There are three GD updates that I’m very disappointed with.
In version 1.0.0.9, the monster’s resistance to abnormal state has increased to 500%, and the play method of controlling the enemy has completely disappeared. Constellations share cooling time, and multiple triggers disappear.
Version 1.0.7.0: full of malice against the CDR flow mage. At that time, the mage reluctantly relied on this method to squeeze into the first echelon.
Version 1.1.6.0: throw many special effects equipment into the suit.
If all powerful builds are weakened, there will be less diversity. On the contrary, to ensure more effective play methods, there will inevitably be some very strong construction. Unless they are strong enough to destroy the whole game.
At present, the only one that really wants to destroy the balance of the game is the counterattack build, which is just like the official cheat machine. As long as you start this kind of play, you are almost invincible in the whole process and have no enemies.
如果所有强大的构建都削弱,会导致多样性减少。相反,要保证更多的玩法有效,就必然会出现一些很强大的构建。除非它们强大到足矣破坏整个游戏。
目前来看真想有可能破坏游戏平衡的只有反击构建,它就像官方作弊器一样,只要开始这种玩法,你几乎就是全程无敌,没有敌手。
In version 1.1.5.0, you seem to want to restrict counterattack construction by improving the healing recovery ability of monsters, but it actually backfires, which strengthens counterattack construction instead. Because the active attack ability of counterattack construction must be enough to kill the enemy, otherwise this system will not be established.
在1.1.5.0版本,你们似乎想通过提高怪物的治疗恢复能力来制约反击构建,但实际是适得其反的,这反而加强了反击构建。因为反击构建的的主动攻击能力必须足够杀死敌人,否则这个体系它就不成立了。
目前看来,要缓解这种不平衡,实际上是要降低怪物的治疗能力,并同时降低反击构建的输出能力。这可以让反击构建在拥有无与论比的生存能力时无法同时拥有足够的攻击能力,从而在保证它的体系成立的前提下不致于破坏平衡性。
At present, to alleviate this imbalance, it is actually to reduce the monster’s healing ability and the output ability of the counterattack build. This can make the counterattack construction not have enough attack ability at the same time when it has the survival ability without comparison with the theory, so as not to destroy the balance under the premise of ensuring its system is established.
However, this is only a temporary solution. The real reason is that you gave up the abnormal state system in version 1.0.0.9.
然而这也只是权宜之计,真正的原因在于1.0.0.9版本你们放弃了异常状态系统。
However, this is only a temporary solution. The real reason is that you gave up the abnormal state system in version 1.0.0.9. If the player can control monsters, the defense advantage of counterattack is no longer the best and only one, because all builds are in close combat and all people are looking for defense.
但这只是权宜之计,真正的原因是您放弃了1.0.0.9版本中的异常状态系统。如果玩家能够控制怪物,那么反击的防御优势就不再是最好的也是唯一的了,因为所有的建筑都处于近战状态,所有的人都在寻找防御。
What actually surprised me was the erosion of many regular builds. Especially the construction of many mage classes, such as Ray. I don’t quite understand why the Mingming defense is a relatively weak mage, so it always weakens his damage. In the case of poor survival ability, shouldn’t he get higher damage?
真正让我吃惊的是许多常规建筑的侵蚀。尤其是很多法师职业的建造,比如射线。我不太明白为什么明明防御是一个相对较弱的法师,所以它总是削弱他的伤害。在生存能力差的情况下,他不应该得到更高的伤害吗?
There are also some minor corrections, such as Reaver’s Claw. 20 physical damage is almost useless. Besides it will hurt my heart and make everyone unhappy, I don’t think it’s necessary.
还有一些无关痛痒的修正,比如掠夺者之爪。20点物理伤害几乎就没有作用了。它除了会刺痛一下我的心,让大家不高兴一下,除此之外真是没有必要。
As I mentioned more than half a month ago, a lot of forum construction is focused on speed. The output calculation method of GD is linear. When marginal income is increasing, the more marginal the growth is. The output capacity of four buffs is increased a lot, so it’s not objective to weaken the build with this as a reference. This is also the reason why for a long time, many constructions have clearly shown that their comprehensive ability is not high, but they are still weakened.
正如我半个多月前提到的,很多论坛的建设都集中在速度上。GD的输出计算方法是线性的。当边际收入增加时,增长越边际化。四个buff的输出能力增加了很多,因此以这个作为参考来削弱构建是不客观的。这也是为什么长期以来,许多建筑明显地表现出其综合能力不高,但仍在弱化的原因。