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WLK3.1第二部分开放下载副本及专业说明

  WLK3.1第二部分开放下载

  游戏设定

  图腾,弹药及灵魂碎片的改进

  我们一直关注玩家们不满的各种机制。例如:图腾、弹药及灵魂碎片机制就是我们觉得能够改进的部分,而在未来的补丁中将会不断改善。在3.1补丁中的弹药与碎片改动只是我们计划的一小步,以后将会有更多。

  副本说明

  奥杜尔的800件装备!

  精简装备是必须的。奥杜亚拥有800件装备,这就是我们需要精简的地方。(太阳井高地有160件)在我们未作出平衡之前,无法为困难模式或像神圣骑士、元素萨满这种有专属装备的职业提供额外掉落。

  奥杜尔传说之锤只能治疗职业装备?(DK能够装备只是一个玩笑)

  我迫不及待的想看到DK挥舞奥杜亚传说之锤的样子。

  10人与25人难度

  黑石上层是一个简单的10人副本。祖阿曼却不然,特别进行4箱。卡拉赞可能比太阳井高地简单得多(但对于大部分团队来说,首推并不轻松),对于整个副本系统的发展,都是(从5人 -> 10人 -> 25人)加大难度的。

  我承认纳克萨玛斯(已经其他25人副本)的25人模式都是比10人简单的多,但这并非我们的真正意图。奥杜尔将严格按照副本系统作出平衡。

  困难模式

  相信你们一定很关注困难模式。那么,我们这次将给你们一个答复。如果你们想看到整个故事,请在普通模式完成副本。如果你们想挑战难度,请再困难模式下完成副本。如果你们抱怨困难模式无法接受,还在想啥……回去普通模式。

  以前的回答基本上是以“你们还没足以挑战”这种蹩脚的答复。虽然现在你们可以看到Arthas,但如果你们不够强大,将无法得到霜之哀伤(最珍贵的掉落)

  职业任务与奥杜亚传说之治疗锤

  这里比较麻烦,概括下吧:

  DK的出生系列任务已经是魔兽世界中最好的职业任务,是否有必要再去制作与其他职业相同的等级职业任务?如果能做到的,我们一定会做。

  DK这个职业为魔兽世界带来大量的用户,同时也成为一个非常受欢迎的职业。DK的设计初衷就是BLZ为巫妖王设计玩家想要的东西,而回顾这一年,DK的受欢迎也见证了BLZ的成功。

  装甲鱼人宝宝

  转移人物(转服)不会影响你获取装甲鱼人宝宝的资格(前提是你达到获取标准)。然而转移人物(转服)将影响你S5的奖励,诸如冰霜巨龙坐骑。

  专业改动

  炼金术 - 石血精练药剂3.1改动

  对于奥杜尔中的BOSS伤害过大,我们觉得石血精练药剂提供的血量少的可怜,所以我们作出一点提升。但对于新的精练药剂或者其他旧精练药剂改进,我们不会再单纯在原有属性上作出调整。

  举例,下一种坦克精练药剂将拥有或者降低现有石血精练药剂的血量效果,但附加其他属性如:装甲、防御等级。

  工程 - 网护甲不再作用于皮甲

  3.1PATCH中工程将有一个增加800护甲的手部附魔,现在修改为仅对铠甲作用。推测这个改动将使之成为一种坦克的独立附魔,而不是成为布衣PVPER的附魔。或许会限制在仅对皮甲或锁甲、铠甲上使用?毕竟这附魔只出现在布衣PVPER身上,但再皮甲PVPER身上却很少出现,或者相对于生存,他们喜欢暴击。

  其他

  还有诸如职业平衡、5人副本无法加入困难模式、这些废话就不搬了

  Totems, Ammos, and Shards improvements

  We are always on the look out for classes or class mechanics that players seem to comment on a lot as not being particularly fun. As just a few examples, totems, ammo and shards are all things we think we can improve in future patches and expansions. The changes we made in 3.1 to ammo and shards are just a small first step. There is always more that we want to do with this game. Always.

  800 pieces of gear in Ulduar!

  Streamlining the gear was a necessary step. Ulduar has something like 800 pieces of gear, and that is with all of the streamlining. (Sunwell had something like 160.) There is just no way we could offer extra loot for hard modes and unique sets for specs like Holy paladins and Ele shamans if we didn't homogenize elsewhere.

  Ulduar Legendary Mace only for healers? (The DK Part was obviously a joke.)

  I can't wait to see those DKs rocking the new healer mace.

  10-Man vs. 25-Man difficulty

  UBRS was a casual 10 man raid. Zul-Aman was not, especially the timed run. Karazhan may have been easier than Sunwell (but then again, it wasn’t that easy for many groups when it first shipped), but that whole system of progression was brutal on guild politics (5 player -> 10 player -> 25 player). I do agree that Naxx (and the rest of the tier) was often easier in 25 than in 10, and that was not our intent. Ulduar has tighter balance in that regard.

  Hard Modes

  You have a valid concern. However, we tried to come with an answer for that this time. If you want to see the content, go on normal mode. If you want a challenge, go on hard mode. If you complain that hard is too hard for you, then guess what… go back to normal mode. Previously the answer was basically “You aren’t worthy to face the end villain of this game you have invested hundreds of hours in,” which we thought was sort of a lame answer. Now you can see Arthas, but you aren’t going to get his best, most prestigious loot if you aren’t awesome.

  Class quests ... and legendary HEALER mace

  Class quests are popular but they are expensive when you consider 90% of players (on average) aren't benefiting. Or put another way, every class quest we introduce is really 10 quests! Would it have been worth it to make the DK experience one tenth the size in order to offer a handful of quests to other classes? Would any of that content have been appealing or would it all feel a little watered down? I think the DK start area may be the best experience in WoW. Would it have been worth giving that up? (Clearly offering that kind of experience for every class would have been worth it, but if we could have done that, we would have.)

  Your stance seems to be that your class got screwed out of content because of the DK. But the DK was a big reason that a lot of players wanted to play WoW. They have been an enormously popular class, and from that point of view it's hard to argue we would have gotten so much interest in the expansion if that bullet on the back of the box had said "More class quests" instead. I'm not saying our only motivation is to sell boxes (though clearly in a business that has to be some part of the equation). I'm saying we tried to offer something in LK that players wanted, and in retrospect, the DK start area has been enormously popular。

  PVP

  Murkimus (Murloc Pet) eligbility

  Transferring your character should not impact your ability to receive the Murkimus pet, assuming that your account qualifies for the reward. However, transferring your character could impact qualification for end of Season rewards, such as end of Season titles and the Frostwyrm mount. (Source)

  Alchemy - Flask of Stoneblood in 3.1

  We felt the current amount of health from the stoneblood was just ridiculous at how low it was, especially considering the damage from bosses in Ulduar so we buffed it a bit. Just keep in mind that we don't really like the idea of every new flask/upgrade being something with the same stats and just higher numbers every time. As an example it's possible the next tanking flask would have the same or lower health but extra mitigation stats like armor or defense on it

  Engineering - Reticulated Armor Webbing on Leather

  For those who don't follow patch notes, there's a new engineering enchant for gloves in 3.1. Adds 800 armor to gloves, usable only on plate. Presumably, it's to give tanks a perk while preventing engineering from being even more attractive to cloth pvpers. Perhaps limit it to leather and above? It's appealing to cloth users, but a lot less so to leather pvpers that focus on burst instead of survivability.

  This is definitely a possibility for this engineering enchant.

  


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