精華區beta LoL 關於我們 聯絡資訊
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. -- ※ 發信站: 批踢踢實業坊(ptt.cc) ◆ 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)
abycci :缺點>>優點 07/04 14:37
※ 編輯: ADYex 來自: 111.250.113.42 (07/04 14:38)
wDang :.....還沒吃午餐 好餓的食記 07/04 14:39
Comebuy :推 !! 07/04 14:41
kane7410 :馬爾哈哈表示我的蟲蟲都比你強 07/04 14:42
pljck :我也覺得缺點似乎比優點還多-..- 07/04 14:45
npc776 :他們到底對卡瑪阿姨有多執念..... 07/04 14:46
hardyuse :已收進英雄情報區 07/04 14:48