Re: [情報] Stealth Rework Detail(全翻完了~)
http://goo.gl/EGwOr
素人自翻XDD
Morello:
Hi everyone,
I have news on our Twitch and Eve reworks, or what you’ve come to recognize
as the infamous "stealth rework."
大家好,我要宣布跟圖奇和伊芙琳重製(也就是隱身機制重製)有關的新聞.
I know this has been a major pain for Twitch and especially Eve players for a
long time – far too long. It’s also been tough to communicate with you guys
on this particular subject due to some failed experiments and iterations that
impacted its timeline. That’s been a bad experience for all of you, and we’
re sorry for the long radio silence. We’ve learned a lot.
我知到對圖奇和伊芙琳-特別是伊芙琳的玩家是很久的痛,而且這痛太久了.
要和各位群討論這個特別項目上的多次失敗測驗和長時間的想法演變也是相當困難的.
這對每個關心這個話題的人都是很糟的事,
而我們對於這個議題上的長時間沉默感到抱歉,我們聽了很多.
Why Twitch and Eve needed change
First, I want to provide context – this might be a repeat for some of you,
but it’s really important to understand why we believe these changes are
necessary:
Long-term stealth is a contentious mechanic. It’s really fun for the person
using it to gank, but it absolutely blows for the player on the receiving
end. Long-term stealth encourages hugging your tower all day long, with
stealth detection such as Oracles or Vision Wards being the only viable
counter-play option, which is a binary and boring mechanic. Not fun.
It’s also proven near-impossible to balance these mechanics. Long-term
stealth isn’t effective against high level players, because they know how to
counter it, so it’s never something we’d see in pro-level play. That runs
contrary to our goals of increasing the diversity of champion picks. Today,
we consistently see over 70% of champions picked in tournaments, but almost
never these champions. This is better than it’s ever been in this genre but
we’d like to see even more.
為什麼伊芙琳和圖奇需要重製?
在討論重製的內容前,我要先探討一下前因後果,這對某些人來說可能是老調重彈了,
不過這對了解為什麼我們變更這些項目是很重要的.
長時效性的隱身是個受爭議的機制.對於用這個方式來gank的玩家來說是很有趣的,
但是對於被gank的玩家來說卻是完全的相反.長時效的隱身會鼓勵你整天抱著塔不放,
偵測隱身的方式,像是真知藥水和真視守衛是唯一有效的反制方式,
但是這些機制太過唯一,而且不好玩.
之前我們也證明了長時效性的隱身是個接近無法平衡的機制.
對於高階玩家來說長時效性的隱身沒多大效果,
因為他們知道如何去反制這些機制.所以在高階的對戰中我們永遠無反看到這些東西.
這個現象對於我們增加英雄多樣性選擇的目標是相反的.現今我們在比賽中有接近70%的
英雄會出場,但是裡面差不多是不會有這些隱身英雄.
這件事情上已經是同類遊戲中很棒的事了,但我們希望能作的更好.
But stealth is cool!
All that said, there are some characteristics of long-term stealth we want to
preserve. It’s satisfying for scouting and concealing map movement. It
allows for some powerful counter-jungling opportunities. It can set the stage
for some clutch late game moments.
So in order to deliver the fun of stealth while removing the toxic elements,
we explored A LOT of ideas. And we explored them in great depth. You might
remember some of the ideas we floated on the forums – ‘robot chicken’
scouting drone, footprints, and others. Those were only a few of the ideas
we designed, prototyped, and ultimately decided weren’t good enough to get
the job done.
但是隱身是很酷的事!
就如上面那句說的,我們還是希望能保留一些角色的長時間隱身的角色特質.作為偵查和隱
藏在地圖上的動向是合宜的.這會讓一些強力的反制打野方式變成可實行,
也能成為一些後期遊戲動向的契機.
Where we ended up
So, where did we end up? Twitch and Eve are both getting complete ability
remakes. Eve is getting new abilities that include a reworked version of
long-term stealth, with some similar mechanics to what we attempted a while
ago. Twitch is getting shorter-term, tactical stealth and significant kit
changes to improve his performance as both an assassin and AD carry.
Let’s talk about Eve in more detail first – because, let’s face it, she’s
the most negatively impacted by her current state. For that, I’ll turn it
over to Statikk, who’s working on finalizing Eve’s design.
我們的最後結論
所以,結論是啥?圖奇和伊芙琳技能組都完全重製,伊芙琳現在有了全新的能力,包含了新的
長時效隱身,新的版本和我們之前提供的某些資訊類似.圖奇得到了短期間的戰術性隱身能
力,但是在他作為刺客和AD carry面向上的表現大大的加強.
下面會對伊芙琳先作討論.讓我們開誠布公的講,她是被現狀影響最大的英雄.下面我會轉
給Statikk,他目前負責伊芙琳設計的收尾.
Statikk:
Evelynn ability remake overview
Like Morello said, Evelynn is keeping long-term stealth, making her the only
champion currently in the game with such a mechanic. Evelynn’s entire
concept – from design to theme to aesthetic – is built around the idea of
stealth, and so it was important for us to find a way for persistent stealth
to live in League of Legends via Eve.
The system we’ve chosen to implement for her new stealth mechanic is similar
to what some of you might remember Xypherous talking about a while ago.
伊芙琳技能重製概觀
就像Morello前面說的,伊芙琳保留長時間隱身的能力.
伊芙琳的整個主題-從設計概念到美學表現-都是繞著隱身這個想法在打轉的.
所以保留伊芙琳的長時間隱身能力對我們來講是很重要的事.
我們選擇的新隱身系統跟好一陣子前Xypherous討論過的差不多.
Eve’s new stealth
Eve’s passive is now Shadow Walk. From Level 1, Evelynn is stealthed,
meaning she can only be seen by enemy champions within a relatively short
range of her, or when she passes through true sight (e.g., Vision Wards). She
becomes unstealthed whenever she enters combat and reenters stealth after a
brief cooldown once out of combat.
That means Evelynn is still hard to pinpoint in terms of map position, and
she retains the feel of roaming around and scouting out areas for her team.
Her new ring of visibility also introduces some interesting gameplay
opportunities for great Evelynn players. Through careful attention, Eve can
strategically juke around enemies, carefully set up surprise engagements, and
unlock all sorts of new options that will reward player skill.
However, opponents now have a small window of opportunity to react, since she
becomes visible before she’s directly on top of them (rather, she’ll be
closing in on them at the time of detection).
伊芙琳的新隱身機制
伊芙琳的被動現在就是隱身.從等級一開始,伊芙琳會自動隱身,
這代表著她只有在接近敵人英雄到相當短的距離,
或者是穿過真知視野(像是真知守衛的視野)時,才會被發現.
當進入戰鬥時她會現身,在離開戰鬥後一段時間後會回到隱身的狀態.
上面的機制代表著你很難指出伊芙琳在大地圖上的位置,
所以她保留了遊走的感覺和替隊伍偵查地圖的能力.
她的現身圓環機制也對伊芙琳的高等玩家保留了一些有趣的打法機會.
只要玩的夠專注,伊芙琳能夠戰略性的繞行欺敵,設計一些驚奇的會戰機會,
並且提供有技巧的玩家更多的戰略選擇機會作為獎勵.
Eve’s new kit
Since Eve’s now slightly more detectable at close range, we’ve been able to
give her a much more robust kit:
We’ve enhanced Eve’s mobility: instead of just having a movement speed
steroid on a long-cooldown ult, one of Eve’s new base abilities passively
grants her stacking movement speed on spell hits, as well as an active sprint
on a short cooldown. These effects can stack.
Hate Spike is getting a significantly longer range and the ability to hit
more targets.
Eve’s getting a new ultimate -- a ranged AoE that damages and slows
enemies while granting her some increased durability based on how successful
she is at landing it.
伊芙琳的新整體機制
既然伊芙琳在短距離已經是可以被偵查到的了,那我們就能給她更多的強力機制.
我們加強了伊芙琳的機動性.為了取代長時間的大絕施放後加速,
我們替伊芙琳新增了法術擊中敵人英雄後,自動加速的被動效果,
這效果可以作為短期的衝刺技能.而且加速效果是可以堆疊的.
憎恨之刺現在有了明顯變長的距離和攻擊更多目標的能力
伊芙琳有了新的大絕-一個遠程的範圍技,同時傷害並且造成敵人緩速效果.
而且只要這個技能施放的越成功,就能增加越多伊芙琳承受傷害的能力.
Results
All in all, these changes make Evelynn a much more viable, flexible pick. She
’s still a strong duelist and ganker thanks to her stealthy nature, enhanced
mobility and high damage output. These new changes also give her some
much-needed team fight presence.
We’ll be putting Eve up on the PBE for final testing and QA in the next
content patch – look forward to her full kit details and feel free to give
her some hands-on testing at that time.
結論
總合來說,這些改變讓伊芙琳成為更有競爭力和更可行的選擇.她隱身的本質,
加強的機動性和高傷害輸出讓她依然是個強力的單挑者和ganker.
這些新的變化也給了她更多的團戰表現機會.
Next up: Classick with the Twitch details.
下面會是由Classick 提供圖奇重製的細節
Classick
Twitch ability remake overview
For a while now, we’ve felt like Twitch hasn’t lived up to our original
design vision. Our goal when revisiting his kit was to restore some of his
intended gameplay style and feel without drifting away from what existing
Twitch players have come to love.
We’ve always wanted Twitch’s poison gameplay to be rewarding and deadly in
the right hands. Good Twitch players should be able to deliberately stack
poisons and put out massive damage with Expunge. Currently, Expunge doesn’t
scale well and Spray and Pray’s poison-stacking isn’t valued over its
direct damage, making Twitch’s poison gameplay feel lackluster at most
stages of the game.
圖奇技能重製概觀
在過去好一陣子中我們都覺的圖奇並沒有實現我們原本設計的想法.
這次重製的目標是要回復一些之前原本設想的遊戲方式,
並且同時不讓喜歡現在打法的圖奇玩家感到反感.
我們一直希望圖奇的中毒系統在會玩的人手上是高效且致命的.
好的圖奇玩家應該要能夠刻意堆疊大量的中毒指數,然後靠毒性大發一口氣造成大量傷害.
現在的毒性大發沒有太好的加成效果,而且大絕的中毒效果也不比直接傷害力重要,
這讓圖奇的中毒流在遊戲中大多時間點都沒啥意義.
Twitch’s new stealth
We wanted to buff Twitch’s poison gameplay across the board, but in order to
accomplish this we needed to address how Twitch used stealth. Because of the
inherent advantages that long-term stealth brings, we haven’t been able to
adequately buff the rest of Twitch’s abilities. This was impacting his
competitive viability. The more we looked at Twitch’s kit and where we
wanted him to end up, the more we realized that making Ambush a short-term,
tactical tool would enable us to realize his envisioned potential.
圖奇的新隱身機制
我們的最終目標是要加強圖奇的中毒打法,
但是為了達到這個目標我們必需要注意到圖奇是如何利用他的隱身機制的.
基於長效隱身天生的優勢,我們之前很難充份的完整加強圖奇的整體技能.
這點也大大的影響了他的競爭力.當我們越是撿視圖奇的整體機制和我們希望達成的目標,
我們就越了解到把圖奇的潛浮改成短期的戰術性隱身,能夠讓我們實現他預設的潛力.
Twitch’s new kit
Because Ambush’s stealth now has a short duration, we have some breathing
room to buff Twitch in other departments:
Expunge now scales well into late-game, which includes getting additional
damage from your bonus Attack Damage. It also now scales off of both AP and
AD.
Spray and Pray is no longer about melting entire teams via AoE – it’s
now more important as a tool for strategically stacking poisons.
We’ve remade Debilitating Poison into a new ability called Venom Cask,
which now further contributes to his venom-stacking gameplay
His base stats are getting buffed.
Twitch is also getting some quality of life improvements, which include
making his attack animation snappier.
圖奇的新整體機制
因為圖奇的潛浮改成了短期隱身,這讓我們有了一些加強圖奇其他能力的空間.
毒性大發現在在遊戲後期有著更好的加成-新增了額外的AD加成.
也就是說現在毒性大發同時加計AP和額外AD.
大絕現在不再是轟擊敵人全隊的範圍技-現在他是個戰略性的堆疊中毒手段.
我們將虛弱之毒換成新的毒囊技能,這個技能能夠對堆疊毒液帶來供獻.
圖奇的基本體質改善了
圖奇也得到了一些無關強弱的手感改強,這包含了讓他的攻擊動畫更快速.
Results
Twitch is going to be in a much better spot at all levels of competition with
his new abilities and focus. His core gameplay is getting some much-needed
love, and his new Ambush feels great.
Stay tuned for full details on Twitch’s kit – he’s going up on the PBE for
final testing and QA in the next content patch, and we’ll have some news on
the front page detailing his full kit at that time.
結論
圖奇在得到新的技能組和目標後再各面向上都變的更強.他的核心打法更有價值,而他的潛
浮感覺也很棒.
對於完整的細節請再保留一點耐心-他快要到測服上作完整的測試,
並在下次更新時宣布.在宣佈時我們會有專門的頁面介紹他的完整機制
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