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Balance Analysis of Dark Soul 3PVP Game
This paper will discuss my personal views on the balance in Black Soul 3 from a level of 80- 120, mainly PVP, which will involve many topics such as toughness, weapons and spells.
About grades
Why choose the level of 80- 120? Generally, players go to Zhou Mu at the end of 80+, but in the second week, you will break through 120 when you go through customs. After collecting +2 rings in Zhou Mu, it will be almost 200. Why choose such a low-level discussion? If it is understandable to press the level at 60-80 in order to match more players in the early stage of the game, why do you choose this level segment now that most players are clearing customs in Zhou Mu?
This is actually a historical issue. Starting from the devil's soul, the mainstream PVP players have consciously pressed the level to 100- 120, among which most Japanese players are 100, while European and American players prefer 120. To the soul of darkness, also 120. In the early days of Dark Soul 2, the matching mechanism changed, which made most people have to improve their level as much as possible. In order to avoid the uncontrollable memory of the soul, they matched too many players beyond their level. The long-criticized black soul 2 memory soul matching, after modifying the matching section many times, finally came out with the soul-pressing ring. Before that, Black Soul 2 had no concept of extra points, and almost everyone was a bucket. After the soul-crushing ring comes out, the 300W soul-crushing level of 150 is a common strategy.
Why are you demoted?
In order to make your figure more distinctive, let every point you add make sense. In a limited number of points, in order to maximize the income you are currently adding, you can only choose an attack attribute (strength, sensitivity and wisdom) to reach the upper limit of income after the income of blood essence is full, and you need to make sacrifices on blood essence to ensure the characteristics of your build. Dark Soul doesn't restrict the development direction of a character by occupation like other games, as long as it has enough attributes, magic and melee. There is no limit to extra points, and there is no doubt that the differences between characters will be minimal. In Soul 3, the weight-bearing system selects two columns, 30 and 70, and the rolling difference between 30 and 70 is very small. If you don't step down, the weight of the equipment is almost meaningless. Heavy armor is a high load in exchange for higher defense and higher toughness. If the load is very, very loose, there is almost no reason to choose light armor. When your attributes are limited, then the load becomes meaningful. Choose a higher load to gain better defense ability, or exchange fragile light armor for other attributes.
Pressing the level can be said to be a series of traditions, and it also makes the game more fun, that is, the discussion about bonus points. How to maximize the benefits of bonus points in limited resources is an enduring discussion theme of PVP in past dynasties. Of course, it doesn't mean that you can't play barrel omnipotent. Level matching allows players who are willing to play to play with players who have overwhelmed the level, and advanced players and advanced players to play together, ensuring the fairness of the battle. The addition of weapon enhancement level matching in Soul 3 completely killed the game of killing young people with Gao Zengqiang weapons.
Why did you choose 80- 120?
Actually, I personally prefer 100. 100 is the most remarkable grade segment with some characteristics. 80 points are slightly less, 120 overflows. At the level of 100, almost every style of play can be found, whether it is pure strength, superior quality (double cultivation of strength and sensitivity), pure sensitivity, sensitivity and trust, strength and trust, pure faith, pure intelligence and wisdom and trust, and most weapons can exert their power at this level without losing their characteristics. For example, my own size is 100, my blood volume is 40, my agility is 40, and my energy is only 19. In this collocation, I can exert the power of light weapons, and at the same time, because of my low energy, I can't exert the power of heavy weapons, and the load is only the initial value. I can basically only carry 1 2 light weapons and wear armor. If I want to carry a light weapon as an execution weapon, I can only wear light armor and bring a pet+Javier ring. There is also magic. My character is a mentally retarded unit with only one blank memory. The blue bar is basically enough for me to use fighting skills. This is a typical light warrior's bonus item, with obvious characteristics, advantages and disadvantages. And my other magic number is to give up energy and agility. After the blood volume and concentration reach the standard, I will believe in 33 wisdom, using chaotic deformation weapons as a containment and magic as the main means of attack.
Since the release of Soul 3, many players have passed customs clearance. Many players have played Zhou Mu, and some people have chosen PVP. Now there are hundreds of people. The game design of Soul 3 is destined to be a hot topic. I am also an old player in the series. In addition to evil spirits, Black Soul 1, Black Soul 2, Blood Source and Black Soul 3 each have more than 200 hours of game time, among which Black Soul 1, Blood Source and Black Soul 3 have hundreds of hours of pvp experience. Black Soul 2 didn't explore in detail because of personal hobbies, and evil spirits only borrowed PS3 to make up for it this year. I believe everyone has their own views on the balance of Black Soul 3. This post is not to deny other people's views, but mainly to explain my own views and discuss with you the balance of the final work of this soul series under the current version.
The first is the issue of toughness.
Aside from evil spirits and blood sources, the resilience mechanism of soul 1, 2, 3, 3 is different. The resilience mechanism of Soul 2 has been revised many times, and I don't particularly understand the current mechanism. The early soul 2 Javier's set of barbed swords suddenly broke the toughness and was confused. It seems that it has been revised a long time ago, so it is not appropriate to say it. Under the toughness of Black Soul 1, the equipment has only two meaningful attributes, namely toughness and bearing capacity. High defense not only brings the advantages of combat knives, but also allows you to conveniently use the strongest weapon in Black Soul 1, backstab. It is common to stab the back directly with toughness in Black Soul 1. In this tough system, light armor becomes an accessory to adjust the load, and the father of giants and the leg of a Promethean are the two most distinctive equipment of Black Soul 1.
Black Soul 3 greatly weakened the defensive properties, and at the same time made the defense and damage reduction on the equipment more obvious. Many people think that the resilience of Black Soul 3 no longer exists. In fact, the toughness system has been running. The toughness of Black Soul 3 no longer takes effect at any time like Black Soul 1, but becomes stricter. When your character stands still, there is no toughness correction, which makes most players feel that the toughness of Black Soul 3 seems to be gone. After testing, the conclusion is that your resilience is real in the non-invincible framework of launching your combat skills and tumbling. The toughness of the sword will be broken by light weapons when it is held alone, but when it is held twice, the attack of the sword will not be interrupted by light weapons, but will be broken by heavy weapons. This shows that the type of weapon also affects toughness.
The toughness of Black Soul 3 requires the player to choose the shooting opportunity very carefully, and backstab (the classic routine of Black Soul 1) who forcibly wiped his body with toughness was also killed by the toughness mechanism of Black Soul 3. The additional toughness correction of medium-sized weapons and heavy weapons also makes these slow-moving weapons unable to lift their hands by fast weapons.
The original intention of the tough design of Black Soul 3 is very good. Players can no longer rely on their high toughness to move freely, but is it really perfect? No, personally, I think you should add toughness correction to the equipment at least when attacking with light weapons and attacking with medium weapons with one hand. The total toughness value of this game is weakened, even if the usual toughness value is used, it is impossible to prevent the light weapons from attacking twice without breaking the toughness. At least the first spell will not be completely suppressed by faster weapons, and the dual possession of heavy weapons and medium weapons can break the defense of players with almost any defense value. Relatively speaking, the double grip of heavy weapons and medium weapons also consumes a lot of energy and the waving speed is very slow.
Suggestion on balance of toughness system: All weapons attack actions are added with the basic toughness correction of the equipment, and additional toughness correction is added after different actions of different weapon types, just like heavy weapons and dual-holding medium weapons, the toughness judgment time is prolonged at the same time. At present, there is no toughness judgment when raising your hand, and the toughness judgment can be made only when the weapon is waved out. In addition, even if the weapon is delayed, it will break down. Prolonging the time to judge toughness can effectively solve this problem.
About weapons
Personally, I think the current weapon system is relatively balanced. The only weapons that don't match the line are the stabbing sword, the English estoc, and the piercing sword in the previous work. This weapon is suitable for almost all distribution points below 100 level, and it is very suitable for both primary and secondary weapons. The extremely long blade, the speed of javelin system, a wide range of heavy attack, excellent panel and any deterioration correction are all perfect except for poor combat performance. Fortunately, the power of this weapon is also a problem of the tough system now. The dagger is a weapon that can rarely lift most people's hands, and its extremely long blade also gives him more opportunities in the face of faster weapons. The weapon itself doesn't need to be changed. As long as the current toughness system is improved, the problem of stabbing the sword will be solved. There is nothing wrong with the performance of Yante itself. Even if its panel is weakened, its length, movement and damage judgment are excellent. The only problem is cost performance. The strength requirement of 50 and the weight of 20+ are too harsh. Yante used to be a very extreme weapon, and it paid a huge price for its superb performance. Since its performance has been balanced, why not lower its requirements by the way? Perhaps what really needs to be changed is the dark sword, its length and panel. After the toughness mechanism is changed, it will only become the second current version of the barbed sword, which is enough to slightly weaken his correction and return to the level of the barbed sword. Secondly, Lu Ji's R 1 Lien Chan skill, the typical Black Knight Lu Ji R 1 can directly kill a person 1600 blood with one combat skill, while another more terrible weapon, commonly known as Aunt Hammer, can directly kill a bleeding person 1600 blood with one Lien Chan skill. Maybe it would be better to make R 1 less easy to connect directly with fighting skills.
Of course, besides weapons, I think the most important thing is to balance the big shield. The big shield not only makes most of the BOSS of PVE a simple mode, but also makes PVP the most boring duet. In Soul 1, the top shield can't be completely defended because of the BUG-level skill of reverse attack, while the front attack of Soul 2 directly breaks the shield without looking at energy, and the energy recovery speed and shield blocking force of Soul 2 are far less powerful than that of Soul 3. In Soul 3, even if you wear a split-toe foot ring on a 40-energy general shield, you need at least 4 feet, let alone a super shield of this glory level. The shield-breaking lighter of straight sword and big sword is not a direct shield-breaking lighter, but consumes more energy, while the long hand of shield-breaking lighter such as stab sword has long been swept away by others. However, as long as casas Qudao+Red Dao drags through the enchantment time, it is almost impossible to cut out the big shield bleeding only by the bleeding of weapons. The knight hunted for the ring with a big shield. Wake up. Any weapon attack consumes more energy than the energy blocked by the big shield. It's time to weaken the shield.
About the magic system
Among the three great monsters, the spell system is the best. It takes into account high-speed and low-cost duel spells (sharp sword and short arrow), resident spells with high damage/consumption ratio (powerful soul arrow and powerful soul giant arrow), slow and high-cost nuclear bomb spells (crystal gun) and powerful auxiliary spells (stealth, spy and energy shield). The magic of the spell system is perfect, except for the three rings represented by the legal system, there are also the head of darkness and the candle sword. The availability of the mage is very strong. Whether it is a pure mage or a magic swordsman (left-handed stave sword+right-handed crystal dagger), the mage system is very playable. The only drawback is that the ring card is too hard, which is also a common problem of the three spells. The two spell bonus rings in this system plus the strange hand ring with corresponding attributes, only 1 ring position can be selected, which is really embarrassing. . No ring, it hurts. It's so touching.
The other school of the three magical powers, incantations and spells, is actually quite powerful in PVE. In addition to the fire system is not very popular in the demon relics, there are too many weak fire monsters in the whole game, such as the big fireball in the early stage, the chaotic fireball in the middle stage, the residue of the seedbed, and the exclusive execution of the legal system-the fire of purification. In the later period, after you learned the black fireball from the witch, you were not afraid of fire and monsters. To be a hidden weapons, you can switch between fire system and dark system at any time.
The biggest problem with spells is that there are almost no high-speed and low-cost spells. The typical ignition system, whether it is 1 generation or the second generation or even evil spirits, is one of the most practical spells. The black inflammation of the first generation is shield breaking and toughness. In the third generation, the consumption of ignition spells is similar to that of fireballs, and the damage is lower than that of fireballs. The most important thing is that the range is cut and the distance of the ignition system is worse than that of the ordinary straight sword. This kind of high consumption, low damage and short range even removes the high shear toughness and high shear essence of black inflammation, which directly destroys the whole ignition system. Almost no one uses the ignition system, which makes the spell system in PVP more difficult. You can only threaten it by unlocking chaotic fireballs and net fires. At present, the spells that can be used in PVP include chaotic fireball, residue, sweeping flame, jet flame and purifying fire. These spells have more or less problems, such as the trajectory and bullet speed of fireball system, sweeping and net fire casting, and jet flame can only be used to repair the knife. Compared with the spell system, the spell is really weak.
Finally, the miracle system. There are many kinds of magic in the miracle system, including adding blood, buff and attack. At present, the most commonly used magic in miracle department is only BUFF magic. Most people choose to be faith fighters, relying on BUFF and enchantment to hit high explosions. Disadvantages are poor endurance and fear of duel amulet. Belief fighters' playing style is not much different from that of ordinary soldiers, but it takes a round of BUFF time before fighting. After spending at least 30 points on faith, the fighting ability is still weaker than that of pure soldiers without BUFF. Attack is a miracle, the biggest tragedy in this work, and there is no one. The whole ray gun system has been repositioned, and the casting speed of the ray gun is the fastest compared with the previous work. At the same time, the setting of additional damage caused by the close-range ray gun system has been added, but the remote output of the relative ray gun system has become a joke. The ray gun system is not only generally harmful, but also consumes a lot. Under the concentration of 28, the overlord sunshine gun of the sun amulet can only hit 3 rounds, which is the only way for the thunder gun warrior to fight, close to his body and shoot the sunshine gun with the sun amulet. The consequence of a single routine is that it doesn't work at all for old drivers. After three shots, I can only find a chance to drink blue bottles. Usually in PVP state, the face-to-face sunshine gun of the sun amulet can cause about 1000+ damage, and it takes at least 2 hits to kill a unit with 1600 health. . And 1600 blood can only achieve 40 blood, love+embers, which is almost the standard configuration of PVP. The mine gun system needs to increase long-range damage and greatly reduce consumption. The whole miracle system consumes too much.
The biggest problem of black magic and black magic is that they are scattered in three magic systems. You need different casting catalysts to use them, and you need different rings to increase their damage. Dark magic can't be integrated into spells of various departments. The magic department will bring magic strange hands, and spells will bring fire strange hands. Miracle department and thunder strange hand are better choices. If you need to bring a strange dark hand to increase your black magic, you won't have any ring space, and your physical defense is almost naked under two strange hand rings.
Personally, I think that what magic needs to change urgently in this book is the consumption and range of spell ignition system, the consumption and long-range damage of miracle gun, and, most importantly, the position of ring. Replace the ring of Raptor, Witch and Grandson with the bonus under the current double ring, which conflicts with the ring of Young Dragon, Otuma and Mohn, so that you only need to bring the ring of 1 to achieve the effect of the current double ring. And black magic, in addition to adding more black magic and witch black branches, white hair amulets, crystal bells and other multi-system casting catalysts to DLC, I am afraid that under the current mechanism, black magic is difficult to survive as an independent spell system, and it is also difficult to integrate into their respective factions.
Since the release of Soul 3, many players have passed customs clearance. Many players have played Zhou Mu, and some people have chosen PVP. Now there are hundreds of people. The game design of Soul 3 is destined to be a hot topic. I am also an old player in the series. In addition to evil spirits, Black Soul 1, Black Soul 2, Blood Source and Black Soul 3 each have more than 200 hours of game time, among which Black Soul 1, Blood Source and Black Soul 3 have hundreds of hours of pvp experience. Black Soul 2 didn't explore in detail because of personal hobbies, and evil spirits only borrowed PS3 to make up for it this year. I believe everyone has their own views on the balance of Black Soul 3. This post is not to deny other people's views, but mainly to explain my own views and discuss with you the balance of the final work of this soul series under the current version.
3 (Dark Soul III integrated China cracked version of DLC Ring v 1. 14.
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