《暗黑破壞神3》剖析野蠻人怒氣系統
網友1:
好吧,能不能舉個例子來說明每個技能所消耗的怒氣值?
Bashiok:
They require fury in amounts of full fury globes. So the most one can cost is 3.
使用技能的話,會消耗一定數量的怒氣球。最大會一次過消耗3個
網友2:
是不是每個技能的消耗都會以一整個怒氣球為部門的 ?
Bashiok:
Yes, currently abilities that do cost fury cost one or more full fury "globes". Don't get the term 'fury globe' too stuck in your brain though, there's going to be an official name for them and it may not be globe.
是的,現在使用技能都會消耗一個或者更多的怒氣球(globes)。不要在你腦子裡糾結太多怒氣球(fury globe)的概念,以後會有一個官方的正式名字,可能不叫“球”(globe)了。
網友3:
有沒有隻消耗一部分怒氣球的技能?
Bashiok:
There aren't and probably won't be abilities that cost a portion of a fury ... ball. I'm going to call them fury balls. Wait ... no ... that's a terrible idea.
遊戲中沒有隻消耗部分怒氣……球(ball)的技能。我打算把他們叫做怒氣球(ball)。等等……唉……這真是個壞主意(譯者:這裡B大是懊惱將怒氣球(ball)這個名字起得差)
網友4:
怒氣球是不是用數量來計算的,另外使用技能會消耗一定“數量”的怒氣球?
Bashiok:
Right now they actually are, but that's because it's sort of mid-transition from an old fury system. They'll simply be shown and referred to in ability cost as full globes. At least that's the current thought.
As I said it's still a system and game in development, and any of this can change entirely. This is just a peek into the current workings.
現在這個系統的確是這樣,但是因為它只是舊的怒氣系統的過渡階段。他們將會以一整個球體來展現和使用。至少現在的版本是這樣的。
正如我說過的,遊戲正在開發中,而這只是裡面一個系統,或許以後又可能會完全推翻重做。現在的看到的,只是當前工作的一小部分。
網友5:
過一段時間後,怒氣值會自動減少嗎?
Bashiok:
Yes.
是的。
網友6:
隨著技能等級的增加,所需的怒氣值也會增加嗎?
Bashiok:
I don't know of any abilities that do right now but it's always a possibility for balance later.
我不知道現在會有哪些技能會有這樣的情況(等級提升,怒氣值消耗增加),不過以後為了平衡遊戲,這個可能性會一直存在的。
網友7:
當你使用一個消耗怒氣的技能攻擊怪物之後,作為效果,會補充怒氣值的嗎?(就是說,如果補充的怒氣值等於消耗的怒氣值,那麽其實就是沒有消耗怒氣值)
Bashiok:
It does, but of course it's subject to change.
會有怒氣補充的機制,不過以後會調整的,這是當然的。
網友8:
戰爭踐踏技能會消耗怒氣嗎?
Bashiok:
It doesn't cost any fury, but it does have a cooldown.
不會消耗怒氣,但是這個技能需要冷卻時間。
網友9:
按照上面說的,怒氣值最大值是3點?或者上限更高一點,例如3.9?如果最大值是3點,但是當你想使用一個3點怒氣值的技能的時候,怒氣值下降到2.9999了,那怎麽辦?
Bashiok:
Fury decay doesn't happen that quickly. There's a grace period in there before it starts ticking down.
怒氣不會那麽快就下降的。在怒氣值下降之前,會有一個寬裕的時間。
網友10:
戰爭踐踏技能是不消耗怒氣的。能不能給我們一些使用怒氣值的技能的例子?那些技能的威力會有多大?
Bashiok:
Ground stomp is an exception mainly because of the nature of its use. A cooldown allows it to be used as an "oh crap I'm overwhelmed" ability without also requiring you to have fury built up. Most if not all straight attack abilities like cleave, leap attack, whirlwind, etc. have fury costs, in addition to most 'buff' abilities.
戰爭踐踏之所以是一個例外,主要是因為它使用的場合的性質。這個技能可以在你覺得“oh,我快頂不住了”的情況下使用,尤其在你沒有怒氣的情況下。大部分的直接攻擊型技能都需要用到怒氣,例如劈砍,跳斬,旋風斬,另外大部分的加buff技能都需要用到怒氣。
網友11:
看上去怒氣值需要漲五次才能補滿一個怒氣球。所以要釋放一個看上去作為最基礎的劈砍技能,考慮到該技能消耗一個怒氣球,那麽需要5次普通攻擊才能釋放一次基礎技能。而如果旋風消耗三個怒氣球的話,得普通攻擊15次才能用一次。使用技能的次數也就10%,這太不爽了,而且如果是PVP的話,能打著一下都不容易,何況要15次才能用一下高級技能
Bashiok:
Fury is also built from incoming attacks. If you're in a moderate sized scuffle you can unleash abilities pretty regularly. The animation that was shown in BlizzCast was made in a test environment, using a single weapon and attacking stationary (and non-attacking) zombies. So it built up fairly slowly, but nice and consistent for the video, which was the point. In a normal game, and as the barbarian especially, you're quite often surrounded and the balance of normal attacks/fury gen/special ability use feels quite nice.
被攻擊的時候,也會有怒氣值的。如果你身處在一場中等水準的戰鬥中的話,你可以很頻繁地使用技能。在BlizzCast上看到過一個這樣的測試場景,用一個單手武器來攻擊一個站著不動(並且不會攻擊)的僵屍,怒氣值的增長會很慢的,但是增長速度會很穩定。在正常情況下,作為一個野蠻人,你會經常被怪物所包圍,普通攻擊/積累怒氣/釋放技能這個平衡會讓你感覺非常好