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[情報] Riot紅帖討論史加納修正方向!
Jul 30th 2013, 02:11, by e7227339 ( col )

Skarner_Splash_2
http://na.leagueoflegends.com/board/showthread.php?p=40243240#40243240
這討論串最一開始提到,今年開始skarner比去年少出現了80%
Riot對這件事作了分析,認為skarner有下面的特色

This is crazy how much good feedback you guys have lol. I can barely keep up
with the thread. I'm seeing a few things popping up in almost every post.

各位的良好意見真是太棒啦!我都很難跟上大家的討論啦!
在每篇文章內我差不多都能看到下面這些重點:

-Skarner's ult is AWESOME (jawesome?) and it is his defining ability
-Skarner is very mana dependent and without blue he suffers
-Skarner is very easily kited
-Getting permaslowed by Skarner is frustrating
-Skarner's E ability (Fracture) doesn't feel useful/can be somewhat clunky to
use
-Other junglers (zac/j4/voli etc) are more reliable in ganking and teamfights

Am I missing anything?


Skarner的大絕太棒啦!根本是這隻角色的核心!
Skarner非常的吃魔,沒藍會很想死
Skarner太容易被放風箏啦
被Skarner永久緩速感覺很糟
Skarner的(E)水晶塵爆感覺不太好用,用起來感覺頓頓的
其他的打野角(扎克,嘉文,熊)在團戰和Gank時更可靠

我還漏了啥嗎?
===============================================================
http://na.leagueoflegends.com/board/showthread.php?p=40244777#40244777
這篇是技能修改方向,降低法耗,讓skarner比較不容易被kite
可是相對的也讓被他粘上的敵人比較好脫逃
主要目標是讓skarner不再是只有餓死或肥死的兩種狀態.


Ok, it seems like we are in pretty near agreement about Skarner's problems.
He is definitely still a fun character, so we are not going to scrap his kit
or something severe like that. I think a combination of a few good changes
could really bring him back into a nice sweet spot as a viable champ.

I am going to try these changes out and do some playtesting to see how they
affect him. No guarantees that these are the right changes or the ones that
will end up being in the final set.

I think a really powerful change that would make Skarner's kit more clear in
its usage and counterplay would be to focus the W and E abilities more for a
single purpose each. W can be his defensive and gap closing ability
exclusively. Inversely, E can be more focused as a brawling/jungle
clearing/damaging ability.


ok,看起來我們對skarner的問題有了共識.
他依然是個有趣的角色,所以我們沒打算廢掉他的技能組,或是作一樣嚴重的事.
我想只需要結合一些好的修改,就能夠讓他回到可用的英雄的行列.

我打算試看看這些修正,並作一些實戰測試,來看這些修正會怎麼影響他.
不保證下面的修正是完整的調整,或是會是最後的結果.

我想只要讓Skarner的(W)結晶骨骼和(E)水晶塵爆目標功能更明確,
並讓對線的玩家知道怎麼反制,就會是個有力的修正.
(W)可以作為防禦和縮短距離之用,而(E)可以專注在清野/對戰和傷害上.


Overall
-Overall mana costs reduced (probably looking at E first its super costly)

整體-整體法耗下降(可能會先把E的超高法耗調整)

Q
-Hopefully removing permaslow by making the slow only occur on every other Q
instead of all Qs after the first. To balance the loss in slow duration here,
I want to make it a much stronger slow that decays over time but leaves gaps
for people to counterplay. Hopefully this will be fun for skarner players too
because they can now make some smart decisions when they want to use the new
more powerful Q slow.

Q-水晶斬擊
透過讓Q每兩次觸發一次緩,能讓Q不再是永久緩速.
為了修正喪失的緩速時間,之後(Q)的緩速會變的更緩,
但是隨時間消弱,讓敵人有一點脫逃的機會.
希望這裡的修正能讓Skarner的玩家也覺的更有趣,
因為你能更為了幾時要用出強力的緩速Q作出聰明的選擇.

W
-Increase the movespeed buff so that it is closer to other similar champs
like Udyr and Volibear
-Possibly make the movespeed ramp up over time so its not too powerful of an
escape "get out of jail free" ability
-Lower cooldown back to 14s from 18s like it was a few patches ago
-Strengthen the shield amount/AP ratios (to compensate for the loss of heal
from E)
-Remove attack speed from the W buff

W-結晶骨骼
增加速度讓他跟烏迪爾和佛力貝爾的加速更相近.
可能讓跑速隨時間增加,讓這個技能不是完美的脫逃技能
CD從18秒下修到14秒,就更前幾次修正掮一樣
盾值和AP加成都增加(為了彌補水晶塵爆的回血取消了)
移除(W)的攻速加成

E
-Instead of the heal, proccing the E mark on targets will now give skarner
his attack speed buff
-Increase total damage, but split it up so that only some is up front and the
rest happens when you proc the mark
-Reduce mana cost
-Look into better usability (faster projectile, faster cast, etc) may be one
or all of these

E-水晶塵爆
攻擊被水晶塵爆打到的目標不再回血,但給Skarner攻速buff
增加整體傷害,但是把傷害分一部份給觸發攻擊被(E)打到的目標
降低法耗
想辦法調的更好用(子彈飛快一點,施放速度快一點),可能是其中一樣或是全改

R
-Fix more edge cases so that the R will reliably go off on targets once it
has been cast

R-蠍尾穿刺
修正大絕發動時會被取消的的一些極端情況

These are still very much work in progress, and I still want your input on
how you feel about these changes. I will also keep coming back to fill you
all in on how these changes feel in internal playtesting.

這邊的修正都還在運作之中,而且我還是很想看看大家對這些修正的想法.
在我實際測試過後我也會回來讓大家知道這些修正玩起來的手感如何.

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