作者ADYex (寵物狼音樹)
看板LoL
標題Re: [情報] 泡麵修正第一彈-炮塔部份
時間Thu Jul 4 14:33:54 2013
身為漢默丁格的愛好者,
簡單把討論串裡目前出現的資訊整理一下。
然後補充一些個人心得。
歡迎討論,如果有錯還請提出。
/*
* 雜項
*/
0、設計中,可能會改變。
但是設計師表示他不會像約瑞科重製那邊一樣徵詢玩家的建議。
所以...
然後至少還要一個月以上才會弄好。
1、外型重置不會跟技能重置一起出來。(希維爾表示:
/*
* 被動
*/
2、被動不變。
/*
* 砲台(Q)
*/
3、砲台新增雷射砲,高傷害,有冷卻,可以閃躲。
會優先攻擊漢默丁格暈眩和攻擊的目標,(現在的砲台AI?)
其他情況會以英雄為優先目標,或是正在攻擊砲台的小兵,
如果沒有這些目標的話不會發射雷射。
4、砲台數量增加到三個。
每個的生存力下降,但是雙防會隨英雄等級上升。
(我猜是在nerf生存力的前提下,再nerf前期生存力)
5、砲台的打塔力會再削弱。
設計師表示他認為砲台應該要擅長於推線跟範圍控制,但不是直接打塔。
6、短距離射擊會吃法術吸血、大面具和冰杖了。
7、只要漢默丁格離開砲台1200距離,三秒後砲台關機。
設計師表示如果要保有這個global技巧,那其他部分就得nerf;
而在他的觀念中一個角色應該先做好他應該擅長的事,然後才應該考慮其他部分。
他說的沒什麼問題,但是目前提出的「關機給人家看」被罵得很慘。
基本上就是一個不會攻擊、被打掉會給敵人錢、
然後還能給敵人「漢默丁格距離多遠」的訊息的累贅。
以目前來說,在戰鬥的時候會盡量保持在招式丟得到砲台的範圍,
(例如用手雷把敵人暈在砲台旁邊)所以1200沒什麼問題。
不過這個三秒關機會影響到很多漢默丁格所能使用的戲法(trick),
好比說回買守塔、支援別線守塔、一次吃兩路兵、留砲台吃buff和遠程草叢陰人。
個人的想法是這把漢默丁格玩弄策略、
或說是「聰明」的特色整個拔掉了,
變成一個只是單純能召喚出召喚物的法師。
不過因為這個設定,
之後漢默丁格死後還會有三秒的砲台有效時間。
8、預計不會提供現在的濺射、破防效果給新砲台。
9、對於後期ADC一下爆一砲塔這件事,
設計師只說會強化飛彈,讓玩家有其他手段可以對付敵人。
似乎也就是說不會額外再做什麼改善。
/*
* 大絕(R)
*/
10、大絕 + 砲台 = 一次放三座。(跟之前釋出的消息一樣
11、大絕不再提供CDR。
12、大絕 + 飛彈/手雷的消息未在此串公開。
設計師表示新大絕設計概念偏向卡瑪「真言」,
但偏向給你更多你想要的東西(好比說一次三座砲台),
而非給予額外效果。
/*
* 其他
*/
翻譯一下外國網友Greyrook所整理的重製後優缺點:
http://na.leagueoflegends.com/board/showthread.php?t=3615862&page=29
※ 砲台重製優點:
他拿回他的第三顆砲台了。
新增遠程雷射砲。
砲台現在吃法術吸血跟法術on-hits效果。
更好的AI?
※ 砲台重製缺點:
漢默丁格死的時候砲台還是會死。
離開一定範圍砲台就不攻擊了。
砲台威力下降。
遠程雷射砲可以被閃躲。
砲台現在沒有破雙防效果了。
砲台現在沒有滿等時的濺射效果了。
砲台低等級時的AR下降。
砲台還是會被遠程英雄輕鬆打倒。
大絕現在不提供CDR了。(影響砲台數量)
※ 引述《colmash (col)》之銘言:
: http://na.leagueoflegends.com/board/showthread.php?p=39336258#39336258
: 看來像是Xypherous主導的修正,內有新圖
: 暫時沒空翻..先看有沒人要接手
: 重點
: 0.都還在開發中,隨時可能會改
: 1.炮塔有兩種攻擊模式,一種是像現在的短程炮火,一種是遠程雷射
: 遠程雷射很痛,可是可以躲,泡麵可以透過擺在好位置來讓雷射很難躲
: 2.改三顆炮塔,每顆生存力都弱一點,這會提供對手更多擊毀炮塔的機會
: 但也讓泡麵的威力不會因為一座炮塔被衝掉就下降太多
: 3.炮塔是由AI控制,會偏好攻擊泡麵打的目標,雷射有CD,威力和CD和泡麵的AP/CDR有關
: 4.炮塔在泡麵離開距離1200三秒後會斷線失效,等泡麵回來會再重新上線.
: 敵人可以趁這個空檔清掉炮塔,而且目前設定中就算泡麵死掉也會讓炮塔攻擊三秒XD
: 5.被動沒改
: Every designer works significantly differently from one another in terms of
: how they work with the community – so these types of write-ups will be more
: on a case-by-case basis.
: Disclaimer: The following is all work in progress and is subject to change at
: any time.
: Additional Disclaimer: The following uses temporary particles made by me and
: thus look terrible.
: Turrets – Why are turrets cool?
: We wanted to solve was why Heimerdinger’s turrets cool and what draws
: players towards Heimerdinger. They should be easy to use, claim territory,
: farm minion and provide a threatening zone that Heimerdinger could operate
: from behind.
: Conversely, we also wanted to solve all the negative aspects of Heimerdinger’
: s turrets – their binary nature against long ranged targets, their wide
: disparity in effectiveness between melee or ranged and the fact that they
: intrinsically relied on being countered by their opponent rather than being
: played around.
: So we added laser beams on them and called it a day.
: Click image for larger version Name: 001.png Views: 2148 Size: 123.5 KB ID:
: 721384
: They still can’t hurt towers all that well though.
: Click image for larger version Name: 002.png Views: 1904 Size: 107.8 KB ID:
: 721386
: Lasers!
: How does this work?
: Heimerdinger’s turrets now have two direct attacks: The rapid cannon attack
: pattern that they have currently and piercing energy beam attack that is on a
: much longer cooldown. This allows Heimerdinger’s turrets to harass and
: provide threat to a larger range of enemies.
: The quick cannon attack is a very short ranged attack and excels at shredding
: minions apart – but provide continuous threat in a region. The energy beam
: is a long ranged attack that can harass opponents at range and deals very
: heavy damage. His attacks scale off ability power but the energy beam
: cooldown can be reduced with additional cooldown reduction.
: Melee characters will need to dodge the beam attack to destroy the turrets
: quickly – while ranged mages will need to still need to dodge the beams to
: harass turrets down. Turrets have a fair amount of magic resistance and far
: weaker armor early – lowering the disparity between enemies.
: Additionally, we’ve reduced the power of each individual turret and raised
: the turret count back to three as it lets us make each individual turret
: easier to take down – but also raise the potential use cases of turrets from
: providing vision to providing coverage.
: Formations!
: From internal testing, the biggest gain here is that Heimerdinger’s turret
: formations become a little more interesting. If you clump your turrets – you
: ’ll have a very strong zone of minion control and hiding – but the barrage
: of skillshots is fairly easy to dodge, as they come from the same point.
: Click image for larger version Name: 003.png Views: 1332 Size: 84.6 KB ID:
: 721388
: Contrast, a wider spread pattern that is less efficient at farming minions –
: but also provides better harassment by attacking from many different angles:
: Click image for larger version Name: 004.png Views: 1084 Size: 90.2 KB ID:
: 721391
: Keep in mind though, that the cannon attack is relatively short ranged – so
: clever spots to put beam turrets will prevent their basic cannon from being
: able to affect many targets, seen here when the bottom turrets can attack
: Annie with their basic cannon attack but the topmost turret is slightly out
: of range.
: Click image for larger version Name: 005.png Views: 868 Size: 80.1 KB ID:
: 721394
: Additionally, since each turret is individually weaker – advancing with the
: turret wall is a much slower process than before. With two high-powered
: turrets, you could easily leapfrog your way in a creeping methodical pattern.
: With three turrets of moderate strength – you’ll need to think about
: whether or not your third turret and the loss of the old turret will create
: gaps that enemies will use to murder you.
: Click image for larger version Name: 006.png Views: 713 Size: 98.0 KB ID:
: 721395
: Otherwise known as - I regret my decision to replace that top turret to push
: in.
: Local Control
: One of the things we wanted to stress on Heimerdinger is that he has local
: control over his area. Because his turrets were still active while
: Heimerdinger was not nearby, it made his turrets powerful in a way that was
: neither appreciated nor particularly compelling to play against.
: Since he could farm his lane passively from base and push from afar – it
: forced his wave clear to be weak as he had so much presence. We wanted to
: take away this global control because it forced too many limitations on
: Heimerdinger’s power level and play pattern to the detriment of the entire
: builder fantasy – from turret count, to turret durability, to the fact that
: turrets had to die when he did.
: Turrets now shut down after 3 seconds if Heimerdinger isn’t within 1200
: range of them, enabling characters to have a window of opportunity to reclaim
: lane position if Heimerdinger has left.
: Click image for larger version Name: 007.png Views: 649 Size: 78.6 KB ID:
: 721397
: Quick setup
: A portion of Heimerdinger’s ultimate has been devoted to shoring up a couple
: of his weaknesses – one of which being an inability to quickly set up when
: the time was required. One of the ways to use his ultimate can be to quickly
: set up a turret nest in a flash.
: Using his ultimate in this manner will spawn the familiar frosty turrets that
: you are accustomed to, that slow enemies on hit. However, using the ultimate
: in this manner will prevent you from using it in any of the other modes and
: has quite a significant cooldown cost early. If Heimerdinger returns to lane
: and uses his ultimate to create a foothold fast with it, he’s giving up a
: portion of all-in strength for the next few minutes.
--
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◆ From: 111.250.113.42
※ 編輯: ADYex 來自: 111.250.113.42 (07/04 14:34)
※ 編輯: ADYex 來自: 111.250.113.42 (07/04 14:34)
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