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《DOTA系列》{蛋蛋出品}关于反补的醒思转译自官网,
2009-10-02 09:16:16  作者:游戏攻略  来源:虚构游戏攻略网  浏览次数:0  文字大小:【】【】【
  •    转载请注明出处翻译:sespenar 好長阿! 終於翻完了!個人對於反補系統相當反感最主要的原因在於反補的存在造成在水平高的游戲中你不得不選擇強力英雄而非你喜愛的英雄也造成可選用的英雄寮寮可數,這 ...
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翻译:sespenar 好長阿! 終於翻完了!
個人對於反補系統相當反感
最主要的原因在於反補的存在造成在水平高的游戲中
你不得不選擇強力英雄而非你喜愛的英雄
也造成可選用的英雄寮寮可數,這很大程度剝奪了DOTA的樂趣
對DOTA的發展傷害很大,因為你是為了贏而玩, 而非為了樂趣而玩了!


This thread pertains to DotA Allstars v6.35b, where denying creeps provided 0 experience and 0 gold to enemy heroes. v6.36 addresses the issue with ~50% experience to enemy heroes upon denying.

該帖適用於DOTA Allstars v635b, 於該版本中反補造成對方英雄沒錢沒經驗, 針對該現象, 636對於反補仍提供被反補方約50%的經驗值

The problem is that the act of denying is too powerful, and it is exploited as the primary means to win games. I'm just going to outline the argument in one place, then propose solutions (removing denying altogether is not one of them).

問題是出在反補這個動作太強大了, 而且被當成贏取勝利的主要方法. 我將在以下論述論點, 適當的解決方法(將反補整個拿掉不在我的討論範圍中)

(翻譯者語 : 以下是反補支持者的論點和作者針對這些論點的反駁)
Denying adds skill - OK, maybe. There is 'skill' in walking in circles and right-clicking at the proper time to score a last hit. This same skill applies to a+clicking your own creeps. It's the last-hitting skill.

反補需要技術 - 好吧, 或許. 四處繞圈, 在適當的時間按下右鍵來補最後一下是種"技術".這和在適當的時間按 A 攻擊自己的小兵應用了相同的技巧. 這是打最後一下的技巧

Denying is integral to DotA - I seem to remember getting Hexed whenever I tried to attack a friendly unit in past versions.
There are counters to denying - The counter to denying is to deny yourself. That's a short list.

反補讓DOTA完整 - 我似乎還記得在老版本時當我嘗試著攻擊自己的友軍會被變型(hex), 有方法去對抗反補, 那就是你自己也去反補對方小兵, 那真是短目錄阿(翻譯者語 :short list有諷刺意味,也就是說選擇真是少阿)

Version 6.35 saw a global armor buff to melee heroes. Obviously, melee heroes are lacking in the game for some reason. That reason is denying. Denying prevents the melee from getting past the crucial first 5 levels, in addition to being easily harassed by range (especially with orbed range bypassing creep aggro). Many of these heroes are balanced to suffer early but dominate late. This would be a good model, except that starting armor and stat growths do not address being out-denied (it addresses being harassed), as preventing experience fundamentally breaks the power curves of these heroes.

在635 版本中, 大多數近戰英雄都得到了初始裝甲提成. 很明顯的, 近戰英雄很少有出場機會是有原因的. 那原因就是反補. 反補防止近戰順利過渡至關緊要的前五個等級, 另外還很容易被遠程英雄騷擾(特別是那些可以用法球遠程騷擾還不會引起小兵攻擊的). 很多這類英雄,前期難玩後期主宰比賽,本是平衡的. 而且是好的模式, 但初始裝甲和屬性成長對於被嚴重反補還是無濟於事.(只對防被騷擾有用)

The problem is that buffing melee heroes is the wrong solution. The problem isn't melee heroes vs ranged heroes or heroes on an individual basis. The problem is that ranged heroes can deny melee heroes into next week and back, giving them no money or experience, so there is essentially no 'midgame' for the melee hero. Denying is simply the best strategy short of outright killing the enemy hero and if your hero can't deny, it has to be paired with a hero who can.

問題就在於加強近戰英雄是錯誤的解決方法. 問題不在於近戰對抗遠程或在英雄們個別的獨特性.問題在於遠程英雄可以反補近戰英雄到下周再回來(翻譯者語 :誇張用語,就是說反補得厲害), 讓他們沒錢沒經驗, 所以本質上來說近戰英雄是沒有所謂"中期"的. 反補可是說是最好最直接的摧毀對方英雄的方案而如果你的英雄沒有反補能力,最好搭配一個有反補能力的盟友.

There are plenty of things in the game that heroes can excel at. Things like movement (Anti-Mage), escaping (Weaver), disabling (Bane Elemental), traps (Techies), chain nukes (Zeus), but the front and most important thing for a hero to accel at is denying if you are trying to win the game.

在游戲中有許多方面英雄們可以擁有自己的優勢. 像移動速度(敵法), 逃脫(時光螞蟻), 限制技能(痛苦元素), 陷阱(炸彈人), 魔法轟炸(宙斯), 但是對一個英雄最優先最重要的的優勢是反補, 如果你想贏的話.

The top tier hereos are prized for their denial abilities. Lich is ranged with a free deny in Dark Ritual and supreme harassment. Silencer is used with Glaives + Stats to put his 600 range and large damage to its best use: last hitting and denying. Silencer might as well have two blank skills.

上等的英雄是被賦與反補能力的那些. 巫妖是遠程的還有一個暗黑儀式讓它不費力反補和極大程度的騷擾能力,破法昇智慧刃和加屬性點最大程度的使用其600射程造成最大傷害 : 補刀和反補. 破法可能還擁有兩個空著的技能(翻譯者語 : 諷刺用法, 說明破法還有反補和補刀兩種技能,所以破法比一般英雄多了兩種技能優勢)

What do you counter the Lich's harassment with? A STR melee tank with lots of HP regen? I'm sorry, that is an unviable counter because of denying. Perhaps a Broodmother that camps under a web with Wards to counter enemy wards? Again, unviable, as you will be denied, and when you poke your head out to counter-deny, you will be nuked.

你要如何應付巫妖對你的騷擾? 一個近戰力英用夠快生命回復硬頂? 很抱歉, 這樣的應付方法因為反補的存在是不成立的. 又或者蘊母蜘蛛躲在網下還帶眼去拆對方的眼? 一樣的, 不成立, 因為你還是被反補, 而當你伸出頭來想反-反補,你會被魔法轟擊.

I hope these examples make the problem clear. The heroes were not initially designed with the first seven levels being all about denies. Now, it seems with Silencer nerf, Lich nerf, melee hero buff, 'fixing' attack animations that weren't broke to begin with, and tightening the variance of hero's base damage, adding additional neutral creep spots, that the heroes are being revamped with the initial deny stage of the game in mind.

我希望這些例子可以幫助釐清問題. 這些英雄並不是一開始就被設計成前七級都是用來反補的. 現在, 看來似乎破法被改弱了, 巫妖被改弱了, 近戰英雄被加強了, "修正" 攻擊動畫, 初始攻擊也修正到不致於差太多, 增加中立生物據點,這些變更修補了游戲初期反補的舞臺

Denying warps the game into a last hit-fest when players could be spending the same effort on harassing each other back to their respective fountains.

反捕將游戲扭曲成打最後一下的競賽,玩家們完全可以將相同的時間和精力花在騷擾對方讓他們各自回去泡溫泉.

Thinking of suggesting a new hero? Might I suggest making a ranged hero that accels at denying? How about an aura that automatically kills your own creeps if they drop below 100 hp? Even though it doesn't make much sense, the game mechanics of denying make it an extremely powerful skill. By the way, congrats, you just made a top tier hero.

想到建議作一個新英雄? 不知我可否建議作一個遠程英雄優勢在於反補的? 擁有一個光環可以殺死己方血量低於100的所有小兵如何? 雖然沒啥意義, 但游戲的反補機制讓這技能變得相當強大. 順便一提, 恭喜, 你做出了一個上等英雄.

I mean, where is the Earthshaker + Tiny + Tree chain stun combos or the mass Assassin team? It's because the deny decifit at the beginning of the game is too big a hurdle for them to overcome, as a team must begin with three ranged lane controllers no matter what, not heroes with synergy or counter-abilities or any heroes that are anything less than excellent lane controllers.

我的意思是, 撼地神牛+小小+樹精衛士的連環限制組合技那去了? 或擁有大量殺手的團戰組合呢? 那是因為一開始的反補實在是太難克服了, 一個團隊必須一開始就有三個遠程可以控線的英雄,其他不論,就算英雄技能有很好的配合度,或很好的反擊能力或任何其他英雄也都沒有那些有完美控線能力的英雄出線機會大.

After playing the game with full denying in affect on both sides, I honestly cannot fathom anyone enjoying this aspect of the game, or at least admitting it's anything but harmful to the health of the game's vision.

當玩過兩邊都只是在反補的游戲後, 我誠實的說我無法了解會有任何人享受這樣的游戲, 或至少承認這對於游戲的未來是傷害巨大的.

While there will always be a worst hero on a given side at any given time, that criterion should not be blanketed across half the hero choices by being solely based on deny potential. It is not balanceable on an individual basis because merely buffing starting armor or STR growth isn't going to help in the war of denials. Instead, you'll eventually end up with STR heroes with big initial stats but bad growth that can charge the Lich down as their "counter" to denying.

雖然每邊在每個特定游戲時段總會有個最糟的英雄,但是該判斷標準不應該由其反補能力來決定, 這對於個別有獨特性的各個英雄是不公平的因為僅只是加強初始裝甲或力量成長將不會對於反補戰爭有幫助. 代替的, 你最後將會有個初始質很好但發育不良的近戰力英, 只能用衝向巫妖的方式來反制反補

Eh. I'll never truly agree with the micro argument for deny. Ladder requires micro, and in comparison DotA micro is laughable. In ladder games, there's not a ton to do at the start of the game, either.

唉.我絕不會真正認同關於反補需要微操技巧的爭論.正規戰需要微操, 而且相較之下DOTA所需要的微操是可笑,在正規戰中,一開始時也沒那麼多事要去做

My beef is that denying undermines the balance of the game. There's a recommendation in the Item Suggestion forum not to include experience-tampering bonuses (like bonus experience). However, this is exactly what denying does; it tampers with experience gain, which (as evidenced by denying) is fundamental to winning games.

我的牛肉(翻譯者語 : 政見中有利於某團體的部份叫beef)是反補破壞了游戲的平衡度.在物品建議論壇上有規定不能發表 經驗值-干擾 加成的物品. 然而, 這正是反補正在作的好事.反捕擾亂了經驗值的穫取, 是獲勝的重要因素

If without denying, Lich harasses N'aix out of the lane and camps the enemy's ranged creep, this is fine. It's correct to harass the enemy out of the lane. It's the way the game should be.

如果沒有反補, 巫妖騷擾小狗並將它驅趕出獲取經驗值的範圍, 那還好, 是正確做法, 游戲就應該是這樣的.

However, there's plenty of other situations that removing denying will effect. Say there's two ranged against two assassin heroes, like Bounty Hunter and Phantom Lancer. Without denying, the ranged need to move forward to harass the enemy heroes. This can draw creep aggro. Also, there is the danger that the PL and BH will go invis and backstab + double nuke you. But why would you do this when you can sit at your 600 range and deny? Which in turn forces the assassins to move forward and deny, which exposes them to harassment?

然而, 有很多種其他狀況當反補系統被移除後可能會產生影響. 就說有兩遠程對抗兩個近戰殺手好了, 如賞金和幻影長茅. 沒有反補系統的話, 遠程需要向前移動去騷擾對手. 這會導致小兵的攻擊. 還有, 有一種危險在於賞金和幻影長茅會隱型並從背後襲擊,放出傷害魔法.但如果你可以反補的話,你又何需冒這個險? 只要安心的待在後方反補就好.
而這也導致對面兩殺手必需冒險跟著反補, 從而將自己暴露在騷擾中.

The point is that heroes were not designed with denying being capable of robbing them of early game experience. Their deny-happy hero versus your deny-unhappy hero leaves you levels behind as well as gold. Soon enough, they can run you down with Treads and an ult and the deficit is so high that the game is pretty much over. There is just one hero in my mind that has an anti-denying build: Lucifer the Doombringer - who gets a guranteed creep kill most waves and is able to harass an enemy higher level than him with LVL? Death. If denying is truly to stay as is, there would a lot more hero abilities that address denying and level deficits than there currently are.

重點在於英雄們並不是設計成反補用英雄用來搶奪早期的經驗值.這些 快樂-反補 的英雄對抗 不快樂-反補的英雄讓後者於金錢和經驗上落後對手一大截. 很快的, 他們可以用等級和裝備的優勢碾過你, 游戲几乎算是結束了.在我的腦海中大概只有一個英雄可以對抗反補 : 末日使者 - 他可以保證金錢收入還能用LVL? Death來騷擾等級高於它的對手.如果反補系統要保持不變, 應該要有更多英雄有能力可以對抗該系統.

Did your opponent beat you via skill? It's possible your opponent had more skill, but he was greatly aided by his hero acceling at the game's best mechanic. Now with nerf to Lich Nova range and nerf to Silencer and buff to all melee, it seems that the developers are trying to revamp the heroes to cope with the deny-deciding early game. This is wrong. It's deny that needs balancing, not the heroes that accel at it or don't.

你的對手是用技術打敗你嗎? 可能你的對手技術是比你好, 但是他得到了他英雄優勢游戲中最好機制的巨大幫助.現在巫妖的霜凍新星射程縮短和破法改弱和所有近戰英雄改強,看起來地圖開發者正試著去修補英雄以應付早期的反補問題.這是錯誤的.是反補系統需要平衡,而非有(沒有)反補優勢的英雄需要平衡.

There's a collectible card game Magic: The Gathering with five 'colors', and for a long time the color blue had the best cards. The biggest reason was that drawing extra cards in that game is extremely powerful (cards are the most basic resource to win games with), and for years and years the developers didn't tone down blue's ability to draw cards. Finally, they learned why their game was heavily favored to blue, and correctly nerfed card drawing (instead of buffing the other colors like they were doing).

(翻譯者語 : 作者用一個卡片游戲打比方, 不翻譯了 -__-)
The new card drawers were strictly worse and made drawing cards more difficult and especially more dangerous. Players complained. They complained loudly. The new cards were bad. What they didn't realize is that it made the game better by correctly leveling the playing field and adding a calculated risk to a very powerful, often game-winning effect.

(翻譯者語 : 作者用一個卡片游戲打比方, 不翻譯了 -__-)

To me, old-school blue card drawing in Magic is what denying has become in DotA. It undermines a basic resource in the game, experience and gold, and gives more of it to you than your opponent. There is little risk involved in denying. Games are decided in the first few minutes because of denying. Heroes are universally powerful because of denying. Heroes are universally weak because of denying.

對我而言, 該卡片游戲就是目前DOTA反補的寫照. 它破壞了基本的資源獲取, 經驗和金錢, 而且相對的給某一方更多.反補的風險很小.游戲結果在前幾分鐘因為反捕早注定了.英雄們因為反補普遍強大.英雄們因為反補普遍弱小.

To top it off, it's not even fun. It's more of a chore.

總結, 這甚至不是娛樂. 更像在做家事(翻譯者語 : 因為反補真的很無趣)


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I don't know how I could make it any clearer.

我不知道我如何可以將它說得更清楚了.

If there was a triple EXP rune or some absurdly powerful rune, and the game morphed into the most important thing being camping for that rune, players would scream to nerf the rune, not all the heroes's abilities to scout and acquire the rune.

如果有一個三倍經驗神符或一些不合理強力神符, 而游戲轉化成最重要的事是在於獲取這些神符,玩家們會叫嚷者要弱化神符而不是弱化對於取得神符有優勢的英雄的能力.

Everyone who still thinks denying belongs as is needs to realize the fact that when you screw with the originally envisioned experience system, it undermines the game and, simply, becomes the game.

每一個仍認為反補不需改動的人需要了解一個事實,那就是當你扭屈了系統原先架構的經驗系統時, 它干擾了游戲,改變了游戲.

Here are a few solutions I came up with that could be persued by the developers:

這有一些我想到的解決方案可能可以說服地圖開發者 :

Damage Advantage (from Fault) - When attacking your own creeps, you suffer a damage penalty (50%, 75%, 90%, some percentage). This gives the advantage to your opponent if you are attempting to deny and he is attempting to last hit. Denying still exists and is every bit as powerful as it used to be, it is simply more difficult to execute against an opponent trying to prevent you from denying.

傷害優勢 (From Fault) - 當你攻擊自己的小兵時, 你的傷害輸出減成(50%, 75%, 90%, 一個百分比).這給你的對手補刀上的優勢試者去反補而他試者去補刀時. 反補仍然存在而且效果仍舊強大, 只是反補會比較難以執行

Item - Add an early game item that seriously punishes denying (on both sides), perhaps a ward that adds double creep experience should any hero deny in some radius. If you feel your hero will be out-denied, invest in this to level the playing field. If your opponent didn't plan to deny in the first place and planned to push and harass or switches lanes, you wasted a bit of money.

物品 - 增加一個早期物品認真的懲罰反補(兩邊都有該物品), 或許是個守衛當對手在範圍內反補的話增加雙倍經驗.如果你覺得你會被反補壓制可以投資錢在該物品上.如果你的對手不打算反補而是騷擾,推塔, 換路,那你損失一點錢.

Gold Penalty - Balance denying by incurring a cost to it, such as a penalty of -20 gold. In this way, the cost of denying your opponent of levels equates to less gold for yourself.

罰款 - 反補需要一定成本來平衡它, 譬如反補一個罰20金.這樣做壓制對方等級需要你花出一定成本(金錢)

Give Experience - Remove the denying of experience (or a portion of it). Denying still prevents the enemy from last hitting for gold.

給予經驗值 - 拿掉反補失去的經驗值(或部份經驗值)(翻譯者語 : 很明顯冰娃採用了這個建議),反補仍然壓制對方獲取金錢.

Give Gold - Keep the denying of experience, but remove the denying of gold. When you deny, the enemy hero is awarded creep gold anyway. Denying now gives you a level advantage but at the cost of the enemy hero acruing more gold. At a balanced rate, you must decide if spells make the enemy powerful or items do, and formulate a denying plan accordingly.

給錢 - 反補不給對手經驗但給錢, 你壓制對手等級但對方會獲得金錢補償.

I feel that Give Experience is the best to begin with. A hero's experience should be a product of how long they can manage to stay in their lane (or kill heroes or farm neutral creeps). The only way to deny the opponent experience is to kill them or force them out of the lane through harassment or a telegraphed gank. I feel this is the original vision of the game in the first place, as evidenced by Broodmother's Web and the amount of restorative items in the game designed to keep you in the lane (as well as the lack of 'anti-deny' items in the game or experience boosters).

我個人認為給出經驗值會是改變一開始最好的做法. 一個英雄的經驗等級應該是他們撐線不撐線的重點項目(或殺英雄或殺中立怪).唯一拒絕對手吃經驗的方法是殺了他們或是將他們趕回溫泉(圍殺或騷擾).我第一時間感覺這是該游戲最初的想法,作為證據,像蘊母蜘蛛的網,以及一堆回血的物品都是設計成讓你能撐線的(還有就是游戲中沒有反制反補物品也沒有經驗書的東西也證明我的想法)

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简化版:
好长阿! 终于翻完了!
个人对于反补系统相当反感
最主要的原因在于反补的存在造成在水平高的游戏中
你不得不选择强力英雄而非你喜爱的英雄
也造成可选用的英雄寮寮可数,这很大程度剥夺了DOTA的乐趣
对DOTA的发展伤害很大,因为你是为了赢而玩, 而非为了乐趣而玩了!

该帖适用于DOTA Allstars v635b, 于该版本中反补造成对方英雄没钱没经验, 针对该现象, 636对于反补仍提供被反补方约50%的经验值

问题是出在反补这个动作太强大了, 而且被当成赢取胜利的主要方法. 我将在以下论述论点, 适当的解决方法(将反补整个拿掉不在我的讨论范围中)
反补需要技术 - 好吧, 或许. 四处绕圈, 在适当的时间按下右键来补最后一下是种"技术".这和在适当的时间按 A 攻击自己的小兵应用了相同的技巧. 这是打最后一下的技巧
反补让DOTA完整 - 我似乎还记得在老版本时当我尝试着攻击自己的友军会被变型(hex), 有方法去对抗反补, 那就是你自己也去反补对方小兵, 那真是短目录阿(翻译者语 :short list有讽刺意味,也就是说选择真是少阿)

在635 版本中, 大多数近战英雄都得到了初始装甲提成. 很明显的, 近战英雄很少有出场机会是有原因的. 那原因就是反补. 反补防止近战顺利过渡至关紧要的前五个等级, 另外还很容易被远程英雄骚扰(特别是那些可以用法球远程骚扰还不会引起小兵攻击的). 很多这类英雄,前期难玩后期主宰比赛,本是平衡的. 而且是好的模式, 但初始装甲和属性成长对于被严重反补还是无济于事.(只对防被骚扰有用)

问题就在于加强近战英雄是错误的解决方法. 问题不在于近战对抗远程或在英雄们个别的独特性.问题在于远程英雄可以反补近战英雄到下周再回来(翻译者语 :夸张用语,就是说反补得厉害), 让他们没钱没经验, 所以本质上来说近战英雄是没有所谓"中期"的. 反补可是说是最好最直接的摧毁对方英雄的方案而如果你的英雄没有反补能力,最好搭配一个有反补能力的盟友.

在游戏中有许多方面英雄们可以拥有自己的优势. 像移动速度(敌法), 逃脱(时光蚂蚁), 限制技能(痛苦元素), 陷阱(炸弹人), 魔法轰炸(宙斯), 但是对一个英雄最优先最重要的的优势是反补, 如果你想赢的话.

上等的英雄是被赋与反补能力的那些. 巫妖是远程的还有一个暗黑仪式让它不费力反补和极大程度的骚扰能力,破法升智能刃和加属性点最大程度的使用其600射程造成最大伤害 : 补刀和反补. 破法可能还拥有两个空着的技能(翻译者语 : 讽刺用法, 说明破法还有反补和补刀两种技能,所以破法比一般英雄多了两种技能优势)

你要如何应付巫妖对你的骚扰? 一个近战力英用够快生命回复硬顶? 很抱歉, 这样的应付方法因为反补的存在是不成立的. 又或者蕴母蜘蛛躲在网下还带眼去拆对方的眼? 一样的, 不成立, 因为你还是被反补, 而当你伸出头来想反-反补,你会被魔法轰击.

我希望这些例子可以帮助厘清问题. 这些英雄并不是一开始就被设计成前七级都是用来反补的. 现在, 看来似乎破法被改弱了, 巫妖被改弱了, 近战英雄被加强了, "修正" 攻击动画, 初始攻击也修正到不致于差太多, 增加中立生物据点,这些变更修补了游戏初期反补的舞台

反捕将游戏扭曲成打最后一下的竞赛,玩家们完全可以将相同的时间和精力花在骚扰对方让他们各自回去泡温泉.
想到建议作一个新英雄? 不知我可否建议作一个远程英雄优势在于反补的? 拥有一个光环可以杀死己方血量低于100的所有小兵如何? 虽然没啥意义, 但游戏的反补机制让这技能变得相当强大. 顺便一提, 恭喜, 你做出了一个上等英雄.

我的意思是, 撼地神牛+小小+树精卫士的连环限制组合技那去了? 或拥有大量杀手的团战组合呢? 那是因为一开始的反补实在是太难克服了, 一个团队必须一开始就有三个远程可以控线的英雄,其它不论,就算英雄技能有很好的配合度,或很好的反击能力或任何其它英雄也都没有那些有完美控线能力的英雄出线机会大.

当玩过两边都只是在反补的游戏后, 我诚实的说我无法了解会有任何人享受这样的游戏, 或至少承认这对于游戏的未来是伤害巨大的.

虽然每边在每个特定游戏时段总会有个最糟的英雄,但是该判断标准不应该由其反补能力来决定, 这对于个别有独特性的各个英雄是不公平的因为仅只是加强初始装甲或力量成长将不会对于反补战争有帮助. 代替的, 你最后将会有个初始质很好但发育不良的近战力英, 只能用冲向巫妖的方式来反制反补

唉.我绝不会真正认同关于反补需要微操技巧的争论.正规战需要微操, 而且相较之下DOTA所需要的微操是可笑,在正规战中,一开始时也没那么多事要去做

我的牛肉(翻译者语 : 政见中有利于某团体的部份叫beef)是反补破坏了游戏的平衡度.在物品建议论坛上有规定不能发表 经验值-干扰 加成的物品. 然而, 这正是反补正在作的好事.反捕扰乱了经验值的获取, 是获胜的重要因素
如果没有反补, 巫妖骚扰小狗并将它驱赶出获取经验值的范围, 那还好, 是正确做法, 游戏就应该是这样的.

然而, 有很多种其它状况当反补系统被移除后可能会产生影响. 就说有两远程对抗两个近战杀手好了, 如赏金和幻影长茅. 没有反补系统的话, 远程需要向前移动去骚扰对手. 这会导致小兵的攻击. 还有, 有一种危险在于赏金和幻影长茅会隐型并从背后袭击,放出伤害魔法.但如果你可以反补的话,你又何需冒这个险? 只要安心的待在后方反补就好.
而这也导致对面两杀手必需冒险跟着反补, 从而将自己暴露在骚扰中.

重点在于英雄们并不是设计成反补用英雄用来抢夺早期的经验值.这些 快乐-反补 的英雄对抗 不快乐-反补的英雄让后者于金钱和经验上落后对手一大截. 很快的, 他们可以用等级和装备的优势碾过你, 游戏几乎算是结束了.在我的脑海中大概只有一个英雄可以对抗反补 : 末日使者 - 他可以保证金钱收入还能用LVL? Death来骚扰等级高于它的对手.如果反补系统要保持不变, 应该要有更多英雄有能力可以对抗该系统.

你的对手是用技术打败你吗? 可能你的对手技术是比你好, 但是他得到了他英雄优势游戏中最好机制的巨大帮助.现在巫妖的霜冻新星射程缩短和破法改弱和所有近战英雄改强,看起来地图开发者正试着去修补英雄以应付早期的反补问题.这是错误的.是反补系统需要平衡,而非有(没有)反补优势的英雄需要平衡.

对我而言, 该卡片游戏就是目前DOTA反补的写照. 它破坏了基本的资源获取, 经验和金钱, 而且相对的给某一方更多.反补的风险很小.游戏结果在前几分钟因为反捕早注定了.英雄们因为反补普遍强大.英雄们因为反补普遍弱小.
总结, 这甚至不是娱乐. 更像在做家事(翻译者语 : 因为反补真的很无趣)
我不知道我如何可以将它说得更清楚了.

如果有一个三倍经验神符或一些不合理强力神符, 而游戏转化成最重要的事是在于获取这些神符,玩家们会叫嚷者要弱化神符而不是弱化对于取得神符有优势的英雄的能力.

每一个仍认为反补不需改动的人需要了解一个事实,那就是当你扭屈了系统原先架构的经验系统时, 它干扰了游戏,改变了游戏

这有一些我想到的解决方案可能可以说服地图开发者 :

伤害优势 (From Fault) - 当你攻击自己的小兵时, 你的伤害输出减成(50%, 75%, 90%, 一个百分比).这给你的对手补刀上的优势试者去反补而他试者去补刀时. 反补仍然存在而且效果仍旧强大, 只是反补会比较难以执行

物品 - 增加一个早期物品认真的惩罚反补(两边都有该物品), 或许是个守卫当对手在范围内反补的话增加双倍经验.如果你觉得你会被反补压制可以投资钱在该物品上.如果你的对手不打算反补而是骚扰,推塔, 换路,那你损失一点钱.

罚款 - 反补需要一定成本来平衡它, 譬如反补一个罚20金.这样做压制对方等级需要你花出一定成本(金钱)

给予经验值 - 拿掉反补失去的经验值(或部份经验值)(翻译者语 : 很明显冰娃采用了这个建议),反补仍然压制对方获取金钱.
给钱 - 反补不给对手经验但给钱, 你压制对手等级但对方会获得金钱补偿.

我个人认为给出经验值会是改变一开始最好的做法. 一个英雄的经验等级应该是他们撑线不撑线的重点项目(或杀英雄或杀中立怪).唯一拒绝对手吃经验的方法是杀了他们或是将他们赶回温泉(围杀或骚扰).我第一时间感觉这是该游戏最初的想法,作为证据,像蕴母蜘蛛的网,以及一堆回血的物品都是设计成让你能撑线的(还有就是游戏中没有反制反补物品也没有经验书的东西也证明我的想法)

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