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蓝贴回复:第三赛季团队副本首领战设计

原题:蓝贴回复:Raid Encounter Design in Season 3
US论坛蓝贴Limestone2026-11-14 05:36阅读 5
上周,我们对“剧毒深渊”进行了若干调整,目的是减少因单个成员失误就导致你或整个团队被击杀的伤害事件数量。我们认为这类严重……

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这条内容主要影响 正式服 / 怀旧服需结合原文判断。重点关注 全职业。 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。
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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 装备查询、掉落表和拍卖相关插件建议同步数据
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上周,我们对剧毒深渊进行了若干调整,目的是减少那些可能因单个人失误就杀死你或整个团队的伤害事件数量。我们认为这类严苛的机制惩罚在剧毒深渊中使用得过于频繁,导致随着赛季推进,相关机制变得令人沮丧。我们这些改动的目标,是确保伤害事件与玩家失误更成比例,并减少个人失误轻易引发团灭的情况。以下是那批改动中的几个例子: 恶意在史诗难度下伤害降低45%,在普通/英雄难度下降低63%,这现在应有助于让一次失败的打断成为有惩罚性但仍可恢复的团队失误。 降低剧毒喷溅的初始伤害(33%)和持续伤害部分(84%),应有助于确保单个人的失误不再感觉像死刑。 我们觉得,随着时间推移,我们的设计已经偏离,损害了普通史诗玩家的体验。进入第三赛季,我们希望有意收回其中一些严苛的机制惩罚,即使在赛季初期也是如此。一旦第三赛季在公共测试服上线,我们想邀请你测试新团队副本的各难度并亲自看看。 什么是“机制惩罚”? 一般来说,当遭遇战设计师创建一个机制时,他们也会设计相应的惩罚,以强化该机制意图激励的玩法。有时这可以非常简单。如果团队副本中刷出一个小怪,而坦克没有迅速建立仇恨,它就能进行近战攻击并危及其他玩家。坦克需要快速接住那个小怪,希望这对坦克来说是有趣的玩法。这相当直接。 其他时候,这些惩罚可能很复杂。让我们以英雄难度乌拉特克为例。如果足够多的单个玩家没有参与分担石毒,一名玩家将受到钙化尸体影响,并很可能导致团队团灭。玩家需要分成大致均等的队伍,快速反应,并确保在石毒光环消失前与分配给自己的玩家待在一起。钙化尸体存在的唯一目的,就是强化我们希望玩家在那个阶段享受的玩法。 “惩罚必须与过错相称” 当我们设计机制及其相应的惩罚时,确保它们之间的比例适当是很重要的。例如,一枚小型导弹落在角色身上通常不应使装备适当的角色从满血状态直接死亡。然而,如果团队中的每个玩家都集体忽视了马拉卡斯施放的永恒夜幕,他最终会完成施法并摧毁整个团队。 当机制与其惩罚不成比例时,通常会引发挫败感。这个阈值(即感觉“不公平”的界限)因人而异,我们花了大量时间在内部讨论每种团队副本难度下什么样的感觉才是合适的。 我们收到了许多玩家关于团队副本难度这一元素的反馈。未来,我们希望在之前因单次伤害事件导致玩家死亡或因单一失误迅速导致团队灭团的地方更加宽容。我们的希望是保留完成遭遇战时的挑战感和成就感——但允许在过程中有更令人满意的进展。减少那种感觉像是“瞬间死亡”的灭团,增加那种随着团队犯错并从中有效学习而逐渐瓦解的灭团。 再次邀请大家在第三赛季PTR开启后加入我们。请参与团队副本测试并告诉我们您的想法。
Last week we made several adjustments to The Venomous Abyss with the intent of reducing the number of damage events that could kill you or your entire raid with a single individual mistake. We believe this type of severe mechanical penalty was used too often in The Venomous Abyss, causing the associated mechanics to become frustrating as the season wore on. Our goal with these changes was to ensure that damage events feel more proportional to player mistakes and to reduce the number of instances where individual mistakes could easily trigger group wipes. A couple examples from that list of changes: Malice damage was reduced by 45% on Mythic and 63% on Normal/Heroic, which should now help a failed interrupt feel like a punishing but recoverable group mistake. Reductions to Noxious Splash’s initial damage (33%) and damage-over-time component (84%) should help ensure that a single individual’s mistake no longer feels like a death sentence. We feel that our design has shifted over time at the expense of the average Mythic player’s experience. Going forward into Season 3, we’d like to intentionally pull back on some of these severe mechanical penalties, even at the start of the season. Once Season 3 launches on the Public Test Realm, we’d like to invite you to test each difficulty of the new raid and see for yourselves. What is a “mechanical penalty”? Generally, when an encounter designer creates a mechanic, they also design a corresponding penalty to reinforce the gameplay that the mechanic is intended to incentivize. Sometimes this can be very simple. If an add spawns in the encounter and the tank doesn’t establish threat on it quickly, it can melee and endanger other players. The tank needs to pick that add up quickly, which is hopefully fun gameplay for the tank. That’s pretty straightforward. Other times, these penalties can be complex. Let’s use Heroic Ula’tek as an example. If enough individual players don’t contribute to soaking Stone Venom, a player will be affected by Calcified Corpse and very likely wipe the raid. Players need to split into roughly equal groups, react quickly, and ensure that they’re staying with their assigned player until the Stone Venom aura has expired. Calcified Corpse exists only to reinforce gameplay that we want players to enjoy in that phase. “The Punishment Must Fit the Crime” When we design mechanics and their corresponding penalties, it’s important for them to be proportional to each other. For example, a small missile landing on a character should generally not kill an appropriately geared character from 100% HP. However, if every player in the raid collectively ignores Malacrass’ cast of Eternal Nightfall, he will eventually complete his cast and destroy the raid. When mechanics and their penalties are out of proportion, a sense of frustration usually sets in. This threshold (what feels “unfair”) can be very different from player to player, and we spend a lot of time internally discussing what will feel right for each raid difficulty. We’ve heard a lot of player feedback about this element of raid difficulty. Going forward, we want to be more lenient in places where we’ve previously killed players in a single damage event or quickly wiped the raid as a result of a single point of failure. Our hope is to retain the challenge and sense of achievement you feel from completing encounters - but allow for more satisfying progression along the way. Fewer wipes that feel like “instant death” and more wipes that feel like a slow unraveling as the group makes mistakes and productively learns from them. Again, we invite you to join us on the Season 3 PTR once it begins. Please join us for raid testing and let us know your thoughts.