作者colmash (col)
看板LoL
標題Re: [情報] Karma新技能組的消息
時間Sat Mar 16 11:22:51 2013
http://na.leagueoflegends.com/board/showthread.php?p=35623691
原文連結
http://lol.zones.gamebase.com.tw/forum/60895/topic/95752252?g=e775
素人自翻
Old Karma had issues. What were they?
Karma’s kit was in a weird place, but her ultimate was especially
problematic. Her base abilities didn’t feel impactful and only felt
effective when supercharged by Mantra. On top of that, when Karma had two
charges of Mantra, we had to make both of them weaker to compensate for
players double casting empowered spells.
The changes we made to Karma’s kit focused on making each decision fun and
meaningful while giving her abilities the focus they needed to perform her
intended role. We kept the “empowering”-type gameplay of Mantra, but
instead of waiting around for it to recharge, Karma’s basic attacks and
abilities now lower Mantra’s cooldown. This rewards aggressive play so you
can “buyback” her ultimate. Also, we gave Mantra a single charge to pump
extra power into each cast. We also made sure Mantra empowers Karma’s
abilities in drastically different ways, leading to more impactful
decision-making and a better feeling of accomplishment when you pull off the
right move at the right time.
之前的卡瑪在那邊有問題?
卡瑪的技能組相當的詭異,而她的大絕更是有超多問題.除非有大絕充能不然她的技能本身
並不威.因此當卡瑪有兩次充能時,我們必須要讓充能後的威力下降來應對她的雙重充能.
我們修正的目標是讓她在不同狀況都能充分扮演好她想當的角色,藉此她的每個決定都會
是有趣且有意義的.我們保留了大絕加強技能的玩法,但不再是呆坐在那邊等大絕集氣.卡
瑪的技能和普攻會加快集氣的速度.
這樣獎勵侵略性的玩法會讓你能夠透過主動攻擊來加速取回你的大絕充能.此外我們也把
大絕充能的次數調為一次,並讓每個衝能的技能都有更強的威力.我們也要確保充能後的技
能都有不同的作用方式,藉此讓你每次的選擇影響更大,並讓你在作出良好選擇時得到更大
的回饋.
Why was she hard to place in team comps?
Karma had the offensive tools to support her team in small skirmishes but not
the powerful defensive abilities she needed to protect a team. Also, her
all-purpose abilities are so broad they never felt like the right choice in
any situation. All in all, Karma lacked direction.
為什麼她之前很難擺在團隊之中?
卡瑪在小會戰內有攻擊性的技能來幫助她的隊友,但在大型團戰中沒有夠強的防禦技能來
保護隊友.此外,她的技能面向太多,讓玩家在任何情況都難以作出正確選擇.簡單來講,卡
瑪缺乏方向.
Why isn’t Karma fun?
The effectiveness of Karma’s abilities relied too heavily on your teammates
knowing all their nuances. No matter how hard you were carrying with Karma,
your teammates had to be just as good with her for you to be super effective.
When an ally’s confused about whether or not he should run from or pass
through your Spirit Bond, we probably made a mistake.
為什麼卡瑪玩起來不有趣?
卡瑪的技能效率相當依賴隊友對卡瑪的認識度.不管你的卡瑪玩的有多威,你的隊友都必須
要和你一樣懂她來讓你發揮威力.當有個隊友會想著該不該跨過你綁的那條線時,任何人都
可能犯錯.
What did we like about Karma?
Despite all the Mantra hate we’ve got going on, we actually think the
concept is pretty kickass. It’s unique and character-defining to old Karma,
and augmenting her abilities with an immense surge of Ionian will is visually
and thematically fun. We also liked how Karma could turn the tables on her
opponents with abilities that provided defensive bonuses and had hidden
offensive power. Finally, Spirit Bond’s “clothesline” gameplay is really
cool, but it’d work better on a tank champion that has an easier time
jumping into the fray.
為什麼我們喜歡卡瑪?
充能除了上面提到的問題外(雙重充能讓威力不能太強,要等CD),其實我們覺的這個設計相
當的亮眼.那是個卡瑪獨有且明確標示她這個角色的設計.透過強烈愛歐尼亞風格的標示來
調整技能威力不管在視覺上和主題上都相當有趣.我們也很喜歡卡瑪有機會透過她的技能
中攻防一體的能力來讓敵人翻船的潛力.最後,精神連結的牽線玩法其實相當有趣,不過那
個技能比較適合擺在坦克英雄身上,因為他們想要跳到敵陣當中來傷害敵人.
Karma’s new role
Originally envisioned as a support, Karma’s fringe successes actually came
from players using her in the top or mid lanes as an AP burst mage with
support abilities, much like Zilean or Morgana. We like this direction and
want to encourage you to boost both her offensive and support abilities by
building AP. We also want to make sure she can hold her own as a solo or with
a lane partner.
Finally, we’ve updated her skills so allies are reliant on Karma, but Karma’
s not reliant on them. She’s got enough power at her fingertips to feel
strong as a mage or as a support without teammates having to work in perfect
concert for you to be effective.
卡瑪的新角色
雖然原本設計是個輔助角,但少數把卡瑪打的很好的玩家是打中上路作為有輔助能力的爆
發法師角的打法,就和極靈和魔甘娜一樣.我們喜歡這個方向,並希望你能透過購買AP來加
強你的攻擊和輔助能力.我們也想確保她在單人和多人線都能上的了場.
最後,我們更新了她的技能讓她的隊友可以信賴卡瑪,而卡瑪不再需要隊友對她的了解.她
自己就有作為法師或輔助角應有的足夠力量,不再需要隊友完全的配合.
So without further ado… here’s Karma’s new kit:
所以..不用等了,這裡是卡瑪的新技能組!
Passive: Gathering Fire – Hitting enemy champions with Karma’s spells and
basic attacks lower Mantra’s cooldown.
被動-集結怒火-用普攻和技能擊中對方英雄能降低大絕的冷卻時間.
R: Mantra – Empowers Karma’s abilities, adding an extra effect to the next
ability cast.
R:真言-加強卡瑪的技能,在下次施放技能時有額外的效果.
Q: Inner Flame – Skillshot that deals magic damage and slows enemies in an
area.
Empowered by Mantra: Soulflare – Increases damage and leaves behind a
zone that slows and, after a brief delay, explodes for AoE damage.
Q:心靈之火-在一個區域造成緩速和傷害的指向技.
RQ-靈魂之燄-增加傷害,並在那個區域布下緩速效果.在經過一段時間後那個區域會爆發並
造成額外傷害.
W: Focused Resolve – Enemy-targeted tether that deals damage over time. If
the tether is unbroken after a short duration, the tethered target is rooted
in place.
Empowered by Mantra: Renewal – Deals bonus damage and heals Karma for
the duration of the tether.
W:專注意識-敵人被連線的目標會在一段時間內持續受傷.如果再短期內沒逃開連線範圍,
敵人將被定身一段時間.
RW-復興-造成更多的傷害並在連線期間回復卡瑪的血量
E: Inspire – Shields an ally and grants them a short speed boost.
Empowered by Mantra: Defiance – Enemies near the shielded ally are
damaged while nearby allies are shielded and granted a short speed boost.
E:激勵士氣-在隊友身上上盾並讓他們短期加速.
RE:挑戰-放對目標身邊的敵人都會受傷,而目標和身邊的友軍都有加速效果.
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◆ From: 114.32.178.201
推 vanceliu :這樣好像有點兇了..有緩有暈 幫助友軍加速.. 03/16 11:26
→ vanceliu :錯了 不是暈 是定身 03/16 11:26
→ errorwinter :Riot前言真多 直接說模組不好看五個字不就解決了? 03/16 11:27
如果我是riot負責karma的設計師看到這句應該會想哭..
→ misy4ru3 :其實也還好,畢竟依舊少一招 03/16 11:28
推 Acer :真言一次只有一顆 沒想像中強 03/16 11:28
推 T9 :其實我覺得被動改成重製的這個就夠用了.. 03/16 11:28
推 Nichryo :少了扇子補血....輔助AP沒很輔.... 03/16 11:29
推 james30603 :扇子補血是大後期的事了 03/16 11:30
→ phenom1 :我怎麼覺得跟舊的技能沒差多少= = 03/16 11:43
推 Homeparty :沒有了以前線超難使用的缺點,其他招也變簡單好用 03/16 11:50
推 bluejark :其實是插畫問題模組影嚮不大 03/16 11:58
→ twic :以前RE可是超級痛的 03/16 12:18
推 r10896 :以前是re完就被硬上一波了 03/16 12:29
→ colmash :RE改不多啊..盾和傷害還有,還多加速ㄟXD 03/16 12:32
推 jeff7897 :技能單純化了 03/16 12:44
→ ccode :歐不...狗鍊..... 03/16 12:54
→ ccode :以前能牽線+閃現把人陰死超有趣的耶.... 03/16 12:55
→ larcenciel2 :昨天某直播台裡隊友有很威的卡瑪我看完馬上就買來放 03/16 13:13
推 juicylove :所以線現在不能幫隊友加速了 03/16 13:26
→ leo255112 :太棒了 下一個預定購入卡瑪大姊!! 03/16 13:28
推 feelyo :新被動會讓持續傷害不斷減少R的CD嗎 03/16 13:45
文案是寫擊中,所以持續傷害應該不算..@@?
不過我想以Grave的例子,颶風如果三下都打到英雄應該會算
(是說誰玩法師會出這個啦XD
※ 編輯: colmash 來自: 219.85.64.11 (03/16 13:54)
→ ccode :護盾強化已經會讓隊友加速了,你是希望有多少加速XDD 03/16 14:03
推 tcfd817038 :耗魔問題有buff嗎? 03/16 14:06
推 myran :群體加速還蠻酷的阿 03/16 14:13
推 aa124816 :其實設計理念寫的不錯阿 03/16 20:09
推 sky2857 :等等!!!!! 卡瑪的繩子豈不是勒布朗繩的指定板? 03/16 20:39
推 hardyuse :以收進英雄情報區~ 03/20 16:25