We mean unless you are spec'd for healing or tanking, then your dps should be "close" to another class with the same gear and skill.
“咱的意思是除非你就是用来治疗或坦克的,否则在装备和操作水平差不多的情况下你的DPS应该和其他职业也差不多。”
Or if it helps to understand the point better, our design used to be that the dps of classes that didn't do anything but dps was much higher than the dps of classes that brought great buffs. The latter paid a "hybrid penalty tax" if you will. We can no longer guarantee your buff will be uber or that it won't be overwritten. Therefore, if we had not made any other changes, we figured the result would be just enough classes to bring the buffs, and then stacking the rest of the raid with very high dps classes like rouges. No offense to the rogues, but we didn't want to see every raids with 10 rogues. In short, we are no longer using the "hybrid penalty tax" design philosophy and we want everyone doing dps to dps a lot closer to each other.
“对,我们是想过只能DPS的职业应该做的比能提供BUFF的职业更好。你要愿意的话可以说后者由于能提供BUFF而受到了‘惩罚’不过现在,我们把BUFF机制改动过了,某些BUFF可能会被更好的BUFF顶掉。要是我们继续坚持那个DPS理论的话,你们大概会带上一些只用来提供BUFF的人,然后剩下的全是DPS机器去推BOSS,比如盗贼。总之,我们想让能DPS的职业都做的差不多。”
There are reasons we use mushy words like "close", "subjective" and "viable."
“以下是我们使用模糊词语,比如‘临近’,‘客观’和‘可行’的理由。”
1) Classes are built differently with different abilities, talents, gear and resources. It is probably naive to assume that we can get e.g. fire mages and balance druids to do the same dps down to the second decimal place.
不同职业是由不同的能力天赋装备和资源组成,要是最后他们都一样就显得我们很脑残。
2) Encounters are built differently. Your personal dps is unlikely to be the same from boss to boss because of the specifics of that encounter. Likewise, another class may do higher dps than you on some encounters. It's hard to come up with "average dps" for a class as much as everyone tries. :)
BOSS之间也有差异,打不同的BOSS的时候,由于他们的特性,你的DPS可能时高时低。要统计一个职业的“平均DPS”有难度。
3) Any dps numbers you do take are a snapshot in time. What I mean is that things chance as new items are introduced to the game and particularly as players experiment and adapt. We're pretty smart guys here at Blizzard Entertainment, but we don't pretend for a moment to be smarter than the entire fan base put together. No matter how many different variables we consider, some clever person is going to come up with a way to do dps that we didn't imagine when we did our tests. The examples I usually use when explaining this are something like the druid who finds that with a certain flask and a certain set bonus and a certain trinket can spam Hurricane all day long and do 6000 dps. That's an exaggeration, but you get the point.
你现在的DPS不代表你以后能做到的DPS,随着游戏进度,你的装备更好了,你的技术更好了,或者新的道具装备被我们加进游戏里,都会让你的DPS得到提升。我们在BLZ公司里算是很聪明的人了,不过你们之中肯定有比我们更聪明的,我们费劲心力的考虑每个可以变动的元素,然后你们中的某些智慧超群的家伙总能做出一些让我们很汗颜的事情。比如那个小D用了一些blahblahblah的手段弄出了6000的DPS还没有魔耗的问题。很夸张吧?全是你们做的。
4) Player skill has an enormous impact on damage done, yet is really hard to quantify. It's going to be hard to know if that hunter is beating that warlock's dps because of the class or the player. This is particulary true given how quickly "cookie cutter" specs and rotations spread through the community. Once you find something that works, you may not want to experiment a lot, lest the raid wipes from your mistakes. But somebody will experiment. They always do.
操作也是一个问题。你能说现在猎人和术士的DPS谁高么?考虑到不同玩家水平的因素,这个问题其实很难回答。论坛里DPS输出手法的帖子流传的很快。不过有时候这些手法并不适用于所有人。有些玩家就去学这些输出手法,结果这个不注意那个不注意,灭团。而有些玩家就会留心这个留心那个,他们做的很好,也一直这样做。
5) In the theater of public opinion, our words sometimes do come back to us out of context. No, it's true. Overstating the design goal, such as saying "We promise your dps will be within 1% of that other guy" would be kind of dumb and would get a lot of people mad when and if it didn't happen. Vagueness may be frustrating, but it tends to be less frustrating than broken promises. :)
最后我要说的是,我们可能会言不符实,但相信我这样是为了我们大家好。要是我夸下海口说“我们承诺你的DPS和那个家伙相差不会到1%”而最后却没有实现的话,很多人会疯掉。
Now, somebody pointed out that this makes it very important for us to get everyone's dps close, because the guy with bad dps and redundant buffs isn't going to the raid. That is totally accurate. I will add though that it has never been as much of a priority as it is now so I hope some of the bad examples of the past won't happen again. If a certain class is routinely getting bypassed for raiding, we will definitely take steps to address that. Such steps might include buffing dps or changing the mechanics so that they have a more desirable buff or utility.
我们要让所有人的DPS都差不多。DPS又低又没有什么好的BUFF的职业很被组进团,这种悲情历史不会再重演,要是一个职业老是进不了团,我们会BUFF他的DPS或改变他的输出机制来改变他的地位。
Someone else pointed out that we homeogenized buffs (to some extent) but did not do so with utility. Not everyone can Mass Dispel or Innervate for example. We don't want all of the classes to have the same abilities and some players are concerned we have pushed classes too close together already. I personally don't forsee raids that stack 15 druids in order to maximize battle rez, but if we see that happening, we'll take steps to correct it.
我们被人指出同化了BUFF(某种程度上),却没有同化技能。比如大驱散和激活还是牧师和小D特有。有一些玩家认为职业之间早就太相似了,其实我们不想把所有职业都设计成一样的(你当我们傻子么)。要是我们看到玩家带15个小D去RAID,我们绝对要采取措施。
This is a big change for us and for you. It might take a little time before it all feels right. But rest assured we're doing this because we think it makes the game better. It should put more emphasis on beating the boss and less emphasis on assembling the perfect group. It should put more emphasis on raiding with your friends and less emphasis on sitting out people that deep down you really want to bring in order to recruit for the "must have" class. By making sure nobody is promised a slot, you get a lot more flexibility in who you actually take in the end.
在完善之前可能会需要很长时间。我们应该更看重如何推BOSS而不是如何安排出一个完美团队。我们应该更看重和朋友们一起推BOSS而不是一个一个的挑选“必须”的职业。谁都不一定会在团队里有个位子,最后在挑选团员时,你有很多选择。
DPS进一步统一万岁~~ 混合职业万岁~~

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