到目前為止,眾所周知,《魔獸世界》的盜賊在英雄天賦方面處於劣勢——不一定是在機制方面(儘管騙子的頂石將你鎖定在其他能力之外是一個有趣的選擇)。相反,它的味道不夠辣。
World of Warcraft's Hero talents have been a hot topic of discussion since their introduction in The War Within. While some classes, like the death knight, have received talents that drastically alter their playstyle, others, like the rogue, have been left wanting for something more flavorful.
自從《內戰》中推出英雄天賦以來,《魔獸世界》的英雄天賦一直是人們討論的熱門話題。雖然有些職業,例如死亡騎士,已經獲得了徹底改變他們遊戲風格的天賦,但其他職業,例如盜賊,卻一直想要一些更有味道的東西。
In this piece, PCGamesN's hardware writer Jacob Ridley shares his experience playing as an Outlaw rogue and opting for the Fatebound Hero talent tree. Despite being a fan of the core gameplay loop of his class, Ridley found himself largely unimpressed by the Fatebound talents due to their passive nature and lack of clear feedback.
在這篇文章中,PCGamesN 的五金作家 Jacob Ridley 分享了他扮演亡命之徒盜賊並選擇命運之界英雄天賦樹的經歷。儘管是他所在班級的核心遊戲循環的粉絲,雷德利發現自己對《命運之界》天賦基本上沒有印象,因為它們的被動性質和缺乏明確的反饋。
To remedy this, Ridley created a Weakaura that provides a visual indication of his coin stacks, lucky coin state, and damage boosts, ultimately enhancing his enjoyment of the rogue's Hero talents. This experience led him to reflect on the potential benefits of job gauges in FF14 and the possibility of Blizzard offering more support for custom UI elements in WoW.
為了解決這個問題,雷德利創建了一個Weakaura,它提供了他的硬幣堆疊、幸運硬幣狀態和傷害提升的視覺指示,最終增強了他對盜賊英雄天賦的享受。這段經歷讓他反思了 FF14 中工作量表的潛在好處以及暴雪為《魔獸世界》中的自訂 UI 元素提供更多支援的可能性。
Overall, Ridley's experience highlights the importance of clear and engaging feedback in enhancing игровой процесс mechanics, especially in a game like World of Warcraft where character progression and customization play a crucial role.
總體而言,Ridley 的經驗強調了清晰且引人入勝的回饋對於增強遊戲機制的重要性,尤其是在像《魔獸世界》這樣的遊戲中,角色進程和自訂起著至關重要的作用。