到目前为止,众所周知,《魔兽世界》的盗贼在英雄天赋方面处于劣势——不一定是在机制方面(尽管骗子的顶石将你锁定在其他能力之外是一个有趣的选择)。相反,它的味道不够辣。
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.
自从《内战》中推出英雄天赋以来,《魔兽世界》的英雄天赋一直是人们讨论的热门话题。虽然有些职业,比如死亡骑士,已经获得了彻底改变他们游戏风格的天赋,但其他职业,比如盗贼,却一直想要一些更有味道的东西。
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.
在这篇文章中,PCGamesN 的硬件作家 Jacob Ridley 分享了他扮演亡命之徒盗贼并选择命运之界英雄天赋树的经历。尽管是他所在班级的核心游戏循环的粉丝,雷德利发现自己对《命运之界》天赋基本上没有印象,因为它们的被动性质和缺乏明确的反馈。
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.
为了解决这个问题,雷德利创建了一个Weakaura,它提供了他的硬币堆叠、幸运硬币状态和伤害提升的视觉指示,最终增强了他对盗贼英雄天赋的享受。这段经历让他反思了 FF14 中工作量表的潜在好处以及暴雪为《魔兽世界》中的自定义 UI 元素提供更多支持的可能性。
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.
总体而言,Ridley 的经验强调了清晰且引人入胜的反馈对于增强游戏机制的重要性,尤其是在像《魔兽世界》这样的游戏中,角色进程和自定义起着至关重要的作用。