了;第三,如果你不能打敗治療職業(注意,我說的是打敗而非是秒殺),那麼我們會削弱治療。

再次重申,我們這樣做只是爲了讓競技場比賽時間些微延長,讓比賽中多一些曲折反覆(稍微強調一下,20分鐘的比賽和20秒的比賽一樣無聊)。

“只針對PvP治療職業的修改”

有時,我們覺得有必要削弱PvP和PvE中某些會受到額外傷害的設定。這些對PvE的改動也適用。但是很不幸,我們仍然覺得通過完全不同的規則將一個世界變成兩個單獨的遊戲有點不太明智。(我感覺你可能不太同意,但還是讓我們就事論事吧)。

不管怎樣,我們目前的話題是跟“競技場/戰場組”有關的。我們也不想做那樣的改動,但是如果韌性改動弊大於利,那麼我們還是會考慮進行解決的。

就你的情況看來,如果你根本就不玩PvP,那你肯定注意不到什麼改變。但是其他人就不一樣了。

原文如下:

We are currently in the process of applying a hotfix to buff resilience. While some modifications may be made, we intend to have this buff in effect for the remainder of the Wrath of the Lich King expansion.

The change will double the value of resilience in reducing damage done by players. So depending on their current amount of resilience, characters might experience a 10 to 20% decrease in damage taken from other players. The critical strike chance and critical strike damage reduction components of resilience will remain unaffected by this change.

We are also aware of the possibility that this change will make healing in PvP too difficult to counter. While we are not making any immediate changes to address this issue, we have prepared some further changes that will allow us to quickly deploy a PvP-only healing adjustment if we feel it is warranted.

We will be applying this change very soon while we are between Arena seasons so we can evaluate how it works in multiple PvP scenarios for the upcoming Arena season, and as we continue to prepare for Cataclysm. As we have mentioned previously, one of the goals for Cataclysm is to have a PvP environment where it is harder to regularly achieve so much damage and healing in relatively few global cooldowns compared to what we currently have in the game.

Ghostcrawler Commentary

I think teams may try to focus on PvE gear as a way of blowing up healers on the other team. If that doesn't work (because the healer has resilience), then the PvE-geared guys won't have the survivability to stick around long. If you can't blow people up very quickly, then the glass-cannon thing just doesn't work and longevity becomes more important to everyone. If you can blow up healers too easily (while wearing PvE gear), then we might need to buff resilience even more. If you can blow up dps specs wearing PvE gear easily, well, mission accomplished. If you can never defeat healers (note I said defeat, not blow up in 2 globals) then we will need to nerf healing. Again, the goal is to have slightly longer matches with a little more back and forth. (Emphasis on "little" -- 20 min matches can be as tedious as 20 sec matches are unsatisfying.)

" PvP-only healing adjustment "

Sometimes we think it's necessary to nerf something in PvP and PvE suffers collateral damage. The same is true of PvE changes. It's unfortunate, but we still think superior to having two separate games with completely different rule sets packaged in one box. (I realize you might feel differently, but let's not turn this thread into yet another debate on that topic.)

In this case however, we are talking literally about an "only in Arena / BG" sort of thing. We don't like making changes like that, but if the resilience change ends up doing more harm than good, then we would still consider addressing it.

In this particular case, if you don't PvP, you won't notice a change at all. In other situations, that may not be the case.