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World of Warcraft attack and defense, Blizzard is stepping into a vicious circleNov. 13, 2008
This long wanted to write a message.

In the early 60's, attack and defense were a lot of people think it is reasonable, played all knew that at that time to attack, low defense, a storm hit at every turn 60% of the no hp, opened after 70 , The endurance Blizzard has doubled, making the battle a long time. Blizzard, of course, the original intention is good, to reduce the randomness of the fighting and another was set to increase the survival rate at the time of the fire.

This resulted in a contradiction: to increase defense capabilities in the fire was set when the survival rate may be raised, but when it turned into a 1v1 battle bladder. If the increase in attacks, it has become 1v1 fun, but when nvn a lot less technology, and to increase the number of randomness.

To ensure that 1v1 would not fall into the bladder but also to ensure that war nvn when the fire was set and the viability of a good, that there is only one conclusion: Set fires to reduce the efficiency, so that means that 1 +1 is less than 2.

So far, the vast majority of defensive tactics and talent are brought about by the effect of 1 +1 = 2, for example, 10% reduction in harm's talent, the other to reduce the storm hit rate of 1% and 2% of the storm damage hit the properties, and 60% of all injuries to lower skills, and so on. If the snow continues to pile crazy these attributes, then this thing on the 1v1 only dps between the two. dpsvs treatment and treatment vs no treatment on the fun, as long as the party did not want to die, the other side is absolutely no way to be killed. As a milk occupational therapy, is currently in the field 1v1, I am sure that no one can kill in me, but I am also confident that I can not kill other people. But I want to like 60 times, I would be able to milk the death of others, even while the fighting but were killed.

But Blizzard still gave us some set fire to prevent the talent to achieve that is to say 1 +1 is less than 2, the effect of, say, Druid's natural perfect gift (after the attack victims to reduce the harm suffered by 3%) , For example, the pastor tenacious talent (victims in the next 6 seconds after the attack will not hit by the storms). I personally think that 2 should be carried forward talent, I even suggested that the effect of toughness into one of the more than two results.

The most laughable thing is that Blizzard has returned to set fire to encourage some of our talent, that is, 1 +1> 2 results, such as milk shaman's shield (the shield to protect the earth was the target of attack by

Could hit 270 points to restore the value of life. The effect of each? ? S only once), how to see how the skills are designed to 1v1, shield the earth every few seconds before the entry into force

First, the fire was set when the role played by a little. On the contrary at the time of the 1v1 to launch frequent.

Look at all the recent snow on the professional skills of natural changes weakened the Blizzard Druid's natural perfect and strengthen the shaman's shield the earth, natural talent is a perfect set fire to prevent the

Talent, and the shield of the earth is set to encourage the natural fire, we can see from this, the idea is to encourage heavy snow set the fire, and at the same time trying to Druid shaman, such as occupational therapy into a 1v1 forever

Dead career. We can also believe in the treatment of Blizzard 1v1 and nvn idea when chaos. In fact, I very much milk as a treatment, I hope I can 1v1 fragile, with

I hope that when the 1v1 can cause even greater harm. I do not want to be a fight people die and die of fetal malformation.


, Said more than a defensive capacity, following attacks on the ability to talk about it.

Ability to be divided into 2 kinds of attacks, is a type of Zhan Zhuang for the raid, is a flexible type, with the more general pvp.

Zhan Zhuang said first-strike capability, typical of the Master of the cold Shen Dong (Department of frost damage your magic 100% chance of additional cold Shendong combined effect of frost line

Operation of the goal of causing a fatal blow to increase the probability of 1%. Can stack up to 10), healers to strengthen the Shadow Arrow (after the storm hit another subject Shadow harm the other party to increase 20%), pastor of Shadow

Injured Easy (2% Shadow damage can be superimposed 5), the thieves bleeding (be it in the physical attack suffered by the injury to raise up to 10 o'clock. May be the entry into force of up to 30 times, or

Who sustained 15 seconds) and so on, the skills of such talent is characterized by wood piles in the fight when a high dps, and in pvp because of the time and flexibility to switch the target can not be too high to play the role,

Comparison of funny that the thieves bleeding pvp skills in a time when even the usefulness of a broad, that the majority of the thieves have to play pvp wood piles suspicion (in this case did not mean to belittle the thieves), also shows that violence

Snow and bleeding in the design of the evil attacks targeting error, so I personally feel that bleeding skills and look for evil attacks more appropriate location.

Speaking of injuries, one has to mention the suffering of healers, the professional is characterized by the enemy, the more time the higher dps, this should surely shine with greater splendor in the 5v5 career because short legs Paper

Thin afraid of the fire was set in the killing of the cradle, can not help but sigh ah disappointing.

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