激战2 -轮子转动

2019-12-06 801
如果你不熟悉我之前关于激战2的文章,你可能不知道我是一个主要的坚持者,当涉及到阶级变化和平衡时,无论是在竞争领域还是WvW。再一次,阿雷纳试图通过彻底的阶级调整来创造公平的竞争环境,但是这样做是弊大于利吗?
有些人可能还记得我很久以前写的这篇文章,在那篇文章中我谈到了我的拳击手在最近一次平衡改变后变得多么的神圣。在这篇文章的最后,我解释了这种阶级的摇摆是非常有害的,但是我不知道他们到底有多坏,直到ArenaNet在7月的更新中完全颠覆了Scrapper阶级。从那时起,已经有了一些“修正”来试图纠正这个类,但是我短暂的作为一个神圣类的存在在我的眼前。快进到本周的更新,我们看到了更多的努力来合法化一个已经完全从地图上消失的职业。
班轮是个苛刻的女教师。作为一名MMO游戏玩家,我从未见过像在GW2中那样在类的基本概念上有如此多的变化。如果你眨一下眼睛,或者休息一个月,你可能会回到你曾经热爱的课程,但它不再像你记忆中那样有效。然而,如果简单的类改变是所有玩家必须面对的,那么尽管受挫,它可能是可管理的,但是最近社区中出现了对所有类的一个基本特性的强烈抗议,这个特性现在已经被删除了,没有任何补偿的内在能力。
我说的是可怕的下降伤害减少已经从所有的职业特征行删除。许多人对WvW的改变感到失望,因为WvW的玩家和那些在不允许骑乘和滑翔机的情况下玩跳跃谜题的玩家,利用这些特性来完成游戏。11月初,人们直接向开发商表达了自己的意见。尽管最近有很多平衡变化吹嘘他们已经“听取了反馈”,但他们一定非常想念那些在帖子中发表评论的人,他们游说开发者继续减少秋天的伤害。
并不是ANet发布的所有内容都受到了如此严格的审查。多年来,玩家一直要求在游戏中加入披风,就像在激战1中一样。尽管一些用户已经注意到了剪辑问题,但是绝大多数玩家还是接受了这个功能。除了最近发布的建造模板,工程师和元素师现在有一个真正的武器交换能力。这使得两个职业都可以在战斗之外动态地改变他们的武器,而不需要通过宏来改变或者手动交换武器。这些生活质量的特性当然是受欢迎的,但它们感觉就像是ANet多年来发布的一长串剧烈变化中的一个脚注。
人们只能希望,所有这些变化都将带来一些变化。他们最终会打开滑翔机和坐骑在地下城或跳跃谜题?他们会通过掌握系统抵消掉掉落伤害吗?我们会看到每个基类的巨大变化,从而更好地与专门化协作吗?在这一点上,我的观点是ANet仍然没有找到一种方法来实际地为一个单一的目的构建每个专门化。我现在比以往任何时候都更觉得,有了新的构建模板,我们可以放弃每个专门化都应该能够完成所有工作的前提。随着这么多的建筑、区域和系统的增加,似乎这些年来都被废弃了,我们在这里看到的是一个逐渐形成的视觉形式,还是ArenaNet在黑暗中尝试如何安抚他们的粉丝?请在评论中告诉我们你的想法。
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原文:
If you aren’t familiar with my previous articles on Guild Wars 2, you may not know that I am a major stickler when it comes to class changes and balance in both the competitive arena as well as WvW. Yet again, ArenaNet has attempted to level the playing field with sweeping class adjustments, but are they doing more harm than good?
Some may remember this article that I wrote some time back, where I spoke about how godly my Scrapper became after a recent balance change. At the end of the article I explain that these kinds of class swings are severely detrimental, but I didn’t understand how bad they could truly be until ArenaNet completely upended the Scrapper class entirely in their July update. Since that time, there have been several “fixes” put in place to attempt to correct the class, but my short-lived existence as a godly class was brought down before my eyes.  Flash forward to this week’s update, we see additional attempts to legitimize a class that has largely fallen off the map entirely.
The class wheel is a harsh mistress. As an MMO gamer I have never seen so many changes in the fundamental concepts of classes as I have in GW2. If you blink, or take a month off, you could come back to a once beloved class that no longer works as you remember. Yet, if simple class changes were all that players had to contend with, it might be manageable despite the frustration, but there has been an outcry from the community recently about a fundamental trait that all classes had, which has now been removed without any compensating inherent abilities in place.
I speak about the dreaded fall damage reduction that has been removed from all the class trait lines. Many people are disappointed with the change as WvW players and those that run jumping puzzles where mounts and gliders aren’t allowed, utilize these traits so that they can complete them.  People voiced their opinions directly to the developers at the beginning of November. Despite many of the recent balance changes touting that they’ve “listened to feedback” they must have sorely missed the many people who commented in the thread, lobbying for developers to keep the fall damage reduction.
Not everything that ANet released has been met with such scrutiny. For years, players have been asking for capes to be added to the game, as they were in Guild Wars 1. Although some users have noticed clipping issues, the vast majority of players have been receptive to the inclusion. In addition to the recently released build templates, Engineers and Elementalists now have an actual weapon swap ability. This allows both classes to change their weapons on the fly while they are outside of combat, dismissing the need to macro these changes or manually swap weapons. These quality of life features are certainly welcome, but they feel like a footnote in the long list of drastic changes ANet has released over the years.
One could only hope that all of these changes are leading somewhere. Will they finally open up gliders and mounts in dungeons or jumping puzzles? Will they negate fall damage through the mastery system? Will we see vast changes to each base class that will better synergize with the specializations? My opinion at this point, is that ANet still hasn’t found a way to realistically build each specialization to a singular purpose. I feel now, more than ever, with the new build templates, that we can forego the premise that every specialization should be able to do everything. With so many builds, areas and systems added and seemingly abandoned over the years, are we seeing a gradual vision form here, or is ArenaNet taking a stab in the dark on how to appease their fanbase?  Let us know what you think in the comments.
 
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