【平衡】HFE平衡讨论
#1
时至HFE v0.7,目前我看来上游角色有:

龙介、褚英、解玲、龙奥、剑客刃逊、结成、赤木

如果以这些角色的强度为标准,你们认为其余角色是否该加强,应如何加强,欢迎提供想法
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#2
仅从可行性与可能的方向出发

IC/RA:(RA现阶段暂且保留没什么问题,IC也许需大改)
灵活性与单一的硬伤,尤其惧怕高机动判定优秀的角色
可考虑添加无A连跳,跳跃时按A不会发动攻击但是可以用来连跳,仅使用gra/gla才会发动冷冻波/落雷;

或是先前提到过的二段跳/瞬移等概念(也可用在其他角色上考虑)
或是做一些新招式(这个可行范围就太广了,看你们想象力)(也可用在其他角色上考虑)

GI:(虽然我认为现阶段暂且保留没什么问题)
可考虑在部分硬直状态(例如落叶归根等)消耗更多mp取消后摇发动攻击(也可用在其他角色上考虑)

T:
所有技能都有起手硬直,加上现在地盾的设定,迫使这角色不得不偏向被动,且在L等上游角色面前几乎毫无还手之力。
降低地盾的破防和消耗,可考虑在空中使用激光或盾的想法

AZ:砍了防御以后这角色究竟是超纲还是普通?手雷判定和距离也许需要调整

G:
把saws的转转锤

LE:
空中灵蛇

TI:
这角有点无聊不过除去上游,打其他角色的胜率其实不差,但就是有些乏味。也就追风之类玩的还不错比较有压迫感
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#3
有強角色有弱角色 没必要非得加强弱角
例如小樱 我觉得她现在的强度是非常不错的 玩好了能和D一较高下 
而我唯一觉得要改的角色是冰森 打别人累 打冰森也累
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#4
有没有感觉sh一但遇到被动点的玩家真的贼难受…
火箭随便跳一跳就没了,
五连矢虽强,但是在主动进攻这方面还是很难受(日常蓄力期间被一顿胖揍,是我菜的原因?)
目前在研究拿普攻射箭切破绽,但感觉打被动的玩家还是很难啊…
所以,当对面苟起来了,只能站在一次跳跃打不到的位置扔箭雨(两次跳跃打不到的位置的话,貌似没有?)
期待改动:Sh放剑雨的时候,可以通过按防御键停止扔剑雨,这样一来箭雨就好用多了(现在的箭雨都是拿来寻开心的,赌命来不来,我吃你一套,看剑雨打得到你不!)
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#5
(2020-02-24 00:25)追风剑神 提到: 有強角色有弱角色 没必要非得加强弱角
例如小樱 我觉得她现在的强度是非常不错的 玩好了能和D一较高下 
而我唯一觉得要改的角色是冰森 打别人累 打冰森也累
小櫻的強化方式就是+HP+MP+SP,但打法稍有些乏味
如果將上次我們討論的瞬移技能給小櫻,倒是能大幅提升趣味性
就是不知道實際效果如何

冰森共識是需要大改,但具體怎麼改法,感覺目前也就白帝提的那個無A連跳方案較有操作性,歡迎大家繼續提供想法
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#6
(2020-02-24 16:17)奔跑的太阳乐园 提到: 期待改动:Sh放剑雨的时候,可以通过按防御键停止扔剑雨,这样一来箭雨就好用多了(现在的箭雨都是拿来寻开心的,赌命来不来,我吃你一套,看剑雨打得到你不!)
這倒是有些意思的建議,我之前是想過縮短箭雨的出招後搖

不過你這想法更好
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#7
What I did for Blade in the project was to make him strong but easy to kill. He maintains his high damage and most agility and reduces his health. His movement was a bit slow, and I even gave him Sean's stamina because he only needed air strikes to continue jumping. The last thing I would do is make some other adjustments to his hit speed. My goal is to keep him interesting, because it will be boring if he is made like everyone else.
Please forgive me for using the translator. I am American.
引用:Full list of changes in English:
  • Normalize health lowered to 450
  • Blasts raised to 80 MP
  • Dragon Punch raised to 290 MP
  • Fierce Fists raised to 140 MP
  • Walkspeed lowered 1 point
  • Dash xspeed lowered slightly
  • Stamina consumption increased
  • Each combo attack hits one frame later; total duration unchanged
  • Fierce Fists distance lowered slightly
  • Cannot do balls out of roll
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#8
(2020-02-25 05:42)Dragon5 提到: What I did for Blade in the project was to make him strong but easy to kill. He maintains his high damage and most agility and reduces his health. His movement was a bit slow, and I even gave him Sean's stamina because he only needed air strikes to continue jumping. The last thing I would do is make some other adjustments to his hit speed. My goal is to keep him interesting, because it will be boring if he is made like everyone else.
Please forgive me for using the translator. I am American.
引用:Full list of changes in English:
  • Normalize health lowered to 450
  • Blasts raised to 80 MP
  • Dragon Punch raised to 290 MP
  • Fierce Fists raised to 140 MP
  • Walkspeed lowered 1 point
  • Dash xspeed lowered slightly
  • Stamina consumption increased
  • Each combo attack hits one frame later; total duration unchanged
  • Fierce Fists distance lowered slightly
  • Cannot do balls out of roll
Hello Dragon5. It's a bit amazing to see an American in Chinese forum, but welcome anyway!

This post is to discuss a self-made balanced version which is commonly used among Chinese players.

We named it Hero Fighter Equilibrium (HFE for short)

It looks like your description is about another self-made version.

Welcome to introduce your balance adjustment in another post on this forum, and upload your version for all of us to experience!

Btw, if you have any questions or suggestions, feel free to discuss with us.
People laugh, people cry.
Some give up, some still try.
Some say hi, while some say bye.
Some may forget you, but never will I.
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#9
对不起,我只是试图提供基于我自己的作品的想法。 我很乐意发布我的项目,现在我终于达到了另一个版本的一个点!
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#10
(2020-02-19 08:42)O n L y 提到: 时至HFE v0.7,目前我看来上游角色有:

龙介、褚英、解玲、龙奥、剑客刃逊、结成、赤木

如果以这些角色的强度为标准,你们认为其余角色是否该加强,应如何加强,欢迎提供想法

突然想到,IC所有跳a动作落地后僵直期间按→→G(G是防御对吧?)G可立刻发动滚地
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