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2013-03-03 04:51
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유령게 인터뷰 진짜 마지막 (주술사)Totemspot 에서 한 유령개 인터뷰 내용중 주술사 관련입니다. 직역 + 의역 + 덧붙이고 빼고 한 부분들 있습니다. 원문링크: http://www.totemspot.com/vb/content.php?r=143-5.2-Interview-with-Greg-Street
주술사
1. 놀랐다거나 예측하지 못한 싸이클이나 스킬 사용 방법이 있었나요? 아니면 모든것들이 예상대로?
Elemental and Enhancement have extremely different rotation design styles. Elemental has a relatively straight-forward rotation and it’s easier for us to predict how it will work out. About the only unexpected thing that has gone on there recently has been occasional Chain Lightning usage in single-target situations, which is unintended, and not something we’re super excited to see, but also not causing any real problems at the moment. Enhancement, on the other hand, has a rotation built more around priorities than using X then Y then Z, with a lot of clashing cooldowns, random procs, and so forth. Players haven’t done anything truly unexpected, but because the rotation isn’t very rigid, our expectations aren’t either. If someone comes up and says “Hey, I found you can do more DPS if you prioritize LB at 3+ MW stacks over UE, instead of at 4+ MW stacks,” we’ll say “OK. Cool,” not “Unacceptable! Time to nerf!”
정술과 고술의 딜싸이클 디자인은 많이 다르죠. 정술 딜싸이클은 비교적 명확하고 간단한 편이고 저희로서는 예측하기가 쉬운 편입니다. 한가지 예측하지 못했던점은 단일딜 싸이클에서 한번씩 연번을 끼워넣는다는 점인데, 이것은 예측하지 못했던 점입니다. 또한 저희에게 있어 그리 달갑지 않은 현상이기도 하죠. 하지만 당장 큰 문제가 된다거나 하는건 아닙니다. 반면에 고술은 X 를 누른다음 Y 를 누르고 Z 를 누르는 식의 디자인이 아니라 우선순위에 기반을 둔 디자인이죠. 유저들이 특별히 예측하지 못한 행동을 하진 않았습니다 (반면에 딜싸이클자체가 명확하지 않기때문에 저희도 그리 명확하게 미리 예측해놓은것은 없었죠). 만약 누군가가 "야 내가 연구해봤는데, 4스택이상 마엘때만 번화를 쓰는것보다 3스택 이상일때 정폭 대신에 번화를 쓰는게 더 딜이 많이 나와" 라고 한다면 저희는 괜찮다는 입장입니다. "말도안돼. 너프해야겠네" 라는 식의 입장은 아닙니다.
Usually the question here is whether shocks can have unlinked cooldowns, and the answer to that is probably no. We like that there is some decision making about when to use each shock, rather than just using the DPS ones on cooldown while still having utility always available. If you’re just saying that kiting striders was cool, we agree, and maybe there’s room for more of that, but there are also a lot of specs now with CC abilities.
2. 천폭의 본래 개발 의도는 뭔가요? 튕겨내기? 광딜? 마나젠?
There was a time where we were trying to make all DPS casters care about mana (not just healers) and so we were handing out Evocation-like tools to get mana back. The original idea for Thunderstorm was that you’d weave it into your rotation when mana started becoming an issue. We’ve since abandoned that idea and made mana not really much of a consideration for Elemental. That leaves its biggest current benefit as its knockback. At times, its damage has been relatively strong, and we don’t want its damage to be terrible, but we also realize that it’s not particularly fun if it feels like you HAVE to run into melee range as an Elemental Shaman, in order to usefully AoE. We’re currently erring on the side of it not being an AoE DPS gain, but it might be too far in that direction.
3. 번촉 문양에 대해 어떻게 생각하시나요? 만약 기회가 주어진다면 번촉 문양을 없애고 정술의 이동딜 방식을 바꾸겠습니까?
Speaking frankly, we regret it. This is one of those changes that opened up the slippery slope for damage while moving. If we had not made the change to Unleashed Lightning, we probably never would have invented Kiljaden’s Cunning or Glyph of Penance or all the other “cast while moving” mechanics. Prior to Unleashed Lightning, there were a few cast-on-the-move effects, but they were limited (short duration on Spiritwalker’s Grace) or really crappy damage (Scorch). Removing all of those would be really hard to do at this stage?by which I mean it would cause a lot of legit negative feedback?so we’re unlikely to make changes here anytime soon. But if we could go back in time and make different decisions, we would. Elemental doesn’t have to be great at casting while moving, so long as they do have moments where they shine. 솔직히, 번촉 문양 추가는 후회하고 있습니다. 이동딜에 대한 논란을 야기시킨 것들중에 하나죠. 번촉 문양을 추가하지 않았다면 킬제덴의 교활함이나 회개 문양 그리고 다른 비슷한 스킬들도 추가하지 않았을 것입니다. 번촉이 생기기 전에는 이동딜 스킬들이 몇가지 없었습니다. 있다고해도 시간제한이 있다거나 (술사 나그네), 데미지가 낮았죠 (법사 불태우기). 이제와서 모든 이동딜 스킬들을 없애는건 굉장히 어려운 일입니다 (부정적인 피드백들이 쏟아져나오겠죠). 따라서, 가까운 시일내에 바뀌지는 않을듯합니다. 하지만 만약 과거로 돌아가서 다른 결정을 내릴 수 있다면 그렇게 하고 싶어요. 다른 장점이 있다는 전제하에 정술이 꼭 이동딜에 두각을 나타낼 필요는 없죠.
복술
With regard to the spatial constraints on Resto specifically, we think it promotes some intelligent gameplay since you need to take the actual game world and the contours of the battlefield into consideration. You might pre-drop Healing Rain at a spot where few people are currently standing, but where you know the whole raid is about to converge in a couple of seconds. You avoid using Chain Heal on the Hunter that’s standing 40 yards off to one side. By contrast, PoH having a party requirement is a purely logistical construct that has no real connection to the actual events that are unfolding during the fight. At the view from ten-thousand feet, the right way to design healers for WoW in 2013 is for every healer to have a variety of AoE heals and very few single-target heals. You just don’t need to cast single-target heals very often, while AoE (even in 5-player dungeons, even in PvP in some cases) is more common. (Now, in some ways, a Druid casting Rejuv on a lot of different targets is a form of AoE healing–it doesn’t strictly have to be a PoH clone.) However, if we decide in some future expansion to remove some of the single-target heals and add a couple more AoE heals, then it seems fair for Resto to have some kind of efficient, low-throughput, long-range, no-cooldown AoE heal. 지역적인 제한이 있는 복술 스킬들은 지능적인 플레이를 장려한다고 생각합니다 (주변 상황을 고려해서 힐을 해야하죠). 예를 들면, 지금 당장은 몇몇 사람들이 모여있지 않지만 곧 레이드 전체가 모여야 하는 장소에 미리 치비를 깔아놓는다던가, 저기 저쪽 40미터 거리에 혼자 따로 떨어져있는 냥꾼에게 연치를 사용하지 않는다던가 하는 그런것들... 반면에 치유의 기원에 존재하던 '대상과 같은 파티원' 제한은 전투 상황과 상관없이 설계문제 때문에 존재하던 제한이죠.
2. 복술에게 탱커 생존기를 추가해줄 의향은 있는지?
This is the kind of thing we try really hard not to do. When every healer has a similar single-target cooldown and a similar AoE cooldown, that just leads to all healers feeling really similar. We agree there are design tradeoffs with healers feeling unique and possessing strengths and weaknesses.
It was never intended to be a mana-restoration mechanic. It was intended as a way for Resto to feel a little more like a hybrid class (a Resto SHAMAN) and less like an independent class (a RESTO Shaman). Shaman cast Lightning Bolts, so here was a way for Restoration to do so without having to worry about sacrificing precious mana that might be needed later for heals. As sometimes happened, we missed the mark, but it was kind of a fun thing for savvy Shaman players to do to try to sneak in LBs as a mana-regen mechanic. As we got to the later Cataclysm tiers, it became less of a fun thing to game and more of a mandatory mana-return mechanic, more like Mana Tide Totem. With the re-emphasis on Spirit-based mana regen in Mists, we decided to return Telluric Currents back to its original goal of “free DPS.”
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