[情報] 官方社群平衡會談20160113
http://us.battle.net/sc2/en/forum/topic/20419652888?page=1#0
應該是官方藍帖 我沒買遊戲搞不清楚(無誤)
強行翻譯(瞎掰)一下
(以上廢話)
-----------------------------------------------------------------------------------------------
(正文開始)
Hey everyone – we’d like to begin by saying that we agree with your
feedback that much of last week’s Community Feedback Update was about
balance topics that were really up in the air, and that nothing was even
close to finalized. We were still in the process of gathering as much
feedback as possible, and sometimes updates will be like that. We won’t
pretend like we know something clearly when we don’t because the goal of the
weekly updates is to be completely honest and transparent.
你們的心聲我們都聽到惹
上次釋出的平衡測試地圖顯示一切都懸而未決
所以我們想蒐集更多回饋再做平衡改動
This week, we wanted to get your thoughts more quickly on a few topics so we
decided to push out the update soon so that we can be ready to do a balance
update as early as before the end of this month if necessary.
我們希望在這個月底前做出平衡改動
所以要盡快蒐集大家的意見
Gathering KR Pro Feedback
One of the things we’ve been working on more aggressively the past few
months is to improve in acquiring more collective Korean pro feedback. We
would like to really thank KeSPA, all the Korean pro teams, as well as the
Korean players for continuing to work through creating a better process.
過去幾個月我們都在蒐集韓國選手的意見
We felt that we’ve made a lot of progress in gathering both community
feedback and foreign pro players’ feedback. Getting these more aligned
allows us to move together with majority of the players’ support. However,
Korean pro feedback is an area that we’ve been attempting to improve for
years as there are many differing opinions among players. In addition to
this, a mindset we’ve worked to overcome is players asking for changes, and
then feeling unheard because those changes were not made. At this point, we’
ve learned how impossible it is to do everything that a top pro player
suggests because of how completely different feedback can often be. Even
worse, if two top-end pro players say completely opposing things,
implementing one of those changes can cause us to lose the other person
forever as a source of feedback.
你也知道即使最頂尖的韓國選手也常常意見不一致
如果我們聽了其中一派的意見
另一派可能再也不鳥我們惹
(bomber表示… 說好的教士在醫療挺內可以攻擊呢???)
This is a part of gathering feedback that we definitely wanted to fix, and
there have been many ideas going around in terms of how best to do this. We
wanted to make you aware that just recently, we just started a new system
where KeSPA pings all the pro-players and teams in Korea to consolidate the
feedback, and we will be communicating directly with them. This would serve
the similar purpose as our weekly updates, forums, and sc2 sites do with you
guys.
KeSPA協助彙整統合韓職選手的意見給我們
我們會繼續努力 逆空高灰
Details from KR Pro Feedback
Please keep in mind that pro players’ opinions can change as easily as
anyone else’s depending on how their games and the meta changes, so the
content here is only what we are hearing as of this week.
韓職選手都善變又口是心非
所以我們講重點就好
Much of the feedback is similar to what we’ve already been seeing and
discussing. Overall, the most surprising feedback we’ve gotten from Korea is
that Zerg struggles against Protoss. The least surprising feedback was that
the TvP has a general vibe of being the most problematic matchup .
大多數回饋都差不多
但我們很驚訝的是 韓國選手反映ZVP很困難
不意外的是 主流民意都覺得 TVP是最嚴重的問題
Concerning the Balance Test Map, there seems to be a good alignment on all
fronts. The main differences from Korea was a bigger focus on potentially
bringing mech play back into TvT, and for ZvZ to get mixed up a bit due to
many games being Roach/Ravager only. We’re interested in reflecting these on
the next Balance Test Map.
上次平衡測試地圖的效果良好(暴雪這不是在自打嘴巴嗎)
跟韓國意見的主要差異在於希望未來TVT可以有更多機械化的可能
以及希望ZVZ不要整天蟑火混合一波
Balance Test Map and Balance Patch
After considering all the feedback gathered so far, we would like to finalize
and implement the changes for the next Balance Test Map as soon as possible
so that we can react with a patch as early as sometime this month if
necessary. We would definitely like to keep the list of changes to only the
most needed ones, so let’s focus our discussions around that this week. With
that in mind, let’s get into the specifics and get discussions going quickly
so that we can put out a test map as soon as possible.
我們想要趕快做出平衡變動soooooon
Balance Test Map:
平衡測試地圖
Photon Overcharge
We believe this is the most critical change needed as of now because
Protoss is having such an easy time defending in the early/mid stages of the
game due to how available Overcharge is. With this nerfed, other races’
tools to attack Protoss will be strengthened, meaning things like Adept
harass or Warp Prism harass will be weaker as well since Protoss will need to
invest more early game resources into defenses. Of course, more changes may
be required in the long run, and we definitely want to take nerfs in smaller
steps. Many of you brought this up this week as well, and we were happy to
confirm once more that we are on a similar page regarding this philosophy.
小光炮:
P最大的問題是小光炮太好用 所以前期不怕騷擾 可以各種體位幹死對手
根據你們的回饋 我們確信上次平衡地圖的改動是對的
小光炮的削弱將使P在前中期必須被動防守
所以教士和菱鏡就沒空出去搞人
As for the specifics of what to try next, we agree with your feedback in
that 50 energy cost was the right move. We also agree that instead of
changing up how many shots a unit takes to be killed, we can try tuning up
the attack speed so that the DPS is still increased with the energy cost nerf.
所以小光炮就是要改成一炮50魔(原本25)
然後DPS略為增加
Viper Parasitic Bomb
We would like to continue testing this nerf. Like we have been discussing
together, we don’t think it’s a good thing that the current strength of
this ability is preventing certain units from entering play. And even though
we are getting some feedback that Zerg is the weakest race right now, we
believe that’s mostly in the early/mid stages of the game, so nerfing
Parasitic Bomb shouldn’t have a huge impact on Zerg’s overall strength.
飛蛇寄生炸彈:
我們還想繼續測試這部分
雖然我們聽說Z是現在最弱的種族 但我們還是要削弱Z!!!!!!!!!!
(因為Z主要若在前中期 所以削弱後期沒差)
Adept “-1 Damage to Light”
This was a solid suggestion from the community, and because TvP is most
likely the biggest issue right now, we would like to try this change. Even
though this would mean that Protoss is being double nerfed against Terran
(along with the Overcharge nerf), we believe this might be okay as a lot of
your feedback suggests that this matchup needs the most help, and we
currently agree. We also like the fact that this specific change is a smaller
nerf than changing Adept flag to Armored for the reasons you have all brought
up.
教士:
對輕甲的攻擊力將降低1
因為我們相信教士最大問題在於PVT
即使加上小光炮的削弱等於砍了P兩刀
但我們相信P活得下去因為你們都說Pimba
另外我們也相信這個改動比把教士改成重甲好
Spore Crawler +bio Damage
There are a couple reasons why we believe strengthening Mutalisks is
needed in this matchup. Adding the Ravager in LotV has given a lot more
strength to Roach compositions, and adding the Parasitic Bomb ability made
Mutalisks even weaker in ZvZ. Therefore, if we were to reduce +bio damage on
Spore Crawlers even further and/or remove it, it could be a good move. It
would bring Mutalisks to be powerful again in the mid game, and unlike the
problem we had previously in HotS, there will be a clear counter to mass
Mutalisks in the late game through Viper usage. The best case scenario will
see a good mix of a variety of units in the early/mid game, and when
Mutalisks are being used, the player massing them will have to transition out
of them eventually.
脊刺爬行蟲:
對生物的攻擊加成要降低 甚至拿掉
因為我們想在ZVZ中期看到更多飛龍對決
反正後期有給你們飛蛇寄生炸彈
General Mech Thoughts
This is the area we are most unsure on right now, and we should work
towards adding something on this front. If we can get a good solution we will
add it along with the other proposed changes above, but if we can’t discover
a suitable change in time we won’t wait to test the other changes due to
this desire.
The reason why we are unsure about Mech is because we can’t quite locate
the exact reason Mech struggles. Between the feedback we’ve received so far
and our internal conversations, we do have some strong guesses:
1. Like we discussed in a previous update, Siege Tank pick-up in TvT has
made Mech lose much of the combat advantage it had against Bio.
2. The Liberator addition in ZvT has made Ravagers a “must have” in
many early game situations, making Muta/Ling compositions less common. This
dynamic has favored Bio since it is much more mobile versus Ravager shots,
and has the added advantage of possessing extremely potent drop harassment
(which Roach/Ravager compositions are weaker versus).
人類機械化:
我們也不知道怎麼辦 因為我們不知道機械化行不通的確切問題在哪
可能的原因是
1.架坦克能飛導致機械化對生化更弱
2.解放者導致Z必須出火蟑螂 所以龍狗太少出現了
進而導致T用更喜歡用生化空頭對付火蟑不良的機動性
If you had thoughts on either of these points or have other reasons as to
what the root issue with Mech may be, please let us know. Once we find the
root cause, we can start discussing potential solutions in this area.
你們有意見要講 不講我怎麼會知道(誤)
Map Diversity and Balance
Now let’s move on to some philosophy as the last topic for this week. One of
the main points of discussion within the community this week was how the game
can never be balanced if maps are as diverse as they are now. Yet, as many of
you already know, our goal for Legacy of the Void is definitely not to have
every map be so similar that each matchup has a “main” strategy that’s
considered the only viable option at the pro level. We’ve clearly seen that
in the past, this is by far the biggest reason that StarCraft 2 can become
boring to play and watch. If there is one thing we cleary have to avoid in
LotV, it’s making all the maps similar again.
At the same time, please also keep in mind that we’re not trying to say that
it’s ok if a race wins 80+% times against another race on a specific map or
anything drastic like that. While there will definitely be a higher chance to
have imbalanced maps as we push map diversity, it is a side effect we are
prepared to deal with on a case-by-case basis. We also wanted to point out
that slight advantages here and there towards a specific strategy or race in
a matchup is definitely okay on a per-map basis. It’s not okay however, if
we see the win/loss ratios diverging too much on a per-map basis. Please keep
this in mind when discussing and suggesting potential changes to the current
map pool. We can definitely make balance changes to maps themselves, and we
can definitely also remove maps in the worst case scenarios.
We want to be extra careful in treading this line, and not be too quick to
judge so that we can continue to push map diversity. In a way, this is a
fundamental change in our approach to maps, so we want to avoid overreacting
(as we’ve sometimes seen in the past) and talk about specific issues and/or
solutions on a per map basis.
地圖平衡性:
我們的宗旨是要讓地圖多樣化以避免僵化同樣的戰術出現
以前就是地圖都太相似導致所有人都用主流的同樣戰術 這樣很無趣
當然如果有些地圖太imba我們也是會調整或移除
總之我們不想過度反應
For fun…
To close out this week’s update, I wanted to share a funny personal story.
This has nothing to do with the game's design, so please feel free to skip
onto the comments if you wish…
I was watching Life playing a Best of 69 series against a completely no name
Protoss player who is a mid-Master in NA. Unbelievably, Life was losing 0-10,
but was barely winning in the 11th game through really amazing
Zergling/Overlord drop usage. I was thinking “WT* is going on?!?! Maybe we
need to react much more quickly with a patch than we thought!” …. Then I
woke up this morning and was so thankful that it was only a dream.
最後”Bz”想分享一個跟平衡無關的親身經歷
有天我在看常威打來福…阿不是
是來福跟一個沒聽過的P打BO69
而且那個P只是美服大師中段
不可思議的是
來福竟然連輸十場
直到第11場才以完美的空頭狗取得勝利
我想說這她媽是怎麼回事
是不是今晚就得立馬上patch (Pimba, and Zimba weak)
...
...
...
然後我就醒惹 by暴雪發言人
--
※ 發信站: 批踢踢實業坊(ptt.cc), 來自: 36.224.175.240
※ 文章網址: https://www.ptt.cc/bbs/StarCraft/M.1452759811.A.A6E.html
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