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Riot設計師談歐拉夫加強方案:真實傷害不會增加
Riot設計師談歐拉夫加強方案:真實傷害不會增加

 

Berserker Rage

  I'm seeing a small number of complaints about this ability being hidden power within Olaf's kit, but most people seem to see this as a visceral representation of Olaf's berserker nature and a key piece to some of the high points of the kit (outlasting fights on a sliver of health through this + lifesteal). I tend to agree with the latter line of thinking and am a rather large fan of this passive. I would like to make a minor tweak to this ability to clear up it's optimization by putting a floor on how low your HP % can go to still gain AS, as I think it feels like a false promise to have the ability scale all the way down to 1 HP. This sort of scaling can work for Tryndamere's Bloodlust, as he realistically does get to live at 1 HP routinely, but I think Berserker Rage should be hitting it's optimization somewhere around 10-30% max HP (tbd based on testing).

  被動

  這個加強攻速的技能被認為是歐拉夫狂戰士本性的招牌技能,血越少越給力以鼓勵大量的戰鬥。

  我的加強方向是, 現在的技能的最高攻速加成是在1滴血,但是問題是這是歐拉夫而不是莽王,你沒有必要或者資本把自己的血量往下砸

  所以:未來被動的最高攻速加成將會是歐拉夫血量10%-30% 之間的某個數值(我們會試驗)

  Undertow

  Most people in here seem to find Undertow's play pattern very cool and central to how Olaf functions but there also seem to be a number of people who point out how the potential perma-slow is one of the most frustrating pieces of Olaf's kit. I think the potential for a perma-slow is crucial to Olaf's ability to function in the game today, as he has no innate mobility and needs to function in melee range of his opponents. I think there are some superfluous bits of power on this ability, namely in terms of it's value for scouting, and it's power in the burst case due to repeatedly throwing the axe right at your feet and I'll be trying some experimental changes to solve these issues without disrupting the core chasing pattern of "throw axe -> chase after axe -> pick up axe -> throw axe again -> repeat" (which I believe is a thematically awesome pattern that plays very well in game).

  Q, 扔斧頭

  大多數人認為這個技能挺酷,但是也有不少人認為永久減速的可能性 讓歐拉夫的對手很難逃離。

  但是我個人認為永久減速是歐拉夫在現在版本生存的基礎,因為他沒有太多移動型的技能來拉近和敵人的距離。

  所以我的改動方向是

  保留原有的扔斧頭〉追斧頭〉撿斧頭〉再扔斧頭〉繼續 這種使用方式的同時改動一定的數值

  Vicious Strikes

  This is by far the least commented on skill through all of your feedback and it seems like very mixed feedback. As I mentioned in my goals, I think the use case on this ability is a bit of a nightmare and at the end of the day I really want to clarify and emphasize that rather than trying to solve this ability through raw power. To me, Vicious Strikes is at its coolest when it's enabling Olaf's survival and brawling in prolonged fights in conjunction with Berserker Rage, so my changes to this ability will be aimed at emphasizing this case and trying to deemphasize its power in terms of staying topped off on health throughout the laning phase.

  W,個人buff

  這個技能很少人提及,但是提到的人的意見非常不一樣。

  個人認為這個技能是一個噩夢,因為它現時沒有和其他技能有太多的聯繫,特別是最相似的技能,被動

  所以我的改動方向是:

  讓部分的個人buff 和被動有密切聯繫(比如血少吸血更多[個人想法]),但是保留足夠的效果讓歐拉夫即使在血量足的時候這個技能也能有用

  Reckless Swing

  Feedback in the thread seems to mostly be positive on this ability, though it's also pointed out as a playing against frustration point. While I agree that this ability can be very binary in terms of laning trades, my feeling is that this ability is exactly what Olaf holistically needs out of his E slot and as such I don't have any intentions on touching this at first. I also think there's a strong case to be made that the frustration of getting outtraded at Melee range is outweighed by the satisfaction Olaf players get from using Reckless Swing.

  E, 真實傷害

  大家的意見大多數是正面的,這個技能不錯。 但是也有說歐拉夫的對手很難破這個技能。

  我個人意見是這個技能是平衡的,

  所以這個技能現在不會有改動的計劃

  Ragnarok

  The hands-down most Olaf-defining aspect of Olaf's kit. Your feedback on this is mostly positive because of the Juggernaut vibes you get using the ability and the strong thematic connection to being so engrossed in combat that you cannot be stopped. Some expressed concerns about the frustration from the opposing end of Ragnarok, but the resounding voice in here is saying that this is what makes Olaf Olaf. And I agree, but as I've stated in the goals, I believe that Ragnarok's use case is currently muddied by the Armor Pen. In this light, I'm going to be exploring options for a replacement stat on Ragnarok that helps Olaf during the phase of the fight when he's wading through CC effects rather than the phase of the fight when he's hitting people with physical damage.

  R,大招,無視cc

  這是使用歐拉夫的精髓技能, 大家覺得在正確的時間使用這個技能是關鍵也是區別高手和低端的地方。 但是有些人認為對手沒有防禦手段,但是大多數人認為這就是歐拉夫生存的意義。

  我認為現在版本最大的問題,是使用大招之後給的物理穿透,這個我覺得不太合適,所以在保留本身最精華的部分的前提下

  改動將會是把物理穿透的效果和另外一種更加合適的附加效果替換。

  Mana

  I'm seeing a fair number of suggestions in here discussing how they're frustrated at being oom with Olaf and how something like a fury system or straight health cost system would further drive the themes of the character home. I don't see myself taking this approach, as I think Mana is an essential gate to Olaf's ability to otherwise endlessly throw axes. That being said, I'm strongly considering stripping the mana cost entirely from Ragnarok and drastically reducing it on Vicious Strikes. To me, Olaf's steroids should be Cooldown gated, while his Undertow needs to be resource gated due to the Cooldown refresh mechanics on it.

  最後是消耗

  很多人覺得歐拉夫的魔耗太多,很多時候沒藍,我同意,但是我認為扔斧頭耗藍是一個平衡而且正確的處理,所以!

  我決定把大招的藍耗完全去除,並且大幅度減少w 的藍耗!

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