Unity夯!職缺多英雄對戰魔龍 立即開戰→Imax電影頁遊,史詩登場!靈狐現世 為愛而生
e7227339 ( col ) 遊戲基地站方人員家族板板主手機認證徽章 Lv. 35 | 文章數 : 6830
0
第 1 篇 2012-04-10 13:46:54
Varus' design started with his Q, Piercing Arrow. Right from the start I'd been really keen to try a charged shot, particularly since it's an approach that I've found to be a lot of fun in other games over the years and because it's such a natural conceptual fit with a bow - more time equals bowstring drawn back further equals more range and power. Additionally because of the charge time involved we were able to give the skill a really long range when fully charged, allowing the sort of sniper shots that really capture the sort of legendary archer feeling we wanted with Varus. The other thing I really wanted to try was press/hold/release abilities, and Piercing Arrow was a natural fit for that too. If you're using smart casting, instead of activating the ability once to start the charge and a second time to fire the arrow you'll start the charge when you press the key down and fire when you release the key.

Once Piercing Arrow was working well it was time to look at capturing the rest of Varus' thematics. With his background of being consumed by a dark, supernatural power a mix of physical and magical abilities/AD and AP scaling seemed a natural fit. This also tied in well with a desire to make a wide variety of builds playable if not necessarily competitively viable, something a lot of our older champions especially do really well that I quite like (AP Trist or AP Yi for example). Blighted Quiver was the result of that line of thought, recognizing the magical nature of his attacks and allowing AP to enhance Varus' auto attacks. The Blight stack detonation mechanic then arose out of a desire to amplify the satisfaction/reward of landing Varus' other abilities, all of which are skillshots, and incentivize skilled chaining of abilities and attacks. Damage based off the target's maximum health was chosen to give Varus an edge against tougher front line enemy champions, improving his odds of proccing his passive earlier in a fight.

Speaking of which, Varus' passive, Living Vengeance, evolved hand in had with Blighted Quiver. Given his backstory escape abilities didn't really seem like a natural fit on Varus (he's got no reason to back away from a fight anymore), so a passive that rewards fully committing to a time fight at the right time, potentially allowing you to cut through multiple enemies, seemed like a good match. I initially tried attack damage rather than attack speed, but ran into a couple of issues with that. The first was that it made last hitting minions surprisingly frustrating - a short duration attack boost that's likely to expire around the time you go for a last hit can really throw you off, resulting in minions surviving with a sliver of health. The second was that it didn't fit well with Blighted Quiver and non standard AD carry builds, while attack speed by contrast did.

Hail of Arrows seemed like another natural fit for an archer conceptually - raining multiple arrows down upon one's enemies being a great cinematic sort of thing. The desecrated ground effect went in for both thematic and gameplay reasons. Thematically, since Varus is slowly being consumed by a malicious evil it seemed fitting to have abilities that spread such a dark touch. Mechanically, since he was to have no movement abilities having a slow was pretty important in order to survive/chase as a carry, while a location based healing debuff offered help against sustain heavy match ups that were quite resistant to his Q harass and a form of zone control we hadn't previously explored in LoL.

Finally for Varus' ultimate there were a few goals in mind. We don't generally go for ranged carries with CC/utility ultimates but in Varus' case the lack of escape abilities as mentioned made it a natural fit, in addition to supporting some interesting team compositions with the spreading mechanic for players . An immobilize worked well with the rest of his kit, allowing him to charge up Q shots and/or set up a target with Blight in order to proc his passive. Thematically it was also a great opportunity to really show off the power of the corruption Varus had turned to to get the power he felt he needed to exact revenge.

原文網址

晚點有空的話再來整理OTL

臉書回應

來源IP:gamebase [ 檢舉此文 ]
e7227339 ( col ) 遊戲基地站方人員家族板板主手機認證徽章 Lv. 35 | 文章數 : 6830
2
第 2 篇 2012-04-10 15:43:38
由Ptt的網友 ming1227 授權轉載翻譯XD
varus

法洛士這個英雄的設計始於他的技能"破甲箭"(Q)。打從一開始我就很想做蓄氣
射擊的技能,尤其我自己很喜歡這個在其他遊戲裡就體驗過的機制,而且就弓箭來說
這是很理所當然(?)的概念 — 弓拉越滿,箭矢的射程和威力就越大。更棒的是,因
為加入了施法時間的設定,這個技能的極限射程可以拉得非常遠,讓法洛士真的給人
一種神射手的感覺。另一個我非常想嘗試的就是點放機制,破甲箭這個技能也剛好可
以融入這個概念。如果玩家改用智慧施法,就不需要在施放技能之後再按一次快捷鍵
,而是按住快捷鍵開始施法,放開按鍵就射出箭矢。


破甲箭搞定了之後我們開始試著理出法洛士這個英雄的主軸。有著被超自然的黑
暗力量吞噬的背景,技能組混合物傷法傷似乎很理所當然。這同時也因為我們希望英
雄可以有更自由的配裝,例如AP炮娘或AP YI這樣各種出裝都能有足夠強度的英雄是我
們比較欣賞的。荒蕪箭袋(W)也就因此而生,讓他的攻擊帶有魔法傷害,並且讓提升AP
也能強化荒蕪箭袋進而提升普攻傷害。另外,因為法洛士的技能都是指向技,所以我
們選擇讓他的其他技能引爆W的傷害,讓指向技能的準度能夠得到更大的報酬。這個
被動的傷害取決於敵人的生命最大值,讓法洛士在面對大男/坦的時候也能有足夠的
傷害,讓他更有機會盡早得到被動的攻速加成。



法洛士被動技能的發想和W一樣來自背景故事,從背景故事看來,既然他再也沒有
理由回頭,法洛士似乎不大適合逃脫技能。所以現在這個能夠提升會戰傷害讓你有機
會大殺四方的被動就合理多了。我一開始想放被動AD加成,但是這只持續短短幾秒的
AD加成可能反而造成尾刀失準,而且和荒蕪箭袋的相性也不高,更不用提選擇非AD配
裝的法洛士,所以我選擇了攻速。

腐敗箭雨(E)的設計也很符合法洛士的弓箭手身分,大量箭雨落在敵人頭上就像電
影裡常會看到的畫面。腐敗地面的設計有兩層意義。就故事而言,法洛士正慢慢的被
惡魔吞噬,有能力散播黑暗力量也很合理;就遊戲裡來看,法洛士沒有任何跑速或位移
技能,所以這個緩速控場不僅同時提供了追擊/逃脫能力,減少治癒的debuff也讓法洛士
在對抗回血能力強大的敵人時能更有場控上的優勢。


  最後,法洛士的大絕設計上有幾個準則。基本上我們不太想讓ADR有CC大絕,但就
像前面提到的,法洛士的弱點在於沒有逃生技;擁有CC大絕的ADR也提供發想新組合/新
戰術的可能。定身大絕和法洛士的整個技能組相性也很高。同時這也充分展現了墮落的
法洛士為了復仇求助的黑暗力量有多麼可怕。


  • varus
※ 最後編輯時間:2012-04-10 15:50:02
來源IP:gamebase [ 檢舉此文 ]
快速回文 | 註冊
討論板頭像 [ 設定:] |簽名檔 [ 設定:]
有人回覆時通知我 【通知管理