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Curse会长写的海加尔"玩"后感 [ZZ]

flycat
2007/5/18镜像同步0 回复
对于一个war3的玩家来说,你将在海加尔副本里找到许多与之非常相似的游戏体验,当然这个指的是单人战役最后一关:诸神的黄昏. 第一部分:人类基地 副本的起始就是吉安娜的人类基地,你被许多联盟士兵环绕,吉安娜和他们将会帮助你对抗怪物.与吉安娜对话就可以开启这场冗长而又艰苦的战斗.首先上场的是小怪,他们一共有12波,按照计时器顺序上场.所有的怪物都是war3里的怪物而且有相似的技能.食尸鬼会吃尸体(不可眩晕),地穴怪将会放出小蜘蛛(这里有个bug,这些小蜘蛛会第一时间摧毁shaman的图腾导致图腾无用),亡灵巫师会召唤各种骷髅,憎恶拥有一种伤害光环.杀掉12波小怪之后第一个 boss就会上场,也就是那个巫妖,他的技能和克尔苏加德非常相似,但是没有克尔苏加德锁链技能,也不会召唤冰川皇冠卫士,但是拥有死亡凋零技能.我们很简单的就把它杀掉了,实际上GM帮助我们清掉了他之前的小怪,我们直接打的这个boss.这场战斗的挑战应该在于前面的12波小怪,如果我们打boss之前还需要考虑12波小怪的话估计会很困难. 杀掉巫妖之后,又是12波相同的小怪,同样的,GM帮助我们直接面对第二个boss.这家伙是一个恐惧魔王,他有一个debuff,降低75%治疗效果,这里需要MT尽量把它拉开防止healer吃这个debuff,他也会召唤地狱火,所以需要 OT拉住并杀掉,他还会对随机目标施放催眠技能,但是这个技能可以由战栗图腾吸收掉,他的技能和war3里深渊魔王的技能几乎一样.我们同样很简单的杀掉了他,我想如果考虑到前面的12波小怪,这场战斗将会困难许多. 第二部分:兽人基地 我们撤退到兽人基地,这里你将发现萨尔和许多牛头人/巨魔npc和你一起战斗,boss战斗之前再次触发12波小怪,不过这里有一些新怪物,女妖拥有反魔法盾,会施放降低命中率的诅咒,也有一些石像鬼和冰霜巨龙,我们发现这些飞行单位似乎有bug,举个例子,比如冰霜巨龙在天上有时候近战职业无法击中他们,然后他们能够非常快速的击溃整个团队.我们总共测试了20波这样的小怪,我们认为他们需要调整,这些小怪难度太大即使我们拥有最好的装备也没有足够的dps来战胜他们. 之后我们开始测试第三个boss,是个毁灭领主,这也许是面对阿克蒙德之前最难的boss,他很像卡扎克,他拥有强力顺劈斩但是可以比较容易的躲开,至少比 2.10之前的好躲.他也会使用战争践踏来击晕太过靠近他的近战职业,不过我们发现近战职业可以在他的践踏范围之外dps.最困难的部分在于一旦你的 mana低于3000,那么他会使你死亡并爆炸对周围的玩家造成伤害,他会施放一个5秒内烧掉3000mana的debuff,这个debuff不可驱散.这2个技能组合起来使你不得不在保持高mana量的情况下才能杀掉他. 我们开始尝试没多久,就发现萨尔是一个"hardcore"玩家,他会施放闪电链和召唤幽灵狼,并且拥有2千万的hp,它单独solo掉15%的boss的hp之后,为了阻止他给我们太多的帮助,我们要求GM杀掉他.很明显需要nerf萨尔.经过几次尝试,最终我们以3个防御tank和1个贼的配置杀掉了他,我们得承认我们拥有最好的装备还有一些运气,当然我们团队发挥的也很好,如果考虑到他前面的小怪,我想当前是没有任何可能杀掉他的. 杀掉他之后,又是很多波小怪,和前面一样的小怪,GM使用 ae型的死亡一指帮助我们清掉了他们,之后面对第四个boss.这个家伙是个深渊魔王,他拥有高伤害的火雨技能,而且带有dot效果,他的物理伤害也非常高,会施放群体沉默技能.他的最终技能和war3里深渊魔王的最终技能一样,他会对随机目标施放一个名叫"毁灭"的debuff,20秒之后这个人直接死亡并在倒下的地方产生一个毁灭卫士,这个debuff可以被暗影斗篷/无敌盾/冰箱等技能驱散.最终我们杀掉了他,我得再次强调,如果考虑到前面的小怪, 这些boss将会非常非常难,关于这一点最后我还会提到. 第三部分:暗夜精灵基地 最终我们撤退到暗夜精灵基地(整个流程和war3里一样,随着你的撤退,前面的基地慢慢被摧毁),你可以看见阿克蒙德(看起来非常小)在世界之树旁边,在暗夜精灵基地你可以发现泰兰德,她让你去激活阿克蒙德并给所有人一个可产生2秒缓落效果的物品.现在面对阿克蒙德! 我能说的就是,这真是一场疯狂的遭遇战,第一次尝试阿克蒙德技能全开很快将我们全歼.他会对一个随机目标发动远程ae技能并将人们击飞,你必须使用那个缓落物品防止被摔死.毁灭之火在地面上刷新并到处蔓延,除了造成直接伤害,还会造成一个持续45秒的dot.他会施放一个5分钟少25万hp的debuff (可驱散),他还会一个巨大范围的ae恐惧技能,持续6秒但是也可驱散.这些使得战斗非常困难,人们经常被恐惧到毁灭之火里去,如果没有tank拉住他, 他将会对随机目标施放死亡一指,造成2万伤害近乎一击必杀.任何人一旦死亡,所有人都会被钉在地上,每个玩家死亡都会使他给所有玩家上一个4500伤害的 dot,我们就像天女散花那样被他击溃.非常具有挑战且有趣的战斗.最后我们想在世界之树边上的水池里与他战斗(防止坠落伤害),但是GM似乎不喜欢这样,于是使用群体死亡一指干掉了我们.至此我们的海加尔之旅告一段落. 建议 我想我不得不说毒蛇神殿/风暴要塞之后,暴雪需要仔细考量小怪的问题.我得说当前这些小怪太难,虽然我们拥有最好的装备但是dps还是不够(人类基地尚可兽人基地表现的非常明显),GM也同意我们的看法.我认为应该适当增加boss的难度,降低小怪进攻的次数,由12次降低到6~8次,而且小怪的hp最好也减少一些.前面的小怪使得boss 很难,而boss本身并不太难,一旦考虑到前面的小怪,一些boss比如毁灭领主不可能杀掉.这是个很严重的问题,我希望暴雪能听从玩家的建议,我们不想再次面对如同毒蛇神殿/风暴要塞那样毫无乐趣的小怪战斗. 萨尔必须被削弱,他现在太强大,甚至仅仅他的一条幽灵狼就扛住了一个毁灭守卫(深渊魔王战斗中的)一分钟之久. 面对地穴魔的时候,图腾也有些问题,前面说过了. 如果可能的话需要调整一下阿克蒙德的恐惧技能,持续时间和范围导致人们不断的被恐惧进火堆. 我的最终观点如下:拜托暴雪不要太早的放出2.10补丁,这个副本完成度还很低,我真的不认为能马上放出这个副本.做为一个uber公会,我希望我们把更多的精力放在boss身上而不是小怪.小怪使得boss更难而不是boss本身.削弱小怪,我们并不在乎boss有多难,并不在乎boss会花费我们多长时间,我们只是不愿意把时间精力都浪费在小怪身上. 无论如何这是一个非常有趣的副本,甚至可能是我在TBC之后参与的最有趣的战斗,希望暴雪考虑我们的这些反馈,降低小怪的数量,这些将使这个副本真正完美. ============= 翻译水平不足,也许很多词句未能合适的表达清楚.已附上原文供有能力者自行查看. Curse vs Archimonde视频放出 http://www.warcraftmovies.com/movieview.php?id=40127 此网页不属于NGA网站,NGA不保证其安全性 继续访问 取消 不再提示我[ http://www.warcraftmovies.com/movieview.php?id=40127 ] Hyjal Write Up: For anyone that has played the Warcraft 3 single player, you will find many elements of the Hyjal Instance very familiar. First Part: Human Base You start off the instance in the human base with Jaina. You are surrounded by many alliance troops and Jaina who will aid you against the mobs. Talking to her intiates the encounter and from here on in it's a real frenzy and constant fight. Trash comes in the form of waves of mobs, there are 12 waves and they keep coming on a timer. All the mobs are Warcraft 3 units and have exactly the same abilities. Ghouls with cannibalise (counter with stuns), Crypt Fiends that fire small spiders (we discovered a bug with these, they constantly kill ALL totems making shaman totems pretty much useless on these waves), Necromancers with cripple/unholy frenzy/summon skeletons, Abomination with a damage aura. After you have completed the first 12 waves the boss comes. He is a lich and has very similar abilities to Kel'Thuzad without the mindcontrol or the phase 3 but has a Death and Decay AoE. We downed him fairly easily, this was without trash however since we were testing the boss. The challenging part will be completing the trash waves before the boss comes otherwise you are going to have real problems. After another fairly similar 12 waves of trash you face the next boss. This guy is a dreadlord, he has a debuff that puts -75% healing done, however by turning him away from the raid only the MT seemed to get it. Either it needs to be healing taken (which would make the fight very hard, he hits like a truck, or it needs to be a random debuff that goes on healers). He is also spawning infernals that need to be offtanked and killed. There is a sleep ability that he's doing on random people that can be countered with tremor etc.. (i.e. he's exactly the same as the dreadlord hero in WC3). We also downed this guy fairly easily, but once again with the trash before and possibly no resting it's going to make the guy a lot harder. Second Part: Orc Base We were then off to the Orc base. Here you find thrall and a lot of orc/tauren/troll npc's to aid you in the fight. Again it's more waves of trash (12 per boss). There's a few new mobs to deal with, banshees with anti magic shield and the reduced chance to hit curse. Also some gargoyles and frost wyrms. We found that with these flying units it seemed somewhat buggy trying to get them to land. If the frost wyrms for example don't land and sometimes u can't even hit them with melee they just destroy your entire raid very very quickly. Anyway we tested about 20 waves of this trash and to be perfectly honest it was not tuned, very very hard waves and even with the crazy gear we simply couldn't get enough dps to stay ontop of it ... so onto the testing of boss 3. This was probably the hardest boss we faced appart from Archimonde. He quite similar to kazzak ... he has a heavy cleave but it's a lot easier to avoid than it would have been in previous patches. He has a war stomp that stuns melee that are very close to him but we found that we could outrange this by standing at max melee range. The hard part of the fight is that as with Kazzak if you go low mana then you explode and die + kill anyone around you. He has a debuff that removes 3k mana over 5 seconds that is not removable (he spams this when u get late into the fight) so it's a race against time to get him down and keep your mana up. On an early attempt we discovered that Thrall is HARDCORE, he has chain lightning/spirit wolves and about 20 million hp or something. He could have solo'd around 15% of the boss alone so i asked the GM to kill him to stop him kicking too much ass, a definite nurf needed here. Although we had 3 prot tanks and only 1 rogue we managed to down him after a few tries, I would put this down to the fact we had awesome gear and some luck with resists .. but everyone played well and he died (with the trash before and no resting he is probably impossible as his at the moment). Once again more trash waves after this, very similar to before ... some more trash death touching (pack em for AoE !!! *gm deathtouches all mobs* :> ) and onto the 4th boss. This guy is a pit lord. He has a heavy damage rain of fire that also puts a dot on you (really a lot of damage coming from this ability), he is hitting very very hard in melee also. He has an AoE silence also, but his final ability works the same as the pit lord's ultimate in WC3. He puts a debuff called "doom" on a random person, after 20 seconds they die and create a doomguard in their place, the debuff is removable with cloak of shadows / divine shield / ice block etc.. (not sure if this is intended). Anyway, we downed him after a couple of tries. Once again tho i will reiterate, these bosses would be MUCH MUCH harder having to do the trash before, I will talk about this at the end. Third Part: Night Elf Base After all this it's off to the Night Elf base (it all works very similarily to the last mission on WC3 single player ... you slowly retreat through the bases as u get "overrun"). You see Archimonde "beaming" the world tree (yes he seemed very small to me also) and come across Tyrande. She tells you to engage Archimonde and supplies everyone with a use item that gives you slowfall for 2 seconds. So, off to Archimonde ! Well what can I say, crazy encounter. We died very very fast the first try he has a LOT of abilites. He has a targeted AoE that throws people in the air and then they need to use the item just before they hit the ground to survive. Doomfire is a fire that spawns on the ground and then moves around (not entirely sure how this works just yet) and does a LOT of damage and a 45 second dot. He has a 5 minute curse that deals 250,000 dmg over this time (decurse-able). There is this 6 seconds duration AoE dispellable fear with a massive range, it makes the fight very hard ... people getting feared into the fire and such. If there is ever no tank on him then he finger of death's a random target for around 20k. If anyone dies, you are screwed ... he gains these Soul Charges for every death which starts putting 4.5k dots on people and such and everyone just starts dropping like flies smile Very challenging and fun fight, particularily amusing was when we tried to fight him in the water under the world tree and the GM didn't like this and AoE'd us for 100k big_smile Recommendations: Well I have to say after SSC/TK, Blizzard need to be really careful about trash. I would say at the moment the waves are too difficult ... even with insane gear we lacked dps and got overwhelmed (not so much in the human base but very much so in the orc base). The GM agreed with this problem but I would also say that the bosses should be made a bit more difficult and the number of waves reduced to say 6 or 8 rather than 12 (and possibly reduce the hp of some of the mobs or the healing the ghouls do from canibalize). The trash waves make the bosses hard, the bosses themselves aren't THAT hard, but with the trash before, some bosses such as the doomguard would be pretty much impossible. This would be a great change and I really hope that Blizzard listen to the community about this issue so we don't have the same "trash" issues we have had in SSC/TK. Thrall needs to be NURFED, he's too strong at the moment, one of his wolves even offtanked a doomguard on the pitlord boss for around 1 minute smile There's an issue with totems and the crypt fiends as mentioned before. Should probably think about doing something about Archimondes fear, the duration/range of it removes a lot of the control you have over the fight with people getting feared into the fire and such. We've got more suggestions coming in from the guild about fixes/changes that im sending in to the GM team on monday, I will keep this post updated accordingly. We've also arranged a testing session in BT with the same 2 GM's so we should have some more updates to come. My final point would be this: Please please Blizzard do not release this patch too early, the instances are far from finished and I really don't feel like Beta testing in a retail patch again. As high end guilds we like the full focus to be on BOSSES not trash. In this case we feel that the trash is making the bosses harder, boost the bosses ... nurf the trash, we don't care about a boss being hard and taking a week or two to master ... but we don't wanna be doing this on trash You can find a comprehensive list of screenshots here: http://www.curse-guild.org/priv/forum/v It contains loot shots and general screenshots of some of the things I have talked about above. All in all I found it a very entertaining instance, probably the most fun I have had in WoW since the expansion was released. Blizzard do seem to be listening in some respects but I hope that the waves of trash really get some kind of change to really make it a perfect instance. *edit* There is a full discussion thread on this topic here: http://boards.worldofraids.com/index.ph Thanks for listening //mek Raid Leader and Co-GM of Curse http://www.curse-guild.org #curse-wow on Quakenet
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