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e7227339 ( col )
家族板板主手機認證徽章
Lv. 35 | 文章數:6897 | 推薦數:1186 | 被推數:1996 #1. 2013-03-16 11:20:38

http://na.leagueoflegends.com/board/showthread.php?p=35623691
原文連結



Old Karma had issues. What were they?

Karma’s kit was in a weird place, but her ultimate was especially problematic. Her base abilities didn’t feel impactful and only felt effective when supercharged by Mantra. On top of that, when Karma had two charges of Mantra, we had to make both of them weaker to compensate for players double casting empowered spells.

The changes we made to Karma’s kit focused on making each decision fun and meaningful while giving her abilities the focus they needed to perform her intended role. We kept the “empowering”-type gameplay of Mantra, but instead of waiting around for it to recharge, Karma’s basic attacks and abilities now lower Mantra’s cooldown. This rewards aggressive play so you can “buyback” her ultimate. Also, we gave Mantra a single charge to pump extra power into each cast. We also made sure Mantra empowers Karma’s abilities in drastically different ways, leading to more impactful decision-making and a better feeling of accomplishment when you pull off the right move at the right time.


之前的卡瑪在那邊有問題?
卡瑪的技能組相當的詭異,而她的大絕更是有超多問題.除非有大絕充能不然她的技能本身並不威.因此當卡瑪有兩次充能時,我們必須要讓充能後的威力下降來應對她的雙重充能.

我們修正的目標是讓她在不同狀況都能充分扮演好她想當的角色,藉此她的每個決定都會是有趣且有意義的.我們保留了大絕加強技能的玩法,但不再是呆坐在那邊等大絕集氣.卡瑪的技能和普攻會加快集氣的速度.
這樣獎勵侵略性的玩法會讓你能夠透過主動攻擊來加速取回你的大絕充能.此外我們也把大絕充能的次數調為一次,並讓每個衝能的技能都有更強的威力.我們也要確保充能後的技能都有不同的作用方式,藉此讓你每次的選擇影響更大,並讓你在作出良好選擇時得到更大的回饋.


Why was she hard to place in team comps?

Karma had the offensive tools to support her team in small skirmishes but not the powerful defensive abilities she needed to protect a team. Also, her all-purpose abilities are so broad they never felt like the right choice in any situation. All in all, Karma lacked direction.

為什麼她之前很難擺在團隊之中?

卡瑪在小會戰內有攻擊性的技能來幫助她的隊友,但在大型團戰中沒有夠強的防禦技能來保護隊友.此外,她的技能面向太多,讓玩家在任何情況都難以作出正確選擇.簡單來講,卡瑪缺乏方向.


Why isn’t Karma fun?

The effectiveness of Karma’s abilities relied too heavily on your teammates knowing all their nuances. No matter how hard you were carrying with Karma, your teammates had to be just as good with her for you to be super effective. When an ally’s confused about whether or not he should run from or pass through your Spirit Bond, we probably made a mistake.

為什麼卡瑪玩起來不有趣?

卡瑪的技能效率相當依賴隊友對卡瑪的認識度.不管你的卡瑪玩的有多威,你的隊友都必須要和你一樣懂她來讓你發揮威力.當有個隊友會想著該不該跨過你綁的那條線時,任何人都可能犯錯.


What did we like about Karma?

Despite all the Mantra hate we’ve got going on, we actually think the concept is pretty kickass. It’s unique and character-defining to old Karma, and augmenting her abilities with an immense surge of Ionian will is visually and thematically fun. We also liked how Karma could turn the tables on her opponents with abilities that provided defensive bonuses and had hidden offensive power. Finally, Spirit Bond’s “clothesline” gameplay is really cool, but it’d work better on a tank champion that has an easier time jumping into the fray.

為什麼我們喜歡卡瑪?

充能除了上面提到的問題外(雙重充能讓威力不能太強,要等CD),其實我們覺的這個設計相當的亮眼.那是個卡瑪獨有且明確標示她這個角色的設計.透過強烈愛歐尼亞風格的標示來調整技能威力不管在視覺上和主題上都相當有趣.我們也很喜歡卡瑪有機會透過她的技能中攻防一體的能力來讓敵人翻船的潛力.最後,精神連結的牽線玩法其實相當有趣,不過那個技能比較適合擺在坦克英雄身上,因為他們想要跳到敵陣當中來傷害敵人.


Karma’s new role

Originally envisioned as a support, Karma’s fringe successes actually came from players using her in the top or mid lanes as an AP burst mage with support abilities, much like Zilean or Morgana. We like this direction and want to encourage you to boost both her offensive and support abilities by building AP. We also want to make sure she can hold her own as a solo or with a lane partner.

Finally, we’ve updated her skills so allies are reliant on Karma, but Karma’s not reliant on them. She’s got enough power at her fingertips to feel strong as a mage or as a support without teammates having to work in perfect concert for you to be effective.

卡瑪的新角色

雖然原本設計是個輔助角,但少數把卡瑪打的很好的玩家是打中上路作為有輔助能力的爆發法師角的打法,就和極靈和魔甘娜一樣.我們喜歡這個方向,並希望你能透過購買AP來加強你的攻擊和輔助能力.我們也想確保她在單人和多人線都能上的了場.

最後,我們更新了她的技能讓她的隊友可以信賴卡瑪,而卡瑪不再需要隊友對她的了解.她自己就有作為法師或輔助角應有的足夠力量,不再需要隊友完全的配合.

So without further ado… here’s Karma’s new kit:




Passive: Gathering Fire – Hitting enemy champions with Karma’s spells and basic attacks lower Mantra’s cooldown.

被動-集結怒火-用普攻和技能擊中對方英雄能降低大絕的冷卻時間.



R: Mantra – Empowers Karma’s abilities, adding an extra effect to the next ability cast.

R:真言-加強卡瑪的技能,在下次施放技能時有額外的效果.



Q: Inner Flame – Skillshot that deals magic damage and slows enemies in an area.

    Empowered by Mantra: Soulflare – Increases damage and leaves behind a zone that slows and, after a brief delay, explodes for AoE damage.

Q:心靈之火-在一個區域造成緩速和傷害的指向技.
RQ-靈魂之燄-增加傷害,並在那個區域布下緩速效果.在經過一段時間後那個區域會爆發並造成額外傷害.




W: Focused Resolve – Enemy-targeted tether that deals damage over time. If the tether is unbroken after a short duration, the tethered target is rooted in place.

    Empowered by Mantra: Renewal – Deals bonus damage and heals Karma for the duration of the tether.

W:專注意識-敵人被連線的目標會在一段時間內持續受傷.如果再短期內沒逃開連線範圍,敵人將被定身一段時間.
RW-復興-造成更多的傷害並在連線期間回復卡瑪的血量




E: Inspire – Shields an ally and grants them a short speed boost.

    Empowered by Mantra: Defiance – Enemies near the shielded ally are damaged while nearby allies are shielded and granted a short speed boost.

E:激勵士氣-在隊友身上上盾並讓他們短期加速.
RE:挑戰-放對目標身邊的敵人都會受傷,而目標和身邊的友軍都有加速效果.
e7227339 ( col )
家族板板主手機認證徽章
Lv. 35 | 文章數:6897 | 推薦數:1186 | 被推數:1996 #8. 2013-03-26 10:20:46
http://na.leagueoflegends.com/board/showthread.php?t=3241701&page=20

Hey dudes, so this patch of PBE has a pretty significant change to Karma's
Mantra'd W:

Renewal now heals for 20% of Karma's Missing Health (+1% per 100AP)

We're hoping for this change to clarify the use-case of W vs the other
empowered abilities. These number's aren't final (even post-release, we'll be
watching and tuning Karma) but thought that this would help to explain when
you're supposed to use it.

W2 is already great in trades/duels, especially in the laning phase, and by
making it scale naturally with the amount of damage you've taken during an
engagement sets the spell up to be a powerful 1v1 reversal mechanism - but
also gives you enough life up-front in those ticks to survive long enough to
connect with the root and continue kiting, whereas before without enough AP
to make the per-tick heal viable you'd often kill yourself attempting to see
it through.

Let me know what y'all think!

=====================================================================
測服上卡瑪的W2有了很大的變化
現在他會治療卡瑪失血量的20%( +1%/100AP )

我們希望這個改變能澄清加強W和其他加強技能不一樣的使用時機.
這個數字還不是最後數值(就算在釋出後也還會持續觀注和調整數值),
不過這樣改變應該能幫助你了解幾時該使用這個技能.

W2原本在換血和單挑上就已經是很強的技能,特別是在撐線期.
介由讓它的數字隨著你在會戰中受傷成長,能讓它成為單挑時的逆轉技.
在此同時也會給你想要定人時承受更多傷害的能力,就算你AP不夠也會有效果.

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