标题:午夜赛季第2季史诗钥石地下城理念与设计目标
原题:蓝贴回复:Midnight Season 2 Mythic+ Dungeon Philosophy and Design Goals
我们一直在密切关注关于《午夜》第二赛季地下城池的讨论。部分讨论聚焦于回归地下城中来自过往赛季的痛点,部分则关注其独特性……
蓝贴影响分析
影响职业、版本,以及插件 / WA 作者需要关注的更新点。
这条内容主要影响 正式服。重点关注 术士。 插件与 WA 作者建议关注技能、光环、战斗机制和数据字段变化。
影响职业
术士
影响版本
正式服
插件需要关注
Boss 提醒类插件(DBM / BigWigs)可能需要关注更新
职业技能、光环和冷却类 WA 可能需要调整触发条件
WA 需要关注
受影响职业的技能监控、爆发提醒、减益追踪 WA
副本机制提醒、点名提醒、团队分组 WA
我们一直在密切关注围绕《午夜》第二赛季地下城池的讨论。部分讨论聚焦于回归地下城中以往赛季的痛点,另一些则关注《午夜》地下城的独特机制。这些反馈非常有价值,与我们内部构建赛季时的工作方向一致。我们想借此机会分享更多关于如何选择地下城、如何为史诗钥石模式更新它们,以及我们已经为《午夜》第二赛季做了哪些准备。
**选择地下城**
当我们开始为史诗钥石赛季选择地下城时,首先考虑的是哪些地下城可能契合即将到来的更新主题。有时这意味着让玩家重新与当前故事相关的剧情、角色或地点建立联系。随着鲁拉在奎尔丹纳斯岛威胁太阳之井,这正是让该角色回归并展示她与奥蕾莉亚在执政团之座中初次交集的好时机。其他时候则更多是主题上的关联,比如巨魔、蛇类与乌拉泰克诅咒之间的联系。不过并非每个地下城都需要指向相同的故事或基调。像红玉新生法池这样的地下城,可以通过为玩家提供与补丁主线不同的节奏变化来丰富地下城池的多样性,正如《午夜》第一赛季的擎天峰那样。
在此基础上,我们会考虑整个地下城池的构成。每个地下城都应带来独特之处,无论是主题、布局、节奏、视觉风格还是机制特性。我们希望每个钥石都能带来不同的体验,通过不同地点、不同挑战和不同兴奋点的强力组合,让每个地下城都值得期待。
**更新地下城**
为全新赛季选择地下城是一项重大承诺。我们不仅需要相信该地下城能服务于赛季目标,还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将回归,我们会从多个角度进行评估:玩家对其上次登场时的反馈、我们自己在正式服的游戏体验、内部测试结果,以及当前资料片测试服早期的讨论。
有些较老的副本给了我们更大的创作空间。在这种情况下,我们的目标是捕捉副本的精髓和主题,同时不让玩家感觉它变成了完全不同的东西。萨隆矿坑就是《午夜》第一赛季的一个好例子。我们从头重建了这个副本,同时保留了它的核心主题、空间和机制,所以它依然让人感觉是萨隆矿坑。
每个副本都会进行完整的生物审查。我们会审视生命值、伤害、技能组合、施法频率、怪物布局,以及每一波拉怪对整个副本的贡献。目标不是让每个生物都感觉相同,而是让副本在自身内部以及整个赛季中拥有平衡的挑战组合。
我们还会仔细审视这些挑战的分布方式。某个机制本身可能很合适,但如果太多类似的要求集中在副本的同一区域,就会变得令人沮丧。可打断法术的密度就是我们在《午夜》第一赛季中密切关注的一个例子,这也是我们在构建新副本池时会持续评估的内容。
首领战会逐一审查。有些首领已经有了坚实的基础,主要需要视觉优化、数值调整和节奏调整。其他首领则需要更实质性的更新,因为它们的机制过于复杂,未能以引人入胜的方式挑战玩家,或者过于依赖玩家记住之前赛季的战斗方式。在某些情况下,我们会看到进一步深化首领核心概念的机会,让回归玩家有新的内容可以体验,同时减少首次接触该副本玩家的知识差距。
整体挑战与感受
关于难度的讨论,《午夜》第一赛季的副本难度达到了我们的许多设计目标,而第二赛季副本的目标是让整体感觉相似。一个关键区别在于,我们希望副本的难度能更均匀地分摊到整个队伍中。具体来说,我们希望DPS角色在队伍成功中的权重更大。
### 内容类型:content ?3?
坦克和治疗玩家在史诗钥石地下城中往往承受着最直接的压力。当出现问题时,他们通常是首先被要求解决问题的角色——无论是扛住一波怪、稳住团队,还是为钥匙继续推进而弥补失误。在第一赛季中,钥匙的成功与否可能过度取决于这些瞬间,而伤害输出和伤害执行者的表现并不总是对团队能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升,对目标优先级和伤害检查等技能的重视程度更高,部分技能将原本的纯粹伤害效果改为对伤害输出或移动速度的惩罚。我们仍然希望地下城保持良好节奏。生命值的调整是为了让优先目标、技能冷却使用和伤害检查有更多发挥空间。坦克和治疗玩家仍将面临大量管理任务,但成功应该更均匀地分摊到整个团队。
### 午夜第二赛季
在进入具体地下城说明之前,我们还想提一下近期讨论中涉及的一项更广泛的视觉清晰度更新。
### 通用
锥形和直线技能已获得更新的施法前摇视觉效果,以更好地传达其影响区域。
多年来,锥形和直线攻击在不同游戏时代使用了多种视觉效果处理。随着这些地下城轮换进入史诗钥石地下城,我们希望这种视觉语言更加一致且易于一目了然。
在整个PTR测试期间,我们引入了标准化的锥形和直线施法前摇视觉效果,这些效果与我们的圆形地面目标效果和边缘视觉风格一致。这些视觉效果适用于瞬间命中的攻击,如吐息或激光。冲锋、投射物和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处理。当锥形或直线攻击在施法期间追踪目标时,它将使用仅显示边缘的视觉效果变体,并在目标头顶显示一个箭头。虚空之塔中瓦伊戈的恐惧吐息就是使用这种处理方式的技能示例。
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### 地下城
以下为第二赛季地下城池中每个副本的详细说明,我们将指出此前版本和讨论中发现的痛点,并分享为适配本赛季所做的部分调整。
**谋杀巷**
在内部测试及午夜季前赛中,我们发现酒馆事件是史诗钥石模式中的潜在痛点,同时扎恩·血刃遭遇战后存在大量可打断施法的怪物。以下是针对此类痛点的调整示例:
- 成功执行任务时,酒馆事件完成进度获取量提升。
- 酒馆事件中任务失败时的进度损失大幅降低。
- 移除酒馆事件中的职业切换机制。
- 减少扎恩·血刃后的施法型敌人总数。
- 移除腐化术士、训练有素的恶魔猎犬及魔能新手中的部分施法技能。
**纳洛拉克巢穴**
在午夜季前赛中,我们收到反馈称寒冬哨卫前的试炼场节奏令人沮丧。此外,我们发现寒冬哨卫的吸收护盾在高等级史诗钥石中表现不佳。同时,部分玩家反馈副本中某些角色扮演环节过于冗长。以下是针对上述反馈的调整:
- 调整角色扮演序列以加快完成速度。
- 调整寒冬试炼场的节奏与效果,提升通过流畅度。
- 更新寒冬哨卫的"永恒寒冬"技能:不再提供吸收护盾,改为固定持续时间引导。
- 更新饥饿化身的"饥饿雕像"技能:施加生命值减益效果前增加5秒施法时间。
- 更新坚定化身的"粉碎"技能:不再眩晕目标玩家。
**盲光谷**
该副本的痛点在于某些首领机制对随机队伍极不友好,例如光猎者伊库兹与齐克凯特的战斗。此外,部分怪物群中存在过多施法型敌人。以下是针对此类问题的调整:
- 减少光猎者伊库兹召唤的血荆棘根须数量。
- 降低齐克凯特战斗中光灵鞭笞者的生命值。
**内容**
修复了一个可能导致玩家在泽科特首领战中不公平地失败于“光绽精华”机制的问题。
更新了地下城中的怪物刷新,以减少单个怪物群中施法者的数量。
**虚空竞技场**
在内部测试期间,我们觉得在路线规划以及部分首领战的机制方面还有改进空间。为此,我们做出了如下调整:
- 更新了第一个首领前的怪物刷新,使左侧区域以近战怪物为主,右侧区域以施法者怪物为主,并且每侧现在都有一个提供独特属性增益的小首领。
- 重做了塔兹拉什首领战,为其设计了一套新技能。
- 为警戒的哈罗尔设计了新技能,并显著提升了它们对完成敌人进度条的贡献。
- 更新了查洛诺斯首领战前的怪物刷新,改变了怪物构成,并用新的多玛纳尔副官取代了四个小首领,玩家必须先击败这些副官才能与查洛诺斯交战。
- 调整了查洛诺斯首领战中的机制,以改善它们之间的相互作用。
**诸王之眠**
在规划第二赛季大秘境地下城池时,我们重新审视了诸王之眠,发现祖尔的暗影伤害异常高,且在高等级大秘境钥石中难以良好缩放。此外,与当前的大秘境地下城相比,每个首领后缺乏检查点以及冗长的剧情演出序列影响了地下城的节奏。同时,虽然部族议会每周有不同的首领顺序很有趣,但这导致某些周目惩罚性更强。我们还发现,初代王达萨的一些机制在现代地下城首领设计中显得过时。以下是针对这些问题做出的一些调整:
- 调整了剧情演出序列,使其更快结束。
- 将部族议会改为固定顺序:屠夫库拉,征服者阿卡阿利尔,智者扎纳扎尔。
- 调整了祖尔的暗影的技能,以符合现代大秘境设计标准。
- 重做了初代王达萨首领战,为其设计了一套新技能。
**塞塔里斯神庙**
内容类型:content ?6?
像阿德里斯和艾斯匹克斯这样的首领,其机制呈现方式微妙且不一致,而梅雷克莎的钻地技能曾长期迫使玩家进入强制等待期。最终首领前的挑战区域存在Bug和整体游戏流程问题。此外,最终战斗严重偏向治疗者,其他角色缺乏游戏性。我们对该地下城的杂兵和首领战进行了大幅调整以解决这些痛点,具体包括:
调整阿德里斯和艾斯匹克斯,现在它们会在生命值阈值时交换护盾,且护盾改为提供伤害减免而非对攻击者造成伤害。
重做梅雷克莎的技能组以提升参与度,并修改钻地技能——现在她会在击败其召唤物后重新出现,而非按计时器行动。
重做最终首领前的挑战区域序列,以解决Bug问题并移除玩家为法球充能时被迫“罚站”的机制。
重做最终战斗,鼓励更多团队成员参与治疗塞兹仙林的化身。
修改暗影毒牙的偷袭技能,为反制提供更多机会。
红玉新生法池
红玉新生法池的许多波次战斗感觉混乱且拥挤,尤其是第一区域。此外,雷首和焰喉的飞行巡逻路线令人困惑。整个地下城的波次战斗常伴有快速频繁的施法以及不可避免的爆发伤害。同时,某些技能的呈现方式增加了“滚雪球”式失误的可能性或不够清晰。以下是我们为解决这些问题所做的部分改动:
移除第一区域的若干怪物组。
重做诸如霜石塑地者的裂地猛击等技能,以消除施法条杂乱和爆发性群体伤害。
降低梅莉德鲁莎·寒霜的施法频率并减少其强制位移效果。
将雷首和焰喉的巡逻路线改为地面行进。
调整基拉卡的烈焰余烬,使其不再施加狱火核心;调整寇姬亚·燃蹄的燃缚仪式,使其在施法前标记目标玩家。
改变怪物组构成并调整技能组,以简化每波战斗的节奏和机制要求。
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