每周 M+ 保底
原因:
以目前的設定獲得武器 (包含盾與副手物品) : 防具分別是 1:8; 雖然武器影響沒有以前版本來的大, 但是對於雙修, 三修, 還有雙持職業要穩定獲得升級比例實在偏低.
建議修改:
開箱時從單次 RNG 改為 2 段式 RNG; 武器 : 護甲以 1:2 的比率去骰, 再視結果是武器還是防具去進一步進行 RNG 給裝.
為何初次是以 1:2 則是以目前總共有 9 個欄位的比例下去分配 (披風, 護腕, 手套, 腰帶, 腿部, 鞋子, 戒指, 飾品, 還有武器).
盜賊 - 暴徒 - 命運之骰
原因:
目前對暴徒而言精通是個成長效益極差的次屬, 沒有互動性, 無法彰顯暴徒的特色, 加上沒有防惡運機制.
建議修改:
將現有的 “左右開攻” 改為 “欺詐命運”.
命運之骰從目前的固定機率 5 骰改回原始的非固定機率 6 骰; 並將精通的效果改為能影響骰出來的 buff 數.
2 buff 機率 = 精通 %
3 buff 機率 = (精通 % / 3) * 2
6 buff 機率 = 精通 % / 10
精通 30% 的時候骰出 2 buff 的機率為 30%, 骰出 3 buff 的機率為 20%, 骰出 6 buff 的機率為 3%
精通 45% 的時候骰出 2 buff 的機率為 45%, 骰出 3 buff 的機率為 30%, 骰出 6 buff 的機率為 4.5%
基礎精通給予的百分比與成長比例相信魔獸職業團隊知道如何微調.
備註:
整體傷害比例可能需要微調, 且灌鉛骰子需要重新設計.
武僧 - 碎玉轟雷掌
原因:
傷害方面沒有問題, 畢竟是上 debuff 還有拉怪 / tag 怪用, 但整體上技能的 QoL 有待改善 (像是在空中時無法使用).
建議修改:
在高等時學會等級二的碎玉轟雷掌; 當過去 6 秒沒使用過碎玉轟雷掌時會獲得 buff “定氣”, 當身上有此 buff 時下一個碎玉轟雷掌則變為瞬發 (可在移動中或空中使用) 但失去擊退功能.
weekly Mythic+ cache
Reason:
The current ratio for obtaining weapons (including shields and off-hand items) versus armour slots is 1:8; even though weapons have less drastic effect on game play compared to past expansions, it’s still a hurdle for players that are duel speced, tri speced or dual weld to gain steady upgrades.
Suggestion:
Change the current RNG setting when opening the mythic+ cache from a single layered RNG to dual layered RNG; the first roll is a ratio of 1 : 2 for weapon : armour, then do a second roll depending on the outcome of the first roll.
As for the 1 : 2 on the first roll is based on there are currently 9 slots to roll from (cloak, wrist, hands, belt, legs, shoes, rings, trinkets, and weapons)
Rogue - Outlaw - Roll the Bones
Reason:
Outlaws currently mastery is a stat that develops poorly as the expansion goes on, little to no interaction, doesn’t highlight outlaws uniqueness, and lacks bad luck protection.
Suggestion:
Change the current mastery from “Main gauche” to “Cheating fate”.
Revert the changes made to Roll the Bones from fixed chance and 5 buffs back to RNG and 6 buffs; and allow mastery to effect the chance of rolling the # of buffs.
Chance to roll 2 buffs = Mastery %
Chance to roll 3 buffs = (Mastery % / 3) * 2
Chance to roll 6 buffs = Mastery % / 10
So…
When at 30% mastery the chance to roll 2 buffs is 30%, chance to roll 3 buffs is 20%, chance to roll 6 buffs is 3%.
When at 45% mastery the chance to roll 2 buffs is 45%, chance to roll 3 buffs is 30%, chance to roll 6 buffs is 4.5%.
I’m sure the team in charged of making class development knows how to fine tune the base mastery % and how mastery should scale as the expansion goes on.
Side note:
Might need to make adjustments to compensate for damage loss due to removal of Main gauche, and loaded dice needs to be redesigned.
Monk - Crackling Jade Lightning
Reason:
The damage portion is fine, since it’s mainly used to apply the mystic touch debuff and as a pull / tag tool, but it could use a QoL change (namely unable to be used when in the air).
Suggestion:
Rank 2 of Crackling Jade Lightning is learned at a higher level; when the monk hasn’t used Crackling Jade lightning in the past 6 seconds, they will gain a buff “Solid Chi”, which makes the next Crackling Jade Lightning insta cast (can be used in the air or while moving) but looses the knock back.