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[WLK]猎人守护系统形成重大改变

时间:2012-01-17 14:17 点击:

猎人的全部防守彻底脱节大众CD。但是防守之间仍生存1秒大众CD。全部防守都不再破费魔法。当然圣骑的光环和死骑的切换也将如此改造。

  灵猴防守将被BUFF。大致10%的躲闪会被参加灵猴防守,如此猎人的近战躲闪就再起到本来程度。

  当然,如此往返切换防守仍然不是个主意。猎人被近死后该当直接摁威慑和脱节而不是七手八脚的切换防守。基于此例,一个新的,很好很强大的防守被参加了:龙鹰防守! 该防守将使猎人在75级时一概抛弃灵猴和雄鹰防守,由于龙鹰防守蕴涵了以上两个防守的全部成效。任何天赋里,装备上或许雕文编制里有利于多雄鹰防守或许灵猴防守(灵猴雕文,近战躲闪后加速30%)的,全部将作用在龙鹰防守上。这个猎人的“战斗防守” 将是改日猎人大部分时间所利用的唯一防守。 暴雪以为猎人战斗时就开龙鹰防守就够了,除非空蓝了切蝰蛇。

  原文如下:

  Aspects are now off the GCD. It's true. There will still be a 1 sec cooldown to switch from one aspect to another. It should feel a lot more like warrior stances or death knight presences.

  We're also going to be putting a little bit of dodge (~10%?) onto Monkey. I'll update when we decide on a final number.

  Just for consistency, paladin auras will probably get the same treatment. These changes should go live before Nov 13. As always, thanks for all of the feedback, and please keep it up now that many of the changes are live.

  EDIT: After further discussion, we're not crazy about the "stance dancing" that hunters need to do to switch to Monkey when someone is in on you in melee. As we've said a few times, Disengage and Deterrence should be your go-to abilities at that time. If anything, removing Aspects from the GCD makes it feel like you are supposed to go Monkey every time you're in melee.

  Rather than revert the change, we are introducing a new spell!

  Instead of getting new ranks of Hawk at level 75 and 80, you now get the new Aspect of the Dragonhawk. This powerful aspect combines all of the effects of Hawk and Monkey. Any talent or glyph that affects either Hawk or Monkey also affects Dragonhawk the same way. The idea is that you retire Hawk and Monkey at level 75 and go to essentially two Aspects: Dragonhawk for combat and Viper for mana regen.

  输出工作发生力OP!

  翻译:sylvannus;

  生计才干问题我们近来一直在协商,良多玩家向我们反映蹧蹋的暴涨以至能让调养无所适从。我们察觉越来越多的竞技场队伍由纯DPS构成,这是个兴味的游戏体式格局,我们并不想消除它的生计,可是倘若这种处境滋长得过度了的话,我们将会有所疏通。倘若需要对这些做出少许改变,我们将会首先针对蹧蹋创制方,而不是个另外BUFF各工作的生计才干。

  译者评述:调养德/戒律牧再次振兴?

  想起700法伤深结后发生9000的冰法,和奥强弹幕biu气定火球的奥法感想FS很难逃脱这一轮nerf……

  原文如下:

  Survivability is something we're discussing a lot right now. We've heard from many players that burst damage feels really high and that healing might not even be that useful at the moment. We're seeing lots of Arena teams with all dps at all. That is an interesting option and we don't want to make it impossible to play that style, but we wonder if the pendulum has swung too far in that direction. If it has, and it's too soon to know, we first want to address that on the damage side of things rather than individually buffing every class to provide more survivability


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