蓝贴:韧性效果将提升一倍

暴雪在几个小时前在官方论坛中发表公告称将很快对韧性进行一次大幅修改以提高韧性的伤害减免效果,这项针对第八赛季的修改无疑将再次打破现在的竞技场均势奶萨奶骑似乎又要称霸竞技场了。

针对韧性的修改:

我们计划通过一次线上修正(HOTFIX)来修改韧性的作用效果,并打算让此次修改持续影响到“巫妖王之怒”余下的所有内容

我们将韧性的伤害减免效果提升了一倍,以现在玩家装备所提供的韧性等级而言,玩家将获得10%-20%的PvP伤害减免。但韧性提供的降低暴击几率、减少暴击伤害的效果将与修改前相同。

我们知道这样的修改可能造成治疗职业在PvP中过于强势情况,虽然现在我们并没有对此作出任何直接修改,但我们已经准备好了一些措施,一旦我们觉得有必要,我们可以迅速将一个只针对PvP的治疗调整补丁发布上线

针对韧性的修改有希望在第八赛季开始之前上线,这样我们可以通过玩家们在下一赛季的实际表现来考证修改所带来的实际影响,并以此为资料片“大灾变”进一步修改汲取经验。众所周知,对于“大灾变”这个资料片的计划之一是降低PvP时玩家的伤害和治疗的爆发能力,使他们在几个公共冷却中更难以造成如现在这样的伤害效果或治疗治疗。

螃蟹的解释:

我觉得很多队伍都会选择使用PvE装备以求迅速压制治疗职业。如果这样做无效(因为治疗职业拥有韧性减免伤害),那么PvE装备的玩家会很快被踢出竞技场。如果你不能通过爆发来快速压制其他玩家,那么玻璃大炮血量低输出高)这种构想就根本不能实现,玩家也会把提高生存能力作为第一要务

当我们强化韧性以后可能出现三种情况,第一,穿着PvE装备的Dps们还是轻易地通过爆发就能秒杀疗职业,那么我们就该进一步增强韧性了;第二,如果你靠爆发轻易秒杀那些穿PvE装备的Dps,那么我们的目标就已经达到了;第三,如果你不能打败治疗职业(注意,我说的是打败而非是秒杀),那么我们会削弱治疗。

再次重申,我们这样做只是为了让竞技场比赛时间些微延长,让比赛中多一些曲折反复(稍微强调一下,20分钟的比赛和20秒的比赛一样无聊)。

“只针对PvP治疗职业的修改”

有时,我们觉得有必要削弱PvP和PvE中某些会受到额外伤害的设定。这些对PvE的改动也适用。但是很不幸,我们仍然觉得通过完全不同的规则将一个世界变成两个单独的游戏有点不太明智。(我感觉你可能不太同意,但还是让我们就事论事吧)。

不管怎样,我们目前的话题是跟“竞技场/战场组”有关的。我们也不想做那样的改动,但是如果韧性改动弊大于利,那么我们还是会考虑进行解决的。

就你的情况看来,如果你根本就不玩PvP,那你肯定注意不到什么改变。但是其他人就不一样了。

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.