午夜赛季2史诗钥石地下城理念与设计目标
原题:官方蓝贴主题:Midnight Season 2 Mythic+ Dungeon Philosophy and Design Goals
我们一直在密切关注围绕《午夜》第二赛季副本池的讨论。部分讨论聚焦于回归以往赛季中存在痛点的副本,另一部分则关注于统一……
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我们一直在密切关注关于“午夜”第二赛季地下城池的讨论。其中一些讨论聚焦于过往赛季中带有痛点问题的回归地下城,另一些则围绕“午夜”地下城的独特机制展开。这些反馈很有价值,与我们内部构建赛季时的工作方向一致。我们希望借此机会,进一步说明我们如何选择地下城、如何在史诗钥石模式中对其进行更新,以及我们已经为“午夜”第二赛季做了哪些准备。
**选择地下城**
在为一个史诗钥石赛季开始挑选地下城时,我们首先考虑的是哪些地下城可能契合即将到来的版本主题。有时这意味着让玩家重新接触到与游戏当前剧情相关的故事、角色或地点。例如,随着卢拉在奎尔丹纳斯岛威胁太阳井,让这个角色回归并展示她与奥蕾莉亚在执政团之座中关系的开端,正合时宜。其他时候则更侧重于共同的主题,比如巨魔、蛇与乌尔之灾诅咒之间的联系。不过,并非每个地下城都需要指向同一个故事或基调。像红玉新生法阵这样的地下城,可以通过节奏变化让整个池子更加多样;“午夜”第一赛季中的通天峰也是如此。
在此基础上,我们会考虑整个地下城池的形态。每个地下城都应该带来一些独特的东西——无论是主题、布局、节奏、视觉风格还是机制特色。我们希望从每个钥石到下一个钥石都能感受到赛季的多样性,混合不同的地点、需要解决的不同问题,以及每个地下城都让人兴奋的不同理由。
**更新地下城**
为一个新赛季选择地下城是一项重大的承诺。我们需要相信这个地下城能够服务于赛季的目标,同时我们也必须承诺解决该地下城上次出现在史诗钥石赛季时表现不佳的方面。
一旦确定某个地下城会回归,我们会从几个角度审视它:来自其上次出现时的玩家反馈、我们自己在正式服上的游戏体验、内部测试,以及当前资料片Beta测试期间的早期讨论。
一些较老的地下城给了我们更大的创作空间。在这种情况下,我们的目标是在不令玩家感觉它们变得面目全非的前提下,捕捉地下城的精髓与主题。萨隆矿坑就是午夜赛季第1赛季的一个好例子。我们从头开始重建了它,同时保留了它的核心主题、空间和机制,因此它依然让人觉得是萨隆矿坑。
每个地下城都会接受完整的生物审查。我们会审视生命值、伤害、技能包、施法频率、怪物布局,以及每波拉怪对整个地下城的贡献。目标不是让每个生物都感觉千篇一律,而是让地下城内部以及整个赛季中的挑战分布保持均衡。
我们还会仔细审视这些挑战的分布方式。某个机制单独来看可能没问题,但如果同一段地下城里塞进了太多相似的要求,就会变得令人沮丧。可打断法术的密度就是我们午夜赛季第1赛季密切关注的典型例子,在构建新的地下城池时,我们也会继续对这类情况进行评估。
首领战会逐一审查。有些首领已经有了扎实的基础,主要需要视觉美化、数值调整和节奏优化。另一些则需要更实质性的更新,因为其机制过于复杂,无法以吸引人的方式挑战玩家,或者过度依赖玩家对上个赛季战斗方式的记忆。在某些情况下,我们会抓住机会进一步深化首领的核心概念,让回归玩家有新鲜内容可以体验,同时缩小初次接触该地下城的玩家之间的知识差距。
整体挑战与感受
谈到关于难度的讨论,午夜赛季第1赛季的地下城难度满足了我们的大部分设计目标,而我们对赛季第2赛季地下城的目标是让整体难度与之相似。一个关键区别在于,我们希望地下城的难度能更均匀地分摊到整个队伍身上。具体来说,我们希望输出职业在队伍成功中发挥更重要的作用。
在史诗钥石地下城中,坦克和治疗玩家往往承受着最直接的压力。当出现问题时,他们通常是最先被要求解决问题的角色——无论是抗住一波怪、稳住队伍血线,还是为队伍能够继续限时而补救失误。在第一赛季中,这些时刻对限时成败的影响可能过大,而伤害输出和DPS的执行力并不总能对队伍是否限时产生同等影响。
在第二赛季中,你将看到怪物生命值略微提高,对优先级目标选择、伤害检查等技能的强调程度增强,部分技能将原始伤害效果替换为降低伤害输出或移动速度的惩罚。我们仍希望地下城保持顺畅的节奏。生命值的调整是为了让优先级目标、技能冷却使用和伤害检查拥有更多发挥作用的空间。坦克和治疗玩家仍有许多需要处理的内容,但限时应更均匀地由全队共同承担。
**地心之战第二赛季**
在进入具体地下城说明之前,我们还想提及近期讨论中一个更广泛的视觉效果清晰度更新。
**通用**
锥形和直线技能已更新施法前视觉效果,以更清晰地传达其影响区域。
多年来,锥形和直线攻击在游戏不同时期使用了多种视觉效果处理方式。随着这些地下城加入史诗钥石地下城轮换,我们希望这些视觉语言更加一致,一目了然。
在PTR中,我们引入了标准化的锥形和直线施法前特效,其视觉风格与圆形地面目标特效和边缘一致。这些特效适用于瞬间造成伤害的攻击,如吐息或激光。冲锋、投射物及其他类似机制可能会根据攻击的飞行时间采用不同的视觉效果。当锥形或直线技能在施法期间追踪目标时,将使用只有边缘的变体特效,并在目标头顶显示箭头。虚空之印的瓦拉戈恐惧吐息就是使用该特效处理的技能示例。
[此处为四张截图,展示上述视觉特效更新在游戏中的实际效果]
**地下城**
以下是第二赛季中的每个地下城,我们将逐一指出之前出现和讨论中的一些痛点,并分享我们为适应本赛季所做的一些更新。
**谋杀巷**
在我们内部测试以及午夜季前赛期间,我们发现酒馆事件是史诗钥石中的一个潜在痛点,同时在“扎恩·刃愁”遭遇战后存在大量拥有可打断施法的生物。以下是我们为应对此类痛点所做的一些改动示例:
- 增加了成功执行任务对酒馆事件进度的贡献。
- 显著降低了酒馆事件中任务失败时的进度损失。
- 移除了酒馆事件中的职责切换。
- 减少了“扎恩·刃愁”之后的施法敌人总数。
- 移除了腐化术士、训练有素的恶魔猎犬和邪能新兵的部分施法技能。
**纳洛拉克之巢**
在午夜季前赛期间,我们收到反馈称“寒冬守卫”前的试炼挑战节奏可能令人沮丧。此外,我们发现“寒冬守卫”的吸收护盾在高等级史诗钥石中表现不佳。同时,我们也看到反馈称该地下城中某些角色扮演事件持续时间过长。以下是为应对上述反馈所做的一些调整:
- 调整了角色扮演序列,使其更快结束。
- 调整了寒冬试炼的节奏和效果,以降低移动难度。
- 将“寒冬守卫”的“永恒寒冬”技能更新为不再提供吸收护盾,并改为固定持续时间的引导。
- 将“饥饿化身”的“饥饿塑像”技能更新为在施加生命值降低效果前有5秒施法时间。
- 将“决心化身”的“粉碎”技能更新为不再眩晕目标玩家。
**盲目之谷**
该地下城中的一个痛点是某些首领机制对野队团队构成不均衡的挑战,例如“光猎伊库兹”和“齐克特”的遭遇战。此外,还存在一些包含过多施法者的怪物群。以下是我们为应对此类问题所做的一些改动:
- 减少了“光猎伊库兹”召唤的血棘根系数量。
- 降低了“齐克特”遭遇战中“光生鞭笞者”的生命值。
修复了一个可能导致玩家在泽凯特战斗中不公平地失败于光绽精华机制的问题。
更新了整个地下城的怪物刷新,以减少单个怪物包中的施法者数量。
**虚空之痕竞技场**
在内部测试中,我们认为有机会在路线选择和部分首领战的机制上做出更多改进。为此,我们进行了如下调整:
- 更新了首个首领前的怪物刷新,使左侧区域以近战为主,右侧区域以施法者为主,每侧均新增了一个提供独特属性增益的小首领。
- 重做了塔兹拉什的战斗,为其设计了一套全新技能。
- 为警觉的哈罗瓦尔设计了新技能,并使其在满足“敌人部队”要求方面具备显著贡献。
- 更新了查罗努斯战前的怪物刷新,改变了怪物构成,并将四个小首领替换为新的多马纳尔副官,玩家必须击败它们才能挑战查罗努斯。
- 调整了查罗努斯战斗中的机制,以优化彼此间的互动。
**国王休憩**
在规划第2赛季地下城池时,我们重新审视了国王休憩,发现祖尔的暗影造成的伤害异常高,且在高等级史诗钥石中扩展性不佳。此外,与当前M+地下城相比,每个首领后缺少检查点以及冗长的剧情演出序列也影响了流程节奏。同时,尽管“部族议会”每周有不同的首领顺序颇具趣味,但这导致了部分周次惩罚性过强。我们还发现,达扎罗·第一位国王的某些机制与现代地下城首领设计相比显得过时。以下是针对这些问题所做的部分调整:
- 调整了剧情演出序列,使其更快完成。
- 将“部族议会”改为固定顺序:屠夫库拉,随后是征服者阿卡阿里尔,最后是智者扎纳扎尔。
- 调整了祖尔的暗影的技能,使其符合现代M+设计标准。
- 重做了达扎罗·第一位国王的战斗,为其设计了一套全新技能。
**塞塔里斯神庙**
某些首领(如艾德里斯和艾斯匹克斯)的机制呈现方式过于隐晦且不一致,而梅莱克莎的钻地技能曾导致长时间强制等待。最终首领前的试炼区存在bug和整体玩法流畅性问题。此外,最终战对治疗者依赖过重,其他角色的参与度不足。我们对这个地下城的非首领怪物和首领战进行了大幅调整以解决这些痛点,具体包括:
- 调整了艾德里斯和艾斯匹克斯,现在他们会在血量阈值时交换护盾,护盾改为提供伤害减免而非对攻击者造成伤害。
- 重做了梅莱克莎的技能包以提升互动性,并修改了钻地技能——她将在击败其召唤的小怪后重新现身,而非基于计时器。
- 重做了最终首领前的试炼区流程,修复了bug问题,并移除了玩家为能量球充能时被迫“罚站”的设定。
- 重做了最终战,鼓励更多团队成员参与治疗塞兹仙林的化身。
- 修改了“阴蔽毒牙者”的偷袭技能,提供更多反制机会。
**红玉新生之地**
红玉新生之地存在大量拥挤混乱的拉怪场景,尤其是初始区域。此外,雷电和烈焰噬喉者的飞行巡逻路径令人困惑。地下城中的怪物拉取经常包含高速且频繁的施法,以及难以规避的周期性爆发伤害。某些技能的呈现方式还增加了“滚雪球”式失误的可能性或存在表述不清的问题。以下是我们为解决这些问题所做的部分调整:
- 移除了初始区域的若干怪物组。
- 重做了如“闪霜塑地者”的裂地猛击等技能,移除施法条干扰和爆发性群体伤害。
- 降低了“冰缚梅莉杜莎”的技能施放频率并减少了其强制位移效果。
- 将雷电和烈焰噬喉者的巡逻方式改为地面行走。
- 调整了基拉卡的烈焰余烬技能,使其不再施加炼狱核心效果;调整了寇琪亚·烈焰蹄的缚焰仪式技能,使其在施法前标记目标玩家。
- 修改了怪物群构成并调整了技能包,以简化每次拉怪的节奏和机制要求。
We’ve been paying close attention to the discussion around the Midnight Season 2 dungeon pool. Some of that discussion has focused on returning dungeons with pain points from past seasons, and some has focused on the unique mechanics in the Midnight dungeons. That feedback is useful, and it lines up with the work we do internally when building a season. We want to take this opportunity to share more about how we choose dungeons, how we update them for Mythic+, and what we’ve already done for Midnight Season 2.
Choosing Dungeons
When we begin choosing dungeons for a Mythic+ season, the first thing we look at is which dungeons might fit the theme of the upcoming update. Sometimes that means reconnecting players with a story, character, or place that is relevant to the game’s current story. With L’ura threatening the Sunwell in March on Quel’danas, it was a great time to bring that character back and show the start of her relationship with Alleria in Seat of the Triumvirate. Other times, it is more about shared themes, like the connection between trolls, snakes, and the Curse of Ul’atek. Not every dungeon needs to point at the same story or tone, though. A dungeon like Ruby Life Pools can help the pool feel more varied by giving players a change of pace from the patch’s main themes, as can a dungeon like Skyreach from Midnight Season 1.
From there, we think about the shape of the full pool. Each dungeon should bring something distinct, whether that is its theme, layout, pacing, visual style, or mechanical identity. We want the season to feel varied from key to key, with a strong mix of different places, different problems to solve, and different reasons to be excited about each dungeon in the pool.
Updating Dungeons
Selecting a dungeon for a new season is a big commitment. We need to believe that the dungeon can contribute to the goals of the season, but we also must commit to addressing aspects of the dungeon that didn’t play out well last time it was featured in a Mythic+ season.
Once we know a dungeon is returning, we look at it from a few angles: feedback from its previous appearance, our own experiences playing the live game, our internal playtests, and early discussion during the current expansion beta.
Some older dungeons give us more of a blank canvas. In those cases, our goal is to capture the essence and themes of the dungeon without players feeling like it has become something entirely different. Pit of Saron is a good example from Midnight Season 1. We rebuilt it from the ground up while keeping its core themes, spaces, and mechanics in mind, so it still felt like Pit of Saron.
Every dungeon gets a full creature review. We look at health, damage, ability packages, cast frequency, enemy placement, and how each pull contributes to the dungeon as a whole. The goal is not for every creature to feel the same, but for the dungeon to have a balanced mix of challenges within itself and alongside the rest of the season.
We also look closely at how those challenges are distributed. A mechanic can be appropriate on its own but become frustrating if too many similar asks are packed into the same section of a dungeon. The density of interruptible spells is a good example of something we watched closely in Midnight Season 1, and it is the kind of thing we’ll continue to evaluate when building a new pool.
Boss encounters are reviewed individually. Some bosses already have a strong foundation and mostly need visual polish, tuning, and pacing adjustments. Others need more substantial updates because their mechanics were too complex, did not challenge players in a compelling way, or relied too heavily on players remembering how the encounter worked in a previous season. In some cases, we see an opportunity to lean further into a boss’s core idea, giving returning players something new to engage with while reducing the knowledge gap for players seeing the dungeon for the first time.
Overall Challenge and Feel
Speaking to the discussions around difficulty, the difficulty of dungeons in Midnight Season 1 met a lot of our design goals, and our aim for Season 2 dungeons is that they feel similar overall. One key difference is that we’d like the difficulty of a dungeon to be more evenly shared across the group. Specifically, we’d like the DPS role to factor more strongly into a group’s success.
Tank and healer players often have the most immediate pressure in Mythic+. When something goes wrong, they are usually the first roles asked to solve it, whether that means surviving the pull, recovering the group, or covering mistakes long enough for the key to continue. In Season 1, key success could be too heavily shaped by those moments, while damage throughput and damage dealer execution did not always have the same impact on whether a group timed the key.
In Season 2, you’ll see slightly increased creature health pools, a larger emphasis on skills like target prioritization and damage checks, and some abilities trading raw damage effects for penalties to damage output or mobility. We still want dungeons to move at a good pace. The health changes are there so priority targets, cooldown usage, and damage checks have more room to matter. Tanks and healers will still have plenty to manage, but success should feel more evenly shared across the group.
Midnight Season 2
Before we get into dungeon specific notes, we also want to call out a broader visual clarity update that has been part of recent discussions.
General
Cone and line abilities have received updated precast visuals to better communicate their impact areas.
Over the years, cone and line attacks have used a variety of visual treatments across different eras of the game. As those dungeons rotate into Mythic+, we want that visual language to be more consistent and easier to read at a glance.
Throughout PTR, we’re introducing standardized cone and line precast visuals that share the visual style of our circular ground target effects and rims. These visuals are intended for attacks that hit instantly, such as breaths or lasers. Charges, projectiles, and other similar mechanics may use different visual treatments with a consideration for travel time of the attack. When a cone or line attack tracks its target during a cast, it will use an edge only variant of the visual, along with an arrow above the target’s head. Vaelgor’s Dread Breath in Voidspire is an example of an ability that would use this treatment.
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Dungeons
Below, we’ll walk through each dungeon in the Season 2 pool, call out some of the pain points we saw from previous appearances and discussions, and share some of the updates we’ve made to help it fit this season.
Murder Row
During our internal testing as well as during the Midnight Preseason, we identified the cantina event as a potential pain point in Mythic+, as well as the large number creatures with interruptible casts following the Zaen Bladesorrow encounter. Here’s some examples of the changes we’ve made to address pain points like these:
Increased the progress contributed towards cantina event completion from successful execution of a task.
Significantly reduced the loss of progress when failing to perform a task during the cantina event.
Removed job switching during the cantina event.
Reduced the total number of caster enemies after Zaen Bladesorrow.
Removed some casted abilities from Corrupted Warlocks, Trained Fel Hunters, and Felcaster Neophytes.
Den of Nalorakk
During the Midnight Preseason, we received feedback that the pacing of the gauntlet before the Sentinel of Winter could feel frustrating. Additionally, we identified that the Sentinel of Winter’s absorb shield would not scale well into higher Mythic+ keys. Also, we saw feedback that certain RP moments across the dungeon overstayed their welcome. Here are some of the adjustments made to address feedback like the above:
Adjusted RP sequences to resolve quicker.
Adjusted the pacing and effects of the winter gauntlet to increase ease of navigation.
Updated the Sentinel of Winter’s Eternal Winter to no longer grant an absorb shield and to channel for a fixed duration.
Updated the Avatar of Starvation’s Starvation Effigy to now have a 5 second cast time before afflicting players with its health debuff.
Updated the Avatar of Determination’s Pulverize to no longer stun the targeted player.
The Blinding Vale
A pain point we identified in this dungeon is the presence of certain boss mechanics that disproportionally challenge pickup groups such as in the Ikuzz the Light Hunter and Ziekket encounters. There are also a few creature packs with an excessive amount of casters. These are some of the changes we made to address these types of issues:
Reduced the number of Bloodthorn Roots summoned by Ikuzz the Light Hunter.
Reduced the health of Lightspawn Lashers in Ziekket’s encounter.
Addressed an issue that could cause players to unfairly fail the Lightbloom’s Essence mechanic in Ziekket’s encounter.
Updated spawning across the dungeon to reduce the amount of casters found in a single creature pack.
Voidscar Arena
During internal playtests, we felt there was an opportunity to do more with routing and for more engaging mechanics in some of the boss encounters. To that end, we made adjustments such as the following:
Updated spawning prior to the first boss to make the left side melee-focused and the right side caster-focused, with each side now featuring a miniboss that provides a unique stat buff for players.
Reworked the Taz’Rah’s encounter with a new set of abilities.
Designed new abilities for Watchful Harrowers and gave them significant contribution towards completing enemy forces.
Updated spawning prior to the Charonus encounter to change creature composition and replace the four minibosses with new Domanaar lieutenants, who must be defeated in order to engage Charonus.
Adjusted mechanics in the Charonus encounter to improve their interactions with each other.
Kings’ Rest
While reviewing Kings’ Rest during our planning of the season 2 dungeon pool, we identified that Shadow of Zul’s damage was exceptionally high and did not scale well into higher Mythic+ keys. Additionally, the lack of checkpoints after each boss along with long sequences of RP scenes hurt the flow of the dungeon when compared to modern M+ dungeons. Additionally, while it was interesting for The Council of Tribes to have a different boss order from week to week, this created situations where some weeks would feel more punishing than others. We also found that Dazar, The First King featured some mechanics that felt out-of-date with modern dungeon boss design. These are some of the changes we made to the dungeon to address these issues:
Adjusted RP sequences to resolve quicker.
Switched the Council of Tribes to a fixed sequence: Kula the Butcher, then Aka’alil the Conqueror, then Zanazal the Wise.
Adjusted the Shadow of Zul’s abilities to fit modern M+ design standards.
Reworked the Dazar, The First King encounter with a new set of abilities.
Temple of Sethraliss
Certain bosses like Adderis and Aspix presented mechanics in a subtle and inconsistent manner, and Merektha had long forced downtime during Burrow. The gauntlet section prior to the last boss saw issues with bugs and general gameplay flow. Additionally, the final encounter was heavily weighted on the healer while lacking gameplay for other roles. This dungeon was heavily adjusted in terms of both trash creatures and boss encounters to address these pain points. In particular:
Adjusted Adderis and Aspix to now swap their shields on a health threshold, and their shield now provides damage resistance rather than inflicting damage to the attacker.
Reworked Merektha’s ability package to improve engagement and changed Burrow so that she now re-emerges after the defeat of her adds rather than on a timer.
Reworked the gauntlet sequence prior to the final boss to address concerns with bugs and to remove the need for a player to be in “timeout” while energizing an orb.
Reworked the final encounter to encourage more group participation in the healing of the Avatar of Sethraliss.
Reworked Cheap Shot on Shrouded Fangs to provide more opportunity for counterplay.
Ruby Life Pools
Ruby Life Pools had many pulls that felt chaotic and cramped, particularly in the first section. Additionally, the flying patrols of Thunderhead and Flamegullet were confusing to navigate around. Pulls across the dungeon often featured fast and frequent casting as well as frequent bursts of unavoidable damage. Additionally, certain abilities were presented in a way that increased the likelihood of “snowballing” mistakes or were otherwise unclear. These are some of the changes we made to address these issues:
Removed some creature packs from the first section.
Reworked abilities like Flashfrost Earthshaper’s Tectonic Slam to remove cast bar clutter and bursty group damage.
Slowed down the ability schedule and reduced the movement forces of Melidrussa Chillworn.
Changed the patrols of Thunderhead and Flamegullet to occur on the ground.
Adjusted Kyrakka’s Flaming Embers to no longer apply Infernocore and Kokia Blazehoof’s Ritual of Blazebinding to now mark the targeted player before it casts.
Changed creature pack composition and adjusted ability packages to simplify the pacing and mechanical asks of each pull