看板 WOW 關於我們 聯絡資訊
先說心得 當前版本問題真的很多(像是補師的大補) 而黑石鑄造廠都還沒開 6.1什麼的還是有點遙遠 而回收場的改動(已實裝)和 未來追隨者工作也會拿到經驗是這一大串當中的重點吧 http://www.mmo-champion.com/ content/4571-Developer-Interviews-Salvage-Changes-Weekly-News-Recap (來源) Patch 6.1 -The development team did not know there would not be flying for 6.1. (不意外) -New flightpaths and changes to them have been confirmed for 6.1. -The new Blood Elf models will be available for 6.1. -More information on patch 6.1 will be available in the near future. Soon. (Coming s∞n) Classes We will see small class balance changes this Monday, before Highmaul Mythic is released. At most, a 5-10% range of changes. The first week of raid data is invaluable when making balance adjustments. If you don't see any changes for your spec/class, the design team probably thinks you're doing well from a numerical standpoint. Shamans need a bump, they're on the low side at the moment. They'd like to improve Elemental's mobile damage, but it will have to wait until 6.1 as it will require significant changes. -蝦鰻會被buff (所以現在的神薩滿真的很神的意思) All Mages are on the low end of the spectrum, and will be receiving buffs. Frost, the most played spec, is a lot lower than they'd like. The necessity of Crit on Fire Mages is problematic early on. They'll figure out a way to adjust it. -法師會被buff -會調整火法crit的問題 Lots of players are playing Gladiator Warrior because of how well it is doing, and will be toned down a bit. Other warrior specs should be buffed up. Players gravitate towards the spec which deals the most damage, and Gladiator shouldn't be the answer for Warriors. -鬥士會被nerf -其他專精會被buff (狂戰的crit問題咧???) Playstyle changes shouldn't be made via a hotfix, like the recent Warlock embers change. Players need more warning before that happens. They tried to remove a lot of positional requirements, which is why Glyph of Blackout Kick was removed. They may have gone too far with the removal of large heals. This could be addressed in the future via talents. -把大補拔掉的決策有問題,可能會透過天賦來調整 (.......) There's a chance we'll see them ease up on class restrictions for gnomes. Gnome Hunter is probably one of the more likely combinations. -種族職業搭配可能會再括增,比方地精獵人 Stats The team is currently happy with the role that Spirit is playing. Versatility is no ones best stat, however, DPS should still be okay switching to it when they get a piece of gear that is higher item level. If that ends up not being the case, it will be looked into. There have been no regrets getting rid of Hit and Expertise. They like how all of the secondary stats now do something unique. There are no plans to allow for rerolling of stats, outside of the current profession reroll items. Garrisons Follower benefits are currently only taken into account when you collect your work orders. This will be changed in an upcoming patch so they must be present as work orders complete to get the bonus. We will be given notice before this change goes live. -下訂單與完成訂單的差異 A change will be made so that your followers can earn experience while working in your buildings. -追隨者在屋子工作時可以拿到經驗(終於!) There will be internal discussion about the number of high level garrison missions you receive. The change to salvage crates was made not because they're worried about you leveling up your followers' item levels too quickly, but because they don't want you to feel like you need to keep a low level follower around to make proper use of your garrison. We will see more garrison content during this expansion through new missions, better rewards, higher item levels, and hidden features. -解釋為什麼要改回收場的理由 Raiding The team is happy with how well flex is working. Groups aren't aiming for a specific number of people, but inviting those who want to join. We're looking at a minimum of 2 raid tiers this expansion, 3 is not out of the question. Ideally, raid tiers last at least 6 months each. They'd like to reduce the time between raid tiers; 13 months was too long. The new LFG tool has had a huge impact on the community. People are more social. Highmaul Player response to Highmaul so far has been positive. The team is happy with the current tuning for Highmaul. Highmaul Normal has been tuned around you having 5 man Heroic dungeon gear, where Highmaul Heroic was tuned around having Highmaul Normal gear; A natural progression. Molten Core The revised Molten Core experience was not meant to be done more than once. They wanted to make sure it stayed faithful to the old experience. While 5 minute curses may not be added to the game today, it was an important part of experiencing MC. Some mechanics were adjusted as it was near impossible for 40 random people to get through them. The aggro radius on Golemagg was one of them. We probably won't see any other old school raids come into the LFR format. Salvage Changes It's neither nerf nor bug, but rather intended to be a rebalancing that shifts some of the incentives away from spamming low-level missions (even after you have high-level followers), in favor of making high-level missions more rewarding. We made two changes: Level 90-94 missions will only award a Bag of Salvaged Goods (level 1 reward) regardless of the level of your Salvage Yard. Successful Level 100 missions will now always reward a salvage crate appropriate for your current Salvage Yard. Level 95-99 missions are unchanged. On balance, players who are trying to increase the item level of their followers should be receiving a similar number of follower upgrades as before, but hopefully with a bit less emphasis on logging in every hour or two to cycle through quick low-level missions. 回收場的改動: 90~94的任務不管回收場等級都只會給小袋子 95~99的任務沒改(根據回收場等級開到對應袋子但非100%) 100級的任務只要成功達成任務就必定拿到對應回收場等級的袋子 General Server engineers would go home and sleep for 5-6 hours in the middle of the day, and then head right back to work at launch. A lot of problems were because particular servers had a large population of players who had quit during TBC or Wrath come back and inflate that server’s population to extreme levels. They are fine with the speed at which people are getting gear from garrison missions. Getting a new garrison raid mission is not based on the success or failure of a previous one. They want to go back and add data for older raids to the dungeon journal but it’s not a high priority. They will look into making Admiral Taylor's Greatsword transmoggable. -泰勒任務獎賞劍可以塑形了 Items and Itemization They are happy with how warforged gear works at all levels, including mythic loot. They are probably going a larger gear gap between raid tiers compared to the past. Due to the exponential curve of power, there will be another item level squish in the future, but it “is a few years out”. -屬性壓縮還會再來 (............) They know the Everburning Candle is over budget, but they are fine with this for now. If they had this conversation 2 months ago, they would probably say “yep, it needs a nerf” but now that it is out there and people have spent lots of gold on it, they don’t feel they should nerf it. Everburning Candle Item Level 665 Binds when equipped Unique-Equipped Trinket +334 Intellect Use: Grants 5,229 mana. (2 min cooldown) -這個飾品或許有一咪咪強,但很多人都花錢買下去了,那就不nerf了。 (啥?) Graphics They want to do a graphics update in the future to make it so that spell effects don’t all go to the exact same point on the body’s model and instead spread out. They feel the need to increase the graphics quality with each expansion in some way, even if it is a 10-year-old game. They feel that improvements could be made reduce to melee clutter from pets, such as making the Fire Elemental into a ranged guardian that still did the same damage. They have a plan to “fix” toys for druids so you can see transformation items/buffs outside of PvP. Mounted shapeshifts will still take the highest priority. Class Changes General Information Some class balance changes will go live sometime tomorrow, with number changes around 5% where needed. There are only a few specs like Marksmanship Hunters and Windwalker Monks that are pulling a little too far ahead than the others. When a spec is top on both movement and stationary fights, they usually need to take a look at the spec. Everyone should be fairly equal in single target, although may still have niches (stationary vs movement). Once you get beyond single target, some might be good at cleave (2-3), some mass AoE, some burst AoE, etc. -單目標的dps應該相近,所以射擊獵和御風僧將會改比較大,而其他職業會做微調 When there was 70% overhealing, absorbs felt more important. Now that overhealing is getting smaller (and will get even smaller in mythic) absorbs are starting to get where they feel just right. They like that all the healers have different strengths and weaknesses. (healer表示:....) They don’t expect there to be class mechanic changes in 6.1 or even 6.2 unless there is a large problem. They feel the pruning in a lot of classes is not complete. It will take them a while to get all the classes cleaned up. Shaman still feels like it has too many damage sources. You won't see these in the 6.1 or 6.2 timeframe however. Talents Level 100 talents in general are have some serious balance issues compared against each other. They do think the level 100 talents that are underperforming but fun should get a buff in 6.1 or 6.2 For talents that people do not think are fun, they may just leave them alone for now and completely replace them next expansion -某些100級天賦太有競爭力(如神騎與暗牧) Warriors They don’t want warriors to feel they hit like “wet noodles” until the execute phase. If they end up feeling like this on fights, they will look into it. Gladiator was a little too high for single target. It was out performing the other single target. Gladiator should still be close to the same single target dps, but not have the same toolkit as the other specs. Arms and Fury will be brought up. They want to make sure Arms and Fury are doing the same single target as Gladiator. They don’t want to force people away from Arms and Fury to Gladiator based on DPS. If people are not using Shield Barrier at any level of play, they will give it another look. -鬥士會被nerf -狂戰武戰會被buff,BZ不希望看到玩家因為dps而從狂戰武戰跳往鬥士(啥?) Shamans Healers are pretty close on performance. Resto Shaman is probably a little low, they should get a little bump. DPS shaman are probably on the low side and may get a small buff. Fire Nova is possibly still too strong. -薩滿會buff Monks Challenge Modes revealed that Mistweaver Monks were a little low, which is the reason for the recent buffs. They have no performance tweaks in mind for Mistweaver Monks. Death Knights They feel Blood Death Knights are using their magic too much and aren’t using their weapon enough. They need to make them use their strikes again, but it likely won’t be in the immediate future. Mages Fire and Arcane mages are pretty low. Frost is better but still on the low side. They want to make sure each spec is viable. They are happy with Rune of Power. However if you feel forced into it, they want to make sure there are other options. -法師會buff Paladins Beacon of Faith for Holy Paladins feels mandatory, and they think the other two talents need to be brought up to the same level. Empowered Seals will be looked at in 6.1 along with the rest of the level 100 talents, and they will adjust it if it is too low or too high. -神騎的虔信信標太強,所以其他兩個100級天賦會buff到相似強度 Priests Shadow Priest’s Clarity of Power is another example of the other talent options needing to be buffed to be more in line. Shadow Priests should be about multi-dotting when it comes to AoE. The amount that they can buff Mind Sear is limited because it can’t outpace Mind Flay in single target. -暗牧的力量明確太強所以其他兩個天賦會被buff Warlocks The devs are still looking at Rain of Fire and what it has done for warlock specs. They weren't happy with Rain of Fire being used as a core part of a single target rotation. In hindsight, they would have handled the hotfix differently, especially the suddenness of it. Rogues They don’t see any data that shows Rogues need changes at this time. They feel Rogues might still be dealing with the changes to combo points, and think that Rogues are pretty well represented across their specs. Hunters If Hunter stacking becomes an issue in Mythic raids, they can nerf Aspect of the Fox or even remove it. It was added mainly because it was felt that Marksmanship Hunters didn't bring enough raid utility. (看來明天會有正式patch note吧) -- If nobody hates you,           you're doing something wrong. -- ※ 發信站: 批踢踢實業坊(ptt.cc), 來自: 220.141.122.40 ※ 文章網址: http://www.ptt.cc/bbs/WOW/M.1418021031.A.1DA.html
swallow753: 本來想貼翻譯版 看來該讓賢了 12/08 14:47
aggressorX: 法師不是夠強了還buff? 12/08 14:47
swallow753: 火法弱阿 12/08 14:49
son8868: 火法在前夕太強被砍 但Live上之後沒buff回來 12/08 14:50
rainveil: swallow大就貼啊qq,我懶得翻 12/08 14:50
gungriffon: 別說啦 BZ這一連串動作無疑是打挺他們改動的人的臉啊 12/08 14:51
tcancer: 看到一隻唐貝利往風僧方向慢慢走過去... 12/08 14:52
RevanHsu: 元素傻移動戰要buff 但要等6.1(目前洗洗睡的意思) 12/08 14:52
abcdeffg: 聖騎竟然要BUFF 這一定有什麼陰謀 12/08 14:53
RevanHsu: 全法師都在光譜的低端 馬上全buff 不用等6.1 12/08 14:53
RevanHsu: bz表示選擇最大傷害的天賦而選神鬼戰士是不對的(看好了) 12/08 14:55
sunchen0201: 泰勒劍是亮點 12/08 14:55
marvyuh: 術士部分爛透了,完全沒提到最左邊的天賦對痛/毀來說 12/08 14:55
zseineo: 術士只講一個火雨 12/08 14:55
marvyuh: 根本爛到爆炸,何況痛苦現在這麼鳥,資源獲取方式太爛 12/08 14:56
frank161616: 風僧要被砍啦XD 12/08 14:56
RevanHsu: bz打自己臉不是第一天 考慮由非hotfix的方式改機制 12/08 14:56
marvyuh: 講火雨也沒講個大概的方向 12/08 14:56
starbiscuit: 賊pve應該要加強一些 12/08 14:58
RevanHsu: 精神作用方式滿意 臨機應變都不是所有人的最佳屬性 12/08 14:58
soundwin: 親兒子終究是親兒子... 12/08 14:59
VANNN: 薩滿的 Fire Nova is possibly still too strong. 才是重點 12/08 14:59
starbiscuit: 靈機應變有增減傷,看單一能力本就不該是最佳屬性 12/08 14:59
Nuaaukw: 前面說射擊獵改動比較大,後面獵人只帶過靈狐守護一行 XD 12/08 14:59
davidx: 臘入爽不到一個版本要被砍拉...qq 12/08 14:59
RevanHsu: 現今附屬作用方式感覺良好 以後也不會出reroll附屬物品 12/08 15:00
davidx: BTW 可以把擊殺射擊環給生存獵嗎.. 12/08 15:01
eplis: 戰士武狂pve dps根本被角鬥電假的 完全設計失敗 12/08 15:01
RevanHsu: 挑戰彰顯出補僧的無力 所以最近有點buff 12/08 15:02
s855458: 惡術比痛術慘吧XD 12/08 15:02
smallfei79: 靈機應變可以刪除嗎XD 12/08 15:02
orz65535: 看起來角鬥士出頭是來自於無T17階段 12/08 15:03
orz65535: 畢竟傷害測試幾乎都是拿滿裝階段去評比的 12/08 15:03
RevanHsu: 血DK用太多法術太少武器(大概又要自打臉把符打加回來) 12/08 15:04
alecgood: 相信聖光 那魯並未忘記我們!!! 12/08 15:04
juncat: 作了一個DD叫作角鬥士又因為威脅到另外兩個天副所以該砍? 12/08 15:04
RevanHsu: 媽的看到把補聖另2個天賦"buff"到跟信標一樣強不敢相信 12/08 15:05
marvyuh: 痛術看臉阿,惡術至少比較有穩定的資源獲取來源 12/08 15:06
kof78225: PAL居然沒nerf,這一定是幻覺 12/08 15:07
RevanHsu: 反正到時一定是把信標nerf成屎 這樣就會用另外兩個 12/08 15:08
SITC: 術士是怎樣… 12/08 15:08
chuchu000: 聖騎buff超爽 12/08 15:11
minoru04: 甚麼時候才會出追隨者派任務APP 12/08 15:11
starbiscuit: 先buff兩個,然後太強,就可以砍死奶騎了 12/08 15:12
pilkk: buff到相似強度後 bz:我們覺得都太強了 NERF 12/08 15:12
orz65535: 疑不對 鬥士T17一樣打趴武狂 12/08 15:12
reaturn: 寫作 鬥士 唸作 門土 12/08 15:12
gungriffon: 所以本來就不該是用套裝補正能力嘛!!! 12/08 15:12
aabbabcd: 究竟射擊是被改什麼呢?瞄準?奇美拉?還是孤狼? 12/08 15:12
a84474666: 看完力量明確太強這幾個字正灰心 還好後面是寫buff另外 12/08 15:13
a84474666: 兩個 12/08 15:13
gkkcast: 靈狐守護 12/08 15:13
gungriffon: 在沒有重鑄系統 以及loot總數較WLK前版本設計要少的前 12/08 15:13
gungriffon: 提下 對於臨機這種加總增減傷的屬性 我認為BZ在設計 12/08 15:14
gungriffon: 它的時候 應該會有所謂的階段性目標 12/08 15:14
gungriffon: 也就是 關於這個臨機 BZ設想應該是 在當前階段 玩家大 12/08 15:14
siriya: 明明beta術士很強 結果實際上線術士打raid跟渣一樣 12/08 15:14
alecgood: 剛好玩的是聖騎其他兩個天賦...聖光壟罩啊!!! 12/08 15:14
gungriffon: 概能穿到哪 也就是大概會有幾%增傷跟減傷 12/08 15:14
siriya: 害我以為我在beta玩的不叫術士了 12/08 15:15
gungriffon: 而我的問題是 如果你這樣設計為什麼不打一開始就內建? 12/08 15:15
gungriffon: 因為你臨機弄太強 或是能選擇性撐高導致它表現太強 12/08 15:15
tsubasawolfy: 阿咧 我花太久查技能了XDD 12/08 15:15
gungriffon: 是會破壞到你boss戰設計機制的 12/08 15:15
gungriffon: 也就是說 如果本來設計會扛不住該閃的技能 結果你撐了 12/08 15:16
gungriffon: 臨機減傷導致能硬吃而不需跑位的時候 你的機制就崩壞y 12/08 15:16
gungriffon: 但這個東西太過無感的話 就變成廢綴 還不能選 12/08 15:16
gungriffon: 你搞這麼久設計一個新屬性結果是廢綴用來佔裝等空間 12/08 15:17
gungriffon: 你這不是犯X那什麼叫做犯X? 12/08 15:17
gungriffon: 這就是我認為這屬性很無趣的原因 它不能太強 但又雞肋 12/08 15:18
siriya: 臨機真的是一個莫名其妙的屬性 12/08 15:18
gungriffon: 然後有人說這屬性偏PVP 那為什麼整個PVE裝都看的到它? 12/08 15:18
DEVIN929: bz:因為我們需要廢屬讓你繼續洗裝 12/08 15:18
a84474666: 臨機應變真的太糟了....... 12/08 15:18
gungriffon: 你PVP裝都設計成進入PVP環境追加屬性了這個不做? 12/08 15:19
gungriffon: 所以BZ到底是真的腦袋有包 還是另有它意 想想便知 12/08 15:19
DEVIN929: World of Diablo 12/08 15:19
gungriffon: 這團隊拿著wow經驗去搞掉Diablo 現在又要拿Diablo來搞 12/08 15:20
gungriffon: 爛Wow 一個交叉感染的節奏 12/08 15:20
DEVIN929: 那我只好期待7.0 我只能選六個法術出來用了 12/08 15:21
orz65535: 所以靈機是[純粹排最後 但沒爛到哪] 還是[爛到無以復加] 12/08 15:21
DEVIN929: 技能超簡化 連bz電競的願望都一次滿足 12/08 15:21
gungriffon: 都不是 臨機是 雞肋到無以復加 12/08 15:22
orz65535: 兩者差異是很大的 以前三種次屬後者問題就很大 12/08 15:22
gungriffon: 照你說的前提(T17滿裝滿buff) 然後這個屬性本質又是強 12/08 15:23
orz65535: 但如果是前者 個人認為沒有什麼問題 12/08 15:23
gungriffon: 化其他屬性(這是增傷的部份)跟獨特的減傷 12/08 15:23
gungriffon: 也就是照邏輯推論 這個屬性在每個版本都有一個階段性 12/08 15:23
rainveil: 臨機:要減傷你不會特地衝高、要輸出你也不會特地衝高 12/08 15:24
gungriffon: 可能在T17 大家差不多會有10%增傷5%減傷(舉例) 12/08 15:24
gungriffon: 這邊問題就來了 這東西要嘛統一 但統一為何不直接內建 12/08 15:24
gungriffon: 如果不統一 後面減傷就有問題了 有的職業天生減傷技多 12/08 15:25
siriya: 臨機問題就是在次要屬性裡 跟本就是不倫不類呀 上面有人說 12/08 15:25
gungriffon: 有的少 有的有自救技有的要靠別人救 如果這個減傷分配 12/08 15:25
siriya: 了 純DD不會特意衝臨機 坦克也不會去衝臨機 那臨機有何用 12/08 15:25
gungriffon: 不均 就會出現有的職業靠這個硬撐可以吃某些傷害 12/08 15:25
gungriffon: 那其他不能享受到這種減傷的豈不是王八蛋了嗎XD 12/08 15:25
gungriffon: 可能你覺得假設上第一個版本就10%增5%減太多 12/08 15:26
gungriffon: 那如果這個調小 是不是回到我說的有加跟沒加一樣? 12/08 15:26
gungriffon: 那不就是來佔裝等空間的? 12/08 15:26
gungriffon: 我講的很客氣了 空佔裝等空間 白話點就是垃圾屬性 12/08 15:27
DEVIN929: bz只要讓其他副屬有嚴重遞減 你就會撐臨機惹 12/08 15:27
starbiscuit: 我覺得他不是拿來硬吃技能用的屬性 12/08 15:27
gungriffon: 前提是裝等要夠塞臨機 這樣問題又回到mop的狀況 12/08 15:28
gungriffon: 如果你版本間裝等彈跳太大 你是不是版本末一些職業又 12/08 15:28
RevanHsu: 原帖:全能都不是所有人的最佳屬 但DPS當拿到較高等級的 12/08 15:28
DEVIN929: 或是讓臨機變得很便宜也是一個方法 比方20=1% 12/08 15:28
gungriffon: 不受控制了? 12/08 15:28
RevanHsu: 裝備上有全能就還過得去..... 12/08 15:28
starbiscuit: 現階段對賊而言也不是最差的副屬 12/08 15:28
RevanHsu: 這句話本身就是有疑意的 EX:屬意衝精通的DD高裝等當然 12/08 15:28
RevanHsu: 還是拿到精通比較爽 除非裝等高到軟上限已經達到 12/08 15:29
RevanHsu: 但現在的裝等 是那麼容易到上限逆 阿沒有這就是來亂的 12/08 15:29
RevanHsu: 原帖又說如果到時不是他們想的那樣會再改是腦袋有洞嗎 12/08 15:29
RevanHsu: 跟老闆搪塞員工 以後你升遷加薪會很多喔喔喔一樣的心態 12/08 15:29
gungriffon: 現在配裝已經沒啥選擇性了(4套裝配高裝等散裝) 12/08 15:29
gungriffon: 如果這樣的設計 我可以預想 未來不止是配裝一樣 12/08 15:30
orz65535: 墊底屬性一直都有 靈機的問題就只是綁減傷不可能強而已 12/08 15:30
gungriffon: 大概大家各職配起來 屬性也都長的差不多 12/08 15:30
gungriffon: 那差別就回到職業設計了 所以這篇是討論職業設計不是? 12/08 15:31
orz65535: 說到這個 TBC以前裝設沒標準化 搶少數loot的問題 12/08 15:32
orz65535: 嚴重太多了 跟現在的靈機比根本小意思 12/08 15:33
gungriffon: 大概只有唱法職的加速 暴擊 雙擊 有所謂的上限吧 12/08 15:33
gungriffon: BZ對於屬性的平衡 單純討論我覺得問題是不大沒錯 12/08 15:34
gungriffon: 但這個平衡沒問題 只是"有沒有都沒差" 而不是讓人感覺 12/08 15:34
gungriffon: "這屬性撐起來挺有趣 但我不管怎麼選 幅度擺動不大" 12/08 15:35
gungriffon: 沒有讓人覺得"很有一套"只是覺得"我沒得選 也沒差" 12/08 15:35
gungriffon: 這是裝等規格化帶來的問題 設計會制式化 12/08 15:37
orz65535: 說到底這兩個新增就只是效果相近好平衡的理由推出罷了 12/08 15:38
gungriffon: 平衡起來很方便 也很無趣 沒有驚喜 臨機更是如此 12/08 15:38
orz65535: 要搞與眾不同當然可以 當然不平衡的結果是可以預期的 12/08 15:38
gungriffon: 它加的東西不會讓你獲得等價的效益 雞肋 12/08 15:38
gungriffon: 那個減傷再怎麼撐也不可能讓你撐到天生減傷30%~40% 12/08 15:39
gungriffon: 那只有5% 10% 並不能讓你能無視一些傷害 12/08 15:39
orz65535: 現階段搞到獨特性高 平衡要同時做到對BZ來說太難了 12/08 15:39
gungriffon: 更糟的是如果BZ要顧慮它來設計戰鬥傷害 苦的是補師 12/08 15:40
gungriffon: 因為補師必須得花心思去補 裝備上可能沒撐到這個5%的 12/08 15:40
gungriffon: 補量 或一些緊急情況 12/08 15:40
orz65535: 對了 我對伶姬的減傷非常有意見 目前的設定在初期 12/08 15:41
orz65535: 幾乎沒用 但是末期(750)某堆可能會強到無法收拾 12/08 15:42
gungriffon: 然後這個測試樣本(4T裝滿裝)有個根本性的瑕疵 12/08 15:42
gungriffon: 那就是 拓荒根本不是這樣穿著拓 12/08 15:42
gungriffon: 那滿裝測試沒問題 但是拓荒亂七八糟的不就又要針對強 12/08 15:43
gungriffon: 勢的職業來堆疊? 12/08 15:43
gungriffon: 可能有的職業表現四平八穩的強勢 或許滿裝天花板沒有 12/08 15:43
gungriffon: 很高 但是他沒裝的表現夠穩 有裝更穩 表現好 meta符合 12/08 15:44
orz65535: 隔壁棚都用線性堅韌的堆法來算了 靈機竟然用這麼幼稚 12/08 15:44
gungriffon: 團隊求快速方便達標 就勢必會堆這個職業 12/08 15:44
orz65535: 的堆疊方式 12/08 15:44
gungriffon: 那這樣要怎麼說服RL啟用那些大器晚成的職業? 12/08 15:45
gungriffon: 你能說服RL說 我這術士過兩個版本裝等才吃的夠 12/08 15:45
gungriffon: 所以拓荒你必須要先承受我廢兩個版本 12/08 15:45
becca945: \嗨RL 我可以平衡團隊的顏色喔/ 12/08 16:57