Ask the Devs Round 1/CLASSES

Last-modified: 2013-02-14 (木) 00:50:08
Q. ウィザードのスキルバランス調整が十分とは思えない。セカンダリースキルに代表されるリソース消費スキルが弱すぎるから、コストに見合うよう強化してほしい。

-- Sair#1816 (Americas [English])

Don:

  • 多様なビルドやプレイスタイルのために今までセカンダリースキルを強化し続けてきたけど、CMやArchonの影に隠れてしまっているんだよね。でも、安易に数字をいじってバランス崩壊させるのは避けたいんだ。
  • Arcane Orbや、Disintegrateのようなチャネリングスキルがほとんど使われていないのは承知している。Arcane Orbは全体的な再調整を予定しているし、チャネリングスキルの根本的な問題(立ち止まってチャネリングすると攻撃されやすい)の解決方法も考えている。
  • AP消費スキルに魅力がないのは、APoCが無いと詠唱を続けられないのも原因の一つで、これがprocに依拠しているからproc係数が高いものに人気が集中してしまう。APoC以外の方法で、高い攻撃速度でも長く詠唱し続けられるための方法を考えているよ。
原文
Q. While a lot of emphasis went into balancing the Wizard this patch, it seems like it wasn't enough. In particular, the Wizard seems to suffer from a lot of problems the Monk suffered from - resource spending abilities (particularly Secondaries) are very weak compared to free signature spells or utility/force abilities. Any hopes to buff those abilities to be worth the resource cost?

-- Sair#1816 (Americas [English])


Don: Since launch, we’ve been increasing the damage on the Wizard’s Secondary abilities to try and make them useful tools in specific builds and for specific play styles. While we believe we’ve made them viable for specific builds and specific gear setups, these builds are being overshadowed by the ease and effectiveness of CM and Archon. We don’t want to just keep on increasing numbers, as that would make that class spiral out of control balance-wise.

That being said, we are aware that Arcane Orb and every channeled ability not named Archon Disintegrate are not very popular. We have plans to reevaluate the Arcane Orb skill as a whole and are working toward solutions to the innate problem of the Wizard’s channeled abilities: e.g. Wizards are vulnerable when they’re standing still to channel.

One of the problems with the unattractive Arcane Power spenders is that the only way to sustain casting these abilities is with APoC. Since this relies on procs, Arcane Power spenders with high proc scalars outshine the ones with low ones. We are looking at ways other than APoC for those Wizards with high attack speed to be able to sustain casting Arcane Power spenders for an extended period of time.


Q. パッチ1.0.7でモンクのスピリット消費スキルを強化するみたいだけど、パッシブスキルには変更を加えないの?

-- Alucardi#2692 (Europe [Italian]), CountFury#1192 (Americas [English])

Wyatt :

  • 全体的に、モンクのパッシブスキルは問題ないと考えている。完璧だという意味ではなく、より良くする努力はするけど、すぐに変更が必要だとは思わない。
  • モンクの場合、未解決の大きな問題が2つある。4つのスピリット生成スキルとそれらのルーンの組み合わせ、そしてOne with Everythingだ。
  • One with Everythingについては、これまでも、必須だと感じさせたくないと言及してきたし、多くの意見について議論してきた。良い機会だから、内部で議論してきたいくつかの解決案を公開しよう。
    • 最も一般的な案は、OwEをモンクというクラス自体に組み込んでしまうことだ。ただし、他のクラスにこのような仕様はないし、新規のプレイヤーに説明したり、隠れたステータスとして組み込まなきゃいけない、1つのクラスだけ大きく強化されることになる、といった問題がある。加えて、現在OwEを取っていないモンクはそのような仕様を望んでいない。もしOwEがクラス自体に組み込まれれば、そのアドバンテージを利用していない馬鹿だと思われるからだ。
    • 別の案としては、将来ドロップする装備に単属性レジスタンスと全属性レジスタンスが同時に付かないようにするというものがある。その場合、単レジ装備には全レジより高い数値が付くようにする。こうすることで、OwEを捨てて全レジ装備を集めるか、OwEを取って単レジ装備を集めるかという選択が出来るようになる。
    • 3つ目の案としては、全てのパッシブスキルを見直すことだ。たとえば、Resolveを、「氷レジより低い数値の属性レジを、氷レジと同じ数値まで引き上げる」という効果に置き換えるとか。これなら今の装備のままでも恩恵を受けられるし、多様な選択肢も生まれるだろうが、パッシブ枠を1つ占有されることには変わりないし、何より大変な作業だ。
  • 他にも多くの議論があるが、これを公開することで僕たちの思考を刺激するとともに、「今のモンクの装備を無価値にしたくない」ということを証明したかったんだ。
原文
Q. In patch 1.0.7 you will buff Monk spirit spender skills. Why didn't you make any change to the Monk passive skills?

-- Alucardi#2692 (Europe [Italian]), CountFury#1192 (Americas [English])


Wyatt: Overall we're okay with the current state of Monk passives. That's not to say they're perfect (we'll definitely be working on them more), but we did not feel the current issues were severe enough to warrant changes at this time. The Monk got some changes to passives in previous patches, so keep that in mind as well.

There's a lot of moving parts on any class―interdependencies in which changes to one part of the class can have many downstream effects. In the case of the Monk, there are two big outstanding issues to address before further changes to passives happen: the inequity between the 4 spirit generators and their rune variants, and One with Everything.

Speaking of One with Everything, we've mentioned many times in the past that we're looking to make this passive feel less mandatory and a number of options have been discussed. This seems like a good opportunity to discuss some of the solutions that have come up internally. Please keep in mind that this topic is still very much in the air.

  • The most commonly proposed solution is to simply bake One With Everything directly into the Monk's class. In essence, give the passive away for free. This has a few issues. We don't currently bake a mechanic like this into other classes, so it would be something that’d need to be explained to new players or otherwise exist as a hidden bonus. It also represents a big boost to one class that's inequitable with the other classes. In addition, some Monks don't really like the mechanic, and have built their character around not taking One with Everything. Baking this into the class would make it so all Monks would be foolish not to take advantage of it. On the upside, it certainly frees up Monks to choose new passives without invalidating the current gear choices. Besides, who doesn't like getting something for nothing?

  • Another option is to alter gear in the future to not drop both an elemental resistance and resist all. Many people already comment that if you have an item with resistance to only one particular school, it's counter-intuitive that the values are lower than a similar-tier affix for resist all. One thing we have talked about doing is increasing the element-specific values so they are higher than the resist all values by a comfortable margin, while simultaneously disallowing both affixes from rolling on the same item. This would allow Monks who want to specialize in a single school of resistance to do so, and pick up One With Everything, without making the benefit of double-stacking resistances so hard to ignore.

  • A third option that has been discussed is breaking up the effect across all the existing passives. For example, Resolve might become "Damage you deal reduces enemy damage by 20% for 2.5 seconds. In addition any resistance lower than your Cold Resistance is increased to the level of your Cold Resistance." The advantage of such an approach is letting people continue to gain the effect, as well as creating a lot of diversity across different Monks. The disadvantage is your gear choices will lock you even more into particular passive choices, not to mention the cumbersome tooltips.

There are other solutions that have been discussed, but my intent in sharing these is to not only spark discussion and grant insight into our thought process, but also to demonstrate that when we say "we don't want to invalidate the gear Monks are currently wearing" we mean it.


Q. 1.0.7でモンクに変更が加えられるけど、使われていないスキルの強化ばかりで、1.0.7で使われるビルドは今までと変わらないのでは。パッシブスキルの改善、スピリット生成スキルの強化、高MPで使えないスキルの改善なんかが期待されていたのに。ブリザードはもうモンクに注目してないの?両手武器やセット装備のアニメーションの乏しさについて言ってるわけじゃないけど、このクラスには急ごしらえのデザインを与えられたみたいな印象を受けるよ。

-- Dahri@Magtheridon (Europe [Polish])

Travis :

  • 1.0.7でのモンクの変更で僕達が目指すのは、ビルドの多様性を促進し、より多くの選択肢を用意することだ。君の言うとおり使われていないスキルを強化しているのは、スキルを望ましい形にする方法の1つなんだよ。 :)
  • 多くのモンクにとって、高いDPSを出すためにはSpiritをMantra of Convictionに費やすのが最も効率的であり、それ以外の多くのスピリット消費スキルを無価値にしてしまっているという問題がある。それに匹敵させるために、Wave of LightやLashing Tail Kickを強化したんだ。
  • 他のマントラスキルに変更を加える予定もある。たとえばMantra of Retributionは、Thornsと同様の欠陥を抱えている。解決案として、反射ダメージを固定にすることや、プライマリアトリビュートの数値を反映させることを考えているよ。
原文
Q. Everyone was expecting changes in Monk in 1.0.7, however the only skills that were buffed are those not used by anyone, which means that 1.0.7 changes won’t probably influence the builds used by players. Players were expecting improvements to passive skills, buff to spirit generation and improvements to skills that are useless on higher MPs – e.g. 95% of mantras. Is Blizzard finally going to give some attention to this class and can we expect some thorough changes or should we just reroll? I’m not even talking about lack of animation for 2-hand weapons or set items that look very poorly designed compared to those of other classes but this just adds to our impression that this class was given a rushed design.

-- Dahri@Magtheridon (Europe [Polish])


Travis: One of our goals with the Monk changes of 1.0.7 was to try to encourage build diversity and open up more options to people who enjoy more active gameplay. To actually provide players with more build diversity, the first thing we have to do is make more skills desirable. So you are correct in your statement that we buffed skills people don’t use -- that’s kind of the point. :) Prior to patch 1.0.7, monks suffered from an underlying problem that caused many of their skills to simply not be worth a slot on their bar. In many cases, a player would gain a larger DPS increase by simply spending Spirit on Conviction Aura than they would spending a similar amount of Spirit on Wave of Light or Lashing Tail Kick. Our intent with these changes was to try to bring the skills that have more interesting gameplay associated with them up to a similar level as those that have little to no gameplay associated with them (i.e. the more passive abilities like Mantras).

We have plans on the table for how we want to change the existing Mantras, but none of them are final yet. In the case of Retribution for example, we think the mechanic is flawed at its core and touches on the same things that make Thorns an unappealing stat on items. However, one potential solution we are looking into is to make Retribution the same as Thorns and reflect a flat amount of damage instead of a percentage of incoming damage, and at the same time change all Thorns mechanics to be effected by your primary attribute. We think this approach will help give Retribution a place in certain character builds, though we also suspect that simply making all Thorns mechanics deal 2500% more damage than they currently do may be a bit too extreme. So, when we transition to this new mechanic we will have to do more tuning.