Monday, November 19, 2012

Diablo 3 players: Looking to the future PVP in 1.05 version


I was an ordinary D3 players just use their leisure time playing games, I pay attention to the gaming experience. 1.05 to bring us some good game experience, but merely good only. Each on-line are endless fight monsters, this is difficult for me to maintain much interest in the game. I have been imagining PVP is what it looks like, "damage" is always my greatest concern.

I did see several articles about PVP blue stickers and designer interviews. Below these is a little bit envisaged.

The first online player write a post.

As follows:

Looking D3 PVP - some important parameters

Movement speed

The current moving speed just to better Farm efficiency. PVP moving speed will be very important, the running slower easily it would be against the target. Because people can do the h/r, hit you, and then quickly ran. The final lead you to hit less than others, but others can be all kinds of teasing you, hit you run, you chase to catch up. Higher mobile speed tactical means you can be more flexible and fight more ease. Foreseeable future we will strive to movement speed mentioned ceiling.

Attack Speed

Some figures in order to be more durable output, preferring to reduce their attack speed. PVP will be a completely different world, attacks slow the party in a very passive position. The attack speed will affect the shot speed and output per unit of time, if the speed of the other attacks, and you attack speed, then the other side can hit twice quickly ran in this process, but you can only hit him once. Along with a variety of the attacks effects and control field skills, attack speed slow the party will be a tragedy.

Several important defensive attributes

As we all know: Armor, full resistance (single-resistance), physical fitness.

We currently ignore properties useful in the future

Reduce the time of the control field: Diablo 3 so much control skills, if Blizzard does not control the control field, then once you stun to, then the result is obvious ... you will control three seconds, the other can be used in various ways to you buttoned. Once you have a high level of control field to reduce the other control skills will no longer terrible!

Block: If the other 40% Block, you do not, then you will be miserable. Obviously Block increased by 40% than to hurt more than 10-20% should be efficient multi. This is not the same with PVE, PVE seeking fast,, PVP Qiuwen, seeking not to lose;

Dodge: can dodge real Looking where possible, it was only monk, the other characters in this feeling is dispensable. But in fact, this is the wrong concept, dodge the future will be an extremely important parameter.

Repel: when repulsed in PVP is extremely useful properties, and repulsed does not control the market time to reduce the effect of weakening. Former AMA rely repulsed and puncture dominate PVP field, D3 DH Can we rely repelled a new generation of King spent, and then be tested;

Ice damage: the previous PVP when the face of physical attack opponents or Master Crow essential items, the reason is that in order to eliminate the impact of the frozen effect. Diablo 3, almost all attacks are simple processing, ice damage for 5 individual objects are useful properties;

Deceleration: Diablo 3 have a lot of deceleration skills, but for the current PvE is dispensable basic state. PVP is not the same, 60% - 80% of the deceleration will be a decisive advantage.

PVP certainly useless property

mf, gf, the need to emphasize ... unless Jay fat man a hot head ... considered Farm me.

Attributes of PVP may be useless

Blood cells and blood cells pick up, need to see Blizzard set. If it is valid then the blood cells and blood cell pickup also is useful properties.

Blinding fear these equipment or skills in Diablo 2 PVP is invalid, Diablo 3, to see Blizzard set.

You can see from the above, the Diablo 3 simplifies many attributes, not fcr, fbr, fhr, ar, but there are still many of the useful properties to choose from. Mix which need all the wisdom to dig, and this is also the charm of Diablo PVP. Diablo PVP is far from a simple heap of hurt, and never hurt the highest and most effective. Injury is just one of a number of indicators. This is why the so-called character ranking is a very tricky thing.

Some people say that Diablo III is games rely equipment, this proposition looks right. But this is really just a one-sided story. PVP of course, the equipment is required, but as long as you meet the threshold of PVP gear, in fact, is enough. The once only melee melee for the property requires relatively harsh fact Fortunately. But you can not expect to purgatory are struggling equipped with a set of go PVP, which is carrying a pole on the battlefield is not big difference.

Diablo 3 PVP skills to select

Diablo 3 has its advantages and skills to select the player full freedom, according to the opponent to change the mix of skills, this may change to some extent D2 PVP skills to select relatively single. Skills to select an ideal state is so that they can effectively attack the other, but you can protect yourself. Blizzard continues to be modified, but the general idea is that will not change.

The remote VS Remote skills select

Remote and remote Diablo 3 without taking into account the rapid and sustained Teleport skills, makes it difficult to close the within a very short time to a certain distance outside the opponent. Remote, remote vs Mage Arcane ball to face each other ...... if cut fruits skills with predictable results. Same high mobile skills are also useful, because by high-speed moving quickly to avoid each other's attacks.

The remote VS melee skills select

Remote should be selected to allow both sides to keep the distance with skills and equipment. For such as deceleration traps, deceleration spiders, Blizzard array, and so on. Still have to choose the the high mobile skills, such as the Master of the jump, the witch doctor's spirituality, DH tumbling. Itself than the other vulnerable, then obviously critical distance, so that they can reach the other side, while the other not hit.

Melee skills should be as effective close to each other, while trying to reduce the affordability of damage in the process of approaching ...... I believe if the venue if this will be placed in the melee in front of a big problem. Diablo 2, both melee equipment how good, nec difficult to win this remote ... hope melee enthusiasts in Diablo 3 efforts, change the tide.

Melee VS melee

Melee vs melee the violence the VS violent, parameters than on play a very important role. The circuitous, skill choice is relatively fixed, but the technical content of the melee vs melee in fact, the same high ...

The equipment is based on skills means, but really let you become a PVP strong tactical ability and mentality.

Diablo PVP tactics are used in a lot of military theory. For example:

On the people rather than the system in the human - technology to let the other running around in circles, showing surprising flaws, but they should always be moving steadily.

Hsu Ju-lin, moving like the wind - patiently observe the opponent, the lightning strike. Strive to have a harvest each attack, but they can get out. Offensive and defensive from the loss of 800, the 1000 play is not the master of the wounded enemy for relaxation.

The enemy advances, we retreat, the enemy retreats harass - when others impact you, you was not to blindly head-on fight. Each other over time because the initiative has opponents took may have lost a few skills, you are blind to meet her and, very likely in strokes sacked. Reliable, quickly leave their original position, ran to the safety position most likely. When the other to escape when you should be careful pursuit. Similarly, the other party may put some trap or throw a few skills in wait for you, but when opponents run time, but also his surprising flaws. This sounds a bit contradictory with the first sentence is true, often must rely on your experience to judge the situation, know your opponent to make a choice.

In addition, the high requirements of Diablo PVP mentality. Never in your dominant blindly optimistic, because even if the other is only a trace of blood, you can not hit him, then he is likely to counter-kill you. Similarly, even if there is no blood, do not give up hope, looking for opportunities to be patient, waiting for an opportunity. PVP to be very calm, it will be very easy in each other's traps, you should think calmly predict the opponent's actions to fight in a reasonable manner.

Finally, I want to say, Diablo PVP to the final operation, the experience and mentality of competition, equipment, skills, as well as speed, is a basic requirement. PVP of the world is very exciting, very stimulating than PVE fact, a lot of fun, but the face of a people can not be looked up opponents, the frustration is also stronger. PVP no equipment falling, lack of experience, some just for the ultimate pursuit of the game, like a good go play!

Add one thing: do not pursue the so-called first, play with friends, even if it is hell equipment, as long as we are about the same can be joy :)

Add one more point: Diablo 3 in many places is not yet suitable for Diablo PVP, in the traditional sense of the to believe the Jay team are hard to adjust and test. In fact, because of the reasons of the current equipment systems, leading to heap harm than heap effective defense. Mobile speed short board, so If you go PVP are mutual seconds. Then obviously this is not a qualified PVP game ...... any fighting persistent fun, every 5 seconds to the end of that or men? Fact, is why the news that the PVP may have additional equipment systems, but In fact, no matter how they change, some of the above theoretical content is still valid.

Went on to add: back to the blood is very useful ... estimated the PvP Rules limit back to the use of blood loaded

We need day in PVP open head accounted cheap enough!

The following is a personal opinion:

PVP gear envisaged (if any)

1. We all know WOW PVP gear Obtaining weekly get PVP points, points directly with your strength in PVP. This is no imbalance, D3 has the PVP unique equipment, some people can also graduating in a week two PVP gear. This is not a DPS gap depends on you and your opponent, but on your way.

2. PVP equipment must be suitable for PVP environment damage output and has a damage reduction ability and equipment. Fully PVE bad days to do, but the PVP is built on the basis of the PVE PVE equipment into PVP open.

Matching system

Matching system based on the player's equipment and panel attributes to match the considerable strength of opponents. And matching way similar to Starcraft 2. Then there is a thorny problem we encountered when PVP is just beginning, players with similar attributes and equipment, and are not PVP history, which means we may go dual wielding encountered a full control skills also with shield savage.

Viability

Alive only the DPS. This sentence appears to be simple, yet so complex. Assuming a D3 actual PVP players with shields and weapons to fight with one hand 20K damage, hands and arms of the players also play 20K damage. This sentence to see the viability of the two players. Their packet should be similar. Hands weapons to fight 20K damage players want to improve with a shield to fight the 20K damage the player's level, it would not get $ 500. With shield damage-free, hands and arms to avoid damage, two players viability difference is a difference of strength.

Damage output

1. Without any PVP game without master output rhythm. Even CS players need to master the ballistic pressure gun, burst, fire, the output rhythm through the wall. Some skills increase the damage to stay in an output time, the effect brought about at least a strong repression is the decision up to the key to victory. I believe D3 of PVP is definitely not a few seconds to solve the battle, definitely not brain game way.

2. PVP damage output we need to re-adapt to it? According to the players of the match, we have encountered a similar opponent. Our blood may be different, we Resistance may be different, the DPS may be different. But there is one thing in common, we killed each other, the probability is 50%. So, when we had entered the second game of PVP, we have to make the adjustment, but a new way of output we need to adapt, but PVP will not give anyone the opportunity to adapt, to understand its current version and subsequent various versions of the output is essential.

Testing service

The testing service there will be, and the reason I did not mention the above skills with these, because everything will be even more accurate to the testing service, but it will be some errors, it will certainly.

Your opponents

If you encounter a fight unlimited ice mage after 10 games, he must rely on the experience accumulated in 10 games to control you. If you come across a playing 10 games of double cyclone barbarians you have to be careful, it is conceivable that the dual cyclone play 10 games are still using the same set of skills, and your strength is similar, he may be the master.

From now on, we need to pay attention to what we need to understand.

1. For each output means about each class, began to form the PVP way of thinking, and wait for the testing service.

2. Understand I can rely on the means to achieve the purpose of the outbreak, I rely on the means to achieve the purpose of life insurance. I think the skills I use it? I understand that these skills?

3. Before PVP opening, I am as much as possible to achieve the highest PVE difficulty.

D3 gold

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