《暗黑破坏神3》build是什么意思
发表时间:2024-03-26 来源:本站整理相关软件相关文章人气:
电脑大家应该不怎么陌生吧!现在电脑已经普及到大多数人的家庭之中了,电脑的用途非常地广,不同年龄段、不同行业的人对电脑的用处不同。但是对于很多的年轻人来说电脑最大的用途就是玩游戏了。电脑游戏大家肯定玩过吧!它可以使人上瘾。
暗黑3 build是什么意思可谓是不少入门玩家的很大的疑问,那些论坛里的build分享是什么意思呢?这要从暗黑3的技能系统的改变说起了,暗黑3的技能系统相比暗黑2有了很大的改变,与wow相同,向着“摒弃传统的技能树,让技能本身丰富多彩”的方向发展。因为有只有6个技能槽的设定,所以符文的出现使得即使少量的技能也可以搭配出个性丰富的角色。那么暗黑3什么是build呢?这些技能和符文的搭配我们统称为build,也就是我们过去所说的加点方式,下面让我们来看一下暴雪官方对于暗黑3什么是build的解析吧。
Are the developers of D3 designing builds? Three for the monk. Three for the wizard. Three for the barb etc. One for each skill tree?
引用:难道D3的设计者们已经计划好每个职业的build了吗?根据三个技能树,会有三种不同的武僧职业,三种不同的巫师或者是野蛮人职业?
There are no skill trees any more. Skills are still tiered by when you can buy them (essentially a level requirement) but there aren't any trees, it's one big pool.
不会再有技能树了。技能的获取确实取决于你什么时候能用他们(比如说等级限制),但肯定不会是树的形式——只是一堆技能在一起而已(skill pool)。
Before this game even reaches a beta state there will be hundreds of people playing it internally, and most likely there will be builds that are developed during that time. But the game is specifically being designed in a way that skill progression is as much of a choice as possible. There will always be builds determined to be 'the best' as long as there are choices and options. Making every skill and every pathway perfectly equal would mean watering down skills, making bland options, and overall homogenizing the classes and skill abilities. So it's a trick of balancing unique and interesting and fun skills while also ensuring that no matter which ones you pick you're not totally gimped.
在beta测试之前我们会有上百的人在内部玩这个游戏,当然这些人肯定会自己搞出一些build来。但这个游戏在被设计的时候,是希望会有尽可能多的投入技能的选择。当然,只要有选择的存在,肯定会有一些build会被认为是“最好的”。但另外一方面,让每个技能每条路线都完美的平等将意味着那些技能被淡化,游戏里面的选择也会变得平淡无奇,最后你会发现各个角色和技能都会变得很雷同。所以,我们既要做到平衡那些独特而有趣的技能,又要保证你们不管选哪个都不会把人物玩废。这确实是一项技术活 :)
I also want to point out that skill runes can have a fairly dramatic impact on how skills function (and even look) so builds are further compounded not just by the skills you choose, and itemization and other stats that improve those skills, but skill runes that can potentially change their very behavior. And those changes can range from small things like adding a chance to stun, to very extreme things like causing an AoE knockback, and any creatures knocked back repeat that AoE knockback from where they land, and so on and so forth. So there's quite a bit of room for experimentation if not build potential within all of that.
另外我要指出的是:“技能符文”对技能(甚至是技能的动画效果)的影响是极其巨大的,所以你的build远远不止关系到你所选择的技能,抑或是你的装备或各项属性,更重要的是,“技能符文”可能会完全改变你的build。小的改变比如说:在攻击中加上击晕的效果,大的改变则像是AoE击退——任何被你击退的怪物会在它们的位置上重复这个AoE击退,进而导致一连串的击退。所以,总的来说,我们有很大的空间去尝试不同的玩法
玩游戏可以在很大程度上让大家放松放松,但是我建议大家不要把过多的时间投入到工作当中,因为这样的话大家很有可能上瘾,这样不利于大家的工作或者是学习。