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暗黑3build什么意思,暗黑3build官方解说

时间:2012/5/28 10:04:19来源:pc6整理作者:佚名我要评论(0)

暗黑3build这个新词可谓是专用术语了。就算是粉丝玩家也不一定知道暗黑3build的意思。这就是经典火热的游戏最潮的特点:由游戏本身的内容而引发出的专属新词。所谓3build其实就是一套技能。不过在暗黑3里面就包括技能与符文的搭配,简称技能搭配。我们过去说的技能加点意思也差不多,就是需要摒弃某部分技能,专修于某一类技能达到人物终极输出,补给,防御。有很大的随意性。

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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 :)   

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