http://forums.na.leagueoflegends.com/board/showthread.php?p=44319614#post44319614
原文連結,主要是設計師Meddler在回應S4上線前還會有那些改變
Rune changes are something we're still investigating, no guaranteed changes yet (though we may try out some experimental stuff on the PBE at some point).
符文的部份,他們還在調查之中,不能保證是否會有變化
Blue trinket wise we're currently happy leaving the trinkets unchanged for the next patch after buffing both blue and red in the previous patch (reduced CD on red, increased range and a reveal effect added to blue). Blue's not a common pick at present, and is being watched as a result. A perfectly even split of usage between the three trinkets isn't one of our goals though - yellow's a good general pick, blue by contrast's a more situational/champion dependent choice.
藍色飾品的部份,在上次修正後他們現在感到很滿意.
他們的設計目標並不是讓每一種飾品都有一樣的出現率,
像而黃色是一般好用的,而藍色飾品是看情況和英雄選擇再出的.
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The defense tree's probably still too strong at the moment, we'll be looking at that. Nerfs to Sunfire Cape and Spirit Visage in the upcoming patch will reduce the power of many of the champions benefiting the most from those masteries though (Mundo and Shyvana for example) and how heavy an impact that has is something we want to take into account when assessing said mastery tree.
防禦天賦樹可能過強,他們正在觀察中.
日燄斗蓬和振奮鎧甲在接下來的更新中會被改弱,
所以因為防禦天賦樹得利的英雄(特別蒙多和希瓦娜)會被重重的影響.
他們會先觀察這點對英雄的影響後再修改天賦樹.
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We feel the changes to Sunfire Cape (damage scales by character level, lower compared to the current values pre level 15) and Spirit Visage (10% CDR instead of 20%) are appropriate changes regardless of whether the current defensive masteries are or aren't too strong.
他們認為把日燄斗篷的傷害改成依英雄等級提升(15級之前傷害比現在低),
然後把振奮鎧甲的CDR改弱(從20%改成10%)
是個不管防禦天賦是否過強都很適當的調整.
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Two things. First off is that Spirit Visage offered such an attractive package of effects that it became a must buy on a lot of champions, while at the same time removing a lot of the play around CDR. Ideally cooldown reduction versus other stats should be a choice - do I want more casts or stronger casts/stronger auto attacks/defensive stats etc? How much that trade off exists/matters is also designed to vary between the different roles (e.g. mages are intended to get easier access to CDR generally than bruisers, in part because they've got much less to do while their abilities are down).
The second thing's simply cost versus power. Lot of attractive stats, especially when bundled together, for that price. On those grounds we felt removing some power was needed. The regen/healing boost's the distinctive part of the item, so we wanted to leave that untouched, and the health/MR support that since they help you live long enough to actually benefit from non instant healing/regen effects. Between that and the above point the CDR was the thing we felt should be changed.
修正振奮的原因有兩項,一是振奮把太多有吸引力的因素綁在一起,
變成了某些英雄必買的裝備,這也讓其他CDR的選擇被移除.
在理想的情況下CDR應該和其他的屬性並排選擇-
我是想要施放更多次法術,讓法術更強,或是有更強的普攻/防禦屬性?
不同角色定位對這邊的取捨權重也該不一樣
(像是法師應該要更容易取得CDR效果,因為當他們沒有技能時能作的事很少)
第二個原因是簡單的性價比問題.
用這樣的價位買到一個許多有吸引力的屬性的組合包,效果太好.
在這個基礎上他們感覺移掉一些威力是必要的.
回血/治療加成的部份是這個道具的獨特之處,所以不想去動這塊,
而血量和魔防則是讓你的角色活的更久,讓上面的回血/治療加成特色更加發揮.
所以最後選擇了CDR作為改弱的目標.
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To touch on one of your points not covered above yeah, I'd agree some traditional supports are a bit weak and that the utility scaling ratios probably aren't offering enough to make AP attractive versus utility items (Mikael's, Talisman of Ascension etc). Will chat to the live balance team about their thoughts on that and get back to you.
對於傳統的輔助物品,他個人認為和現在主流的特效輔助物品比是偏弱.
他會和平衡小組討論這方面的問題,之後再回應.
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