木喉声望修改死木熊怪/魔爪狼/冬泉熊怪(大众脸) - 4点声望 主宰洛尔 - 12点声望 拉吉波尔 - 20点声望 冬泉酋长 - 8点声望
可重复完成的任务: 给格拉兹的羽毛 - 300点声望 给萨尔法的珠串 - 300点声望
一次性任务: 所有的一次性任务给予的声望加倍,即一个任务1400点声望。
“增加木喉熊怪势力声望至崇拜”是完成成就“外交”的一部分。完成“外交”成就会获得头衔“外交家”。现在也许稍微变简单了一点吧。 竞技场里的生存力“生存力”是目前我们讨论已久的话题。我们从许多玩家那儿得到了消息,(在游戏中)爆发性的伤害过高,治疗完全无能为力。我们还发现许多竞技场队伍全员都是dps而没有治疗。这是个有趣的组队方式,我们不能完全杜绝这样的玩法,但是我们希望竞技场的战术不要过于极端(原文:钟摆不要摆得太远)。如果这样的极端情况确实出现而我们现在才了解到的话,我们宁可在攻击力上做文章,而不是“把10职业中每个职业的生存力都加以buff”。
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. (Source) 新铭文对!我们希望看见“一个重要技能的新铭文出现时你们会有多兴奋”。我们不会为Wotlk新增的技能制作太多的铭文,因为我们觉得这很无趣——你学到了个新技能,然后马上使用铭文,那么你根本就不知道这个技能原来是啥样了。
我们最终的目标是——许多的新铭文,而且同样的技能可以有多种不同的铭文搭配,你需要好好琢磨到底加强哪一个。
Yup. We want it to be exciting when a new glyph for a big ability is finally available. We also didn't make many glyphs for new abilities because we thought the glyphs wouldn't feel interesting -- when you get a new ability and immediately glpyh it, then it feels like that's just the way the ability works all the time.
Eventually, we expect there will be many glyphs and multiples for some of the same abilities and you'll have to put some thought into which ones you want. (Source) 成就:击杀克苏恩把“上古之神的外壳”再多保留几周吧,3.0.3中你会有意外惊喜的。 You'll receive credit for the Husk of the Old god in 3.0.3. Just hang onto it for a couple of weeks. (Source) 德鲁伊生命绽放的nerf
即使你只考虑PvE的话,就像我之前说过的那样,“生命绽放”已经变成一种万能的治疗法术了,所以我们需要nerf它。恢复德其他的治疗法术——最好的情况是偶尔使用,最坏的情况是根本不用——如果它不能配合“生命绽放”的话,基本没有用武之地。
如果恢复德的治疗水准在PvE或PvP中下降的话,我们也许会调整“生命绽放”的nerf程度。但是,目前为止我们还没有看到这种情况的苗头。 Even if you only consider PvE, the reason we changed Lifebloom, as I have said before, was it became the correct answer to any situation a Resto druid found themselves in. All the other healing tools became niche at best, or avoided at worst, if they couldn't be fit around a rotation of rolling Lifebloom.
If Resto healing begins to fall down in PvP or PvE, then Lifebloom is somewhere we might make that back up. But we don't have a lot of evidence yet that that is happening. (Source) 猎人灵魂兽的低刷新率
也许不明显吧,我们加入了这种生物,并且可以被优秀的猎人驯服——虽然是个很大的挑战。我们经常从猎人玩家那儿听到的一句话是“有些猎人喜欢老派的游戏方式,他们尽心尽力地尝试驯服一种稀有的宠物,尽管着需要极大的专注。在游戏中,我们加入了如此多的新宠物,所以“有一种相对来说比较难以驯服的宠物”不会是太大的问题。灵魂兽并不会给予猎人巨大的dps提升,因此“无论如何都要抓到他”的情况不会出现。
In case it's not obvious, we added that creature and let it be tamable as a challenge for dedicated hunters. One of the things we hear from hunters often is that some of them liked the old-school gameplay of having to work really hard for a rare pet that would garner lots of attention. With so many new pets available, we didn't think it would be a problem to have one that was relatively difficult to tame. He doesn't provide a huge dps increase, so there shouldn't be a need to tame him. (Source)
毒蛇守护:PvE中法力恢复还是太慢?
我们为猎人的PvP已经修改了很多。我们认为PvE猎人会注意到法力恢复的速度变慢了;但是既然猎人在所有人的dps量表上都始终如一地处于前列,我们不需要在PvE方面做巨大的buff了。
不要误解!我没说“我们的设计思想是让你疯狂射击10秒钟然后就oom”,我们只希望看看在作出微小修改之后情况将会怎么样变化。当然,我们完全有可能利用其它方法增加在PvE时毒蛇守护的被动和主动回魔强度并减少dps。当然在70级的PvE过程中,因为怪物死亡得太快,所以OOM也不是件很大不了的事了。
We did make the change largely to help hunters in PvP. We thought PvE hunters might notice a decrease, but since hunters seem to consistently be at the top of everyone's dps meters, we haven't made a huge effort to buff it for PvE.
Don't misunderstand me -- I'm not saying we want the design to be that you do great dps for 10 sec and then go OOM. We just want to see how things are going to stack up a little more. It's entirely possible we'll be able to boost Viper's passive or active regen for PvE but nerf dps in some other way. It's a little hard IMO to evaluate Viper at 70 in PvE at the moment because stuff is dying so fast that running out of mana doesn't seem to be a major factor. (Source) 法师三系天赋在PvE里的dps差别
现在如果你找个练习假人去尝试倾泻伤害,我们认为火系会获胜。在布鲁塔卢斯这样的战斗中,火法会制造更多的伤害。奥术天赋更侧重于“移动力和法力”。在像穆鲁这样需要大量来回跑动的战斗中,奥术系的dps应该会更高——不过因此它也需要更多的输出技巧。冰系的dps应该稍弱,因为冰天赋有大量的“诱捕”和“冻结”效果。不过我们不希望它降低到如此的程度——所有的冰法全在pvp,全部不去raid。
Arcane / Fire / Frost DPS differences in PvE Now, if you're just spamming damage against a target dummy, our suspicion is that Fire will win. On a fight like Brutallus, Fire will do more damage. Arcane makes up for that with mobility and mana. On fights with a lot of running around, M'uru maybe, Arcane's dps should be higher. Arcane will probably require more skill because of it. Frost is intended to be a little low to make up for the snares and freezes it can offer. But it shouldn't be so much lower that Frost mages stay in PvP and don't raid. (Source)
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