您的位置 首頁 Darkest Dungeon

【情報】Darkest Dungeon 2 新情報 – 流程心得,新敵人和新英雄

進入Q3就快一個月,今天將會帶來DD2在gameinformer上的新情報,一些心得,新敵人和新英雄,可以讓你更快適應DD2的系統。有興趣了解更多的玩家可以到上一個討論看看Darkest Dungeon 2 製作人Chris Bourass 專訪。

>>>>來源<<<<

整理一些重點,詳細文章會放到下面
(整個訪問會用GOOGLE翻一次,英文太欄並沒有能力修飾和更正非常抱歉。)

>火炬要持續保持光明,如果火炬熄滅會死很快,要保持光明其中一個方法是持續戰鬥。(再沒有黑暗流?)

>遊戲鼓勵玩家在戰鬥和休息中找到平衡然後前進

>在接點上的BOSS戰可以撒退,但會損失應有的報酬(最終BOSS除外)

>完成一個區域後(應該是到達旅館休息),可以選擇兩個區域前進,選擇的時候應該可以知道該區域敵人的種類,再透過英雄的專精能力去考慮走哪一邊。但是亦有可能在一些比較容易的區域出現非常強大的敵人,玩家因而被迫要選擇另一個區域__請看那一段)

>DD1 中的魔物Shambler 和 Collector會以某種形式再登場
Shambler

Collector
>英雄永久死亡仍然存在

>旅館可以補充失去的英雄,有多少英雄補充就不知道了

>這個可能理解錯誤。只能在戰鬥以外進行回復(__請看那一段)

>沒有困難度選擇

>如果玩家想要更困難進行遊戲,好像有一種「special modifiers」的東西讓遊戲變困難__請看那一段)

>一些新的圖





While the choice to stop at a hospital to heal rather than opt-in to a deadly boss fight may seem obvious, there are other foibles at work here to keep you stressed as you fight for safety and sanity. As in the first game, the concept of the torch remains an essential element. Unlike the first game, the light is critical to continuing the journey, and if it goes out, you』re going to die quickly. To keep things lit, you must continue to battle enemies and reduce their numbers from the land. But making time to stop at other checkpoints where you can trade with the hoarder, discover valuable curios at an academic study, or just help random survivors huddled around a wagon is also important.
雖然選擇在醫院治療而不是選擇參加致命的老闆戰鬥似乎很明顯,但這裡還有其他一些弱點讓你在為安全和理智而戰時保持壓力。與第一款遊戲一樣,火炬的概念仍然是必不可少的元素。與第一款遊戲不同,光線對於繼續旅程至關重要,如果它熄滅,您將很快死去。為了保持照明,您必須繼續與敵人作戰並減少他們在陸地上的人數。但騰出時間在其他檢查站停留,在那裡您可以與囤積者交易,在學術研究中發現有價值的古玩,或者只是幫助擠在馬車周圍的隨機倖存者也很重要。

「The dark here is not sustainable,」 says Red Hook co-founder and creative director Chris Bourassa. 「And I don』t mean that in a fun way. Narratively and from a gameplay standpoint, it』s not sustainable. If you run your torch to the ground, just because of what the torch means, this time, it』s not just a literal measure of how much light there is. Allegorically, it』s the hope for the future that you』re sort of carrying on your back. And so if it goes out, it』s kind of game over. You get one last shot. We give you a really tough encounter; the cult catches up to you and jumps you, and if you can fight them back, we give you a little bit more gas to try to get ahead and hopefully restore it somehow. But it doesn』t fill the same role as it did.」
「這裡的黑暗是不可持續的,」Red Hook 聯合創始人兼創意總監 Chris Bourassa 說。 「而且我的意思並不是以一種有趣的方式。從敘事和遊戲玩法的角度來看,它是不可持續的。如果您將手電筒放在地面上,僅僅因為手電筒意味著什麼,這一次,它不僅僅是對有多少光的字面測量。寓言地說,你背負著對未來的希望。所以如果它出去了,遊戲就結束了。你得到最後一擊。我們給你一個非常艱難的遭遇;邪教追上你並跳過你,如果你能反擊他們,我們會給你更多的氣體來嘗試前進並希望以某種方式恢復它。但它並沒有像以前那樣扮演同樣的角色。」

If all you do on the journey is try to seek out non-combat nodes on the map, you』ll end up underpowered and crushed by the weight of darkness. However, try to take on too much or some dangerous high-reward boss nodes, and you may find your adventure ending abruptly. Finding a balance and knowing when to step outside your comfort zone for some advanced risk-taking is what it』s all about.
如果你在旅途中所做的只是試圖在地圖上尋找非戰鬥節點,你最終會被黑暗的重量壓垮並被壓垮。但是,嘗試承擔過多或一些危險的高回報 Boss 節點,您可能會發現您的冒險突然結束。找到平衡並知道何時走出舒適區進行一些高級冒險就是一切。

It』s important to note that the big zone bosses are optional here (with the exception of the final boss) so if you find yourself completely decimated wandering through an area, it』s possible to opt-out of the traditional 「area boss」 and just push on to the next zone. Of course, this will leave you missing out on the associated treasures, so the next area will be a tougher endeavor.
重要的是要注意這裡的大區域 Boss 是可選的(最終 Boss 除外)所以如果你發現自己在一個區域中完全被摧毀,可以選擇退出傳統的「區域 Boss」並繼續前進到下一個區域。當然,這會讓你錯過相關的寶藏,所以下一個領域將更加艱難。

「It』s really a power curve thing,」 says co-founder and design director Tyler Sigman. 「So, game design-wise, it』s been an interesting challenge. If you avoid every fight, you can avoid the bosses and just try to stay safe, [but] you won』t be powerful enough to kill the [final] boss. As you fight, you earn hero upgrade points which are spent to upgrade skills. That』s really vital. Basically, if you haven』t upgraded any skills, by the time you get to the end boss, you』re just not going to be up for it. And so essentially, we try to give you some control over your own power curve, of how many challenges you want.」
「這真的是一個功率曲線問題,」聯合創始人兼設計總監 Tyler Sigman 說。 「所以,在遊戲設計方面,這是一個有趣的挑戰。如果你避免每場戰鬥,你就可以避開boss,只是盡量保持安全,[但]你的力量不足以殺死[最終]boss。戰鬥時,您可以獲得英雄升級點數,這些點數可用於升級技能。這真的很重要。基本上,如果您還沒有升級任何技能,那麼當您到達最終老闆時,您就不會為此做好準備。所以本質上,我們試圖讓你對自己的力量曲線有一定的控制權,你想要多少挑戰。」

When you finish each area, you choose between two different areas for the next leg of the journey. Since the game is biome-based, with each area having special inhabitants, you can create a game plan early on – but don』t expect anything to be easy. For instance, the inhabitants of the city are quite resilient to fire damage, so it』s probably a bad idea to include the Runaway in your crew if you plan to head into the city. However, each area contains modifiers that are different every run, so you must be ready for anything.
完成每個區域後,您可以在下一段旅程的兩個不同區域之間進行選擇。由於遊戲是基於生物群落的,每個區域都有特殊的居民,您可以儘早制定遊戲計劃 – 但不要指望任何事情都容易。例如,這座城市的居民對火災破壞的抵抗力很強,因此,如果您打算進入這座城市,那麼將 Runaway 加入您的船員中可能是個壞主意。但是,每個區域都包含每次運行都不同的修飾符,因此您必須為任何事情做好準備。

Even if you plan to head to the farmlands, maybe the modifier on your 10th run will have something horrible there, so you』re tempted to select the other biome instead, even if it is a less than ideal pick for your team composition. Random and incredibly dangerous occurrences that players may remember from the first game, like the Shambler and the Collector, return in some form.
即使您打算前往農田,也可能第 10 次運行時的修改器在那裡會有一些可怕的東西,因此您很想選擇其他生物群落,即使它對您的團隊構成來說並不是一個理想的選擇。玩家可能記得在第一場比賽中出現的隨機且極其危險的事件,例如 Shambler 和 Collector,以某種形式返回。

Permadeath is back. If someone reaches the death state, they』re gone for good. Since you can』t easily head back to the hamlet to replenish your team like you could in the first game, you, instead, have to rely on picking up one new character at an inn. This character may not be tailored to your group at all, but sometimes you have to work with what you have available. This pickup is a one-and-done deal as well, so it』s all you get. If someone dies again, you have to struggle along with whatever you have.
永久死亡回來了。如果有人達到死亡狀態,他們就永遠消失了。由於您無法像在第一場比賽中那樣輕鬆地返回小村莊來補充您的團隊,因此您必須依靠在旅館中挑選一個新角色。這個角色可能根本不適合你的團隊,但有時你必須使用你可用的東西。這次取貨也是一勞永逸的交易,所以這就是你所得到的。如果有人再次死去,你必須與你所擁有的一起奮鬥。

「You can』t have engagement and emotional attachment without tension and fear of loss. So, if we coddle you and make sure that nothing bad will ever happen to you, you』re not going to feel that same level of excitement,」 Bourassa explains. 「Like when your guy survives a death』s door roll or something because you』re not worried. You know, if he dies, he dies. We』re always trying to thread that or walk that line, where what you have invested in could be taken away because that』s really the only way you can play poker, right? You have to be afraid of losing your money. That』s why people play, because the excitement is high when you win, and it』s terrifying when you』re kind of on the ropes. To recreate that experience, we have to make sure that the player knows that we are willing to take their chips.」
「沒有緊張和害怕失去,你就不可能有參與和情感依戀。因此,如果我們溺愛您並確保您不會發生任何不好的事情,您就不會感到同樣程度的興奮,」Bourassa 解釋道。 「就像當你的男人因為你不擔心而幸免於難時。你知道,如果他死了,他就會死。我們一直在努力解決這個問題或走這條線,在那裡你的投資可能會被帶走,因為那真的是你玩撲克的唯一方式,對吧?你必須害怕失去你的錢。這就是人們比賽的原因,因為當你獲勝時會很興奮,而當你處於困境時會很可怕。為了重現這種體驗,我們必須確保玩家知道我們願意接受他們的籌碼。」

To further engagement with your party members, Red Hook also promises greater insight into the characters you take along for each run, with narrative elements that delve into their backstories and relationships along the way.
為了進一步與您的黨員交互,Red Hook 還承諾更深入地了解您在每次運行中所帶的角色,並通過敘事元素深入了解他們一路上的背景故事和關係。

And the changes don』t stop there. Another aspect that has changed significantly is healing. Players can no longer leave one enemy alive and heal up to full – something that had rife potential for abuse in the original title. Instead, players must heal up outside of combat, which also facilitates group compositions that probably wouldn』t be optimal in the original. Don』t want to bring a healer along? No problem, live the dream and make that quad-DPS stack.
變化不止於此。另一個顯著變化的方面是癒合。玩家不能再讓一個敵人活著並完全治癒 – 這在原始標題中很可能被濫用。取而代之的是,玩家必須在戰鬥之外進行治療,這也有助於在原始版本中可能不是最佳的團隊組合。不想帶治療師?沒問題,實現夢想並實現四 DPS 堆棧。

While early access will allow Red Hook Studios to tune things, the current plan isn』t to have different difficulty settings like the first game. Instead, in typical roguelike fashion, special modifiers and alterations called mutators let players to ratchet up the challenge if they』re looking to whet their appetite for adversity. There』s also a good possibility that other roguelike staples, like daily run seeds where you can compare your performance against your friends and the greater playerbase, are also on deck for implementation.
雖然搶先體驗將允許 Red Hook Studios 進行調整,但目前的計劃並不是像第一款遊戲那樣有不同的難度設置。相反,在典型的 roguelike 時尚中,如果玩家想要激發他們對逆境的胃口,那麼稱為突變器的特殊修飾符和改動可以讓玩家加快挑戰。其他類似 roguelike 的主要內容也很有可能會在甲板上實施,例如每日運行種子,您可以在其中將自己的表現與朋友和更大的玩家群進行比較。

Our next journey into madness probably won』t be fully completed for a bit, with early access for Darkest Dungeon 2 slated to arrive this year. After Darkest Dungeon』s PC launch, it eventually made its way to console, which we』re hoping happens here as well, but nothing has been confirmed. Here』s hoping it reaches as many gamers as possible because this is one time that we can』t wait for the impending end of the world.
我們的下一次瘋狂之旅可能暫時不會完全完成,《暗黑地牢 2》將於今年推出搶先體驗。在 Darkest Dungeon 的 PC 推出之後,它最終進入了控制台,我們希望這也發生在這裡,但沒有得到證實。希望它能夠吸引儘可能多的遊戲玩家,因為這是我們迫不及待地等待即將到來的世界末日的時刻。


新角色 The Runaway 逃亡者
>DD2 將會有新的持續傷害狀態 – 燒傷

>新角逃亡者將會是擁有燒傷技能的英雄

>The Runaway應該是女性,創造時有說到要有「蝙蝠女郎」的感覺,因此他會有斗篷__請看那一段)

>他們原本是想創造一個拿雙槍壞蛋,但為了配合新的世界觀,想要有一個偷偷摸摸的角色。因此認為商人很適合,但是商人並不善於戰鬥,所以創造了逃亡者。在DD1的時候,他是在拾荒般存在。

>如果DD2獲得像DD1的玩家支持,逃亡者之後還會有更多新角色加入(DLC)

>逃亡者的11種技能
Searing Strike
A simple attack that also lights enemies on fire
灼熱打擊
一個簡單的攻擊也會點燃敵人

Ransack
Want to get the enemy close? Hook them closer to the hot zone with this skill
洗劫
想要接近敵人嗎? 使用此技能將它們鉤得更靠近熱區

Firefly
A thrown incendiary attack that adds fire
螢火蟲
投擲燃燒彈攻擊,增加火力

Dragonfly
Escape to safety (backline) and incinerate nearby foes
蜻蜓
逃到安全地帶(後排)並焚燒附近的敵人

Smokescreen
Blind enemies and leave them vulnerable
煙幕
盲目的敵人,讓他們脆弱

Cauterize
Heal someone』s wounds with heat
用熱治癒某人的傷口

Run and Hide
Retreat and heal your own wounds
運行和隱藏
撤退並治癒自己的傷口

Controlled Burn
Set a fire in an enemy position that will continually burn anyone in it
受控燃燒
在敵人的位置放火,它會不斷燒毀其中的任何人

Backdraft
Use damage-over-time fire stacks  to deliver a powerful blast to the target behind them
倒吸
使用持續傷害的火力疊加向身後的目標發射強大的衝擊波

Firestarter
Not enough fire going on in your team? Use this to add fire to one of your ally』s attacks
點火器
您的團隊中沒有足夠的火力? 用它來為你的盟友之一的攻擊增加火力

Hearthlight
Discover hidden foes and restore sight to your own debuffed crew
爐燈
發現隱藏的敵人並恢復你自己被減益的船員的視線


>逃亡者的圖片






Darkest Dungeon 2 will hit early access with one new character, the Runaway. Like other characters in our merry band of misfits, the Runaway comes from a checkered past. While we don』t know the specifics of her sins yet, the Runaway』s kit embraces fire, so we can almost certainly assume she did something awful with the element of embers. Fire is a new damage-over-time component in Darkest Dungeon 2, joining its friends bleed and blight (poison).
Darkest Dungeon 2 將通過一個新角色 Runaway 搶先體驗。就像我們快樂的不合群中的其他角色一樣,逃亡者來自一段曲折的過去。雖然我們還不知道她的罪行的具體細節,但 Runaway 的套件擁抱了火,所以我們幾乎可以肯定她用餘燼元素做了一些可怕的事情。 Fire 是 Darkest Dungeon 2 中一個新的持續傷害組件,加入了它的朋友流血和枯萎(毒藥)。
Eventually, the new character』s look was just right. 「Visually I thought it』d be neat to have this sort of younger woman with a giant backpack and hunched over; we pulled a little bit from Newt from Aliens, obviously more grown-up,」 says Red Hook co-founder and creative director Chris Bourassa. 「One of my directions to our animator was to channel a sort of a 『bat girl』 kind of vibe. So, she』s got this cape, and some of the animations are really fluid where it flares out behind her, and she can retreat to stealth and hide.」
最終,新角色的外觀恰到好處。 「從視覺上看,我認為讓這種背著巨大背包並彎腰駝背的年輕女性很不錯;我們從外星人那裡吸取了一點紐特,顯然更成熟,「紅鉤聯合創始人兼創意總監克里斯·布拉薩說。 「我對動畫師的指導之一是營造一種『蝙蝠女郎』的氛圍。所以,她有這件斗篷,而且有些動畫在她身後爆發時非常流暢,她可以隱身躲起來。

It took time for the team to iterate on their ideas for the Runaway, but they liked how well she fit into the fiction.  「We just felt creatively she fit the world. She was kind of an extension of the game fiction as a whole, and what better character to debut as a new class than someone who』s intrinsically connected to the meta-narrative of the game itself? We could have done a wandering badass with two handguns or something, but it felt a little rote. So mechanically, we added a new DoT [damage-over-time]; we have fire and burn damage in Darkest Dungeon, too. And we needed an evangelist for that mechanic the same way the plague doctor kind of works for poison or blight.」
團隊花了一些時間來迭代他們對 Runaway 的想法,但他們喜歡她融入小說的程度。 「我們只是創造性地覺得她適合這個世界。她是整個遊戲小說的延伸,作為一個新班級首次亮相的角色比與遊戲本身的元敘事有著內在聯繫的人更好嗎?我們本來可以用兩把手槍之類的東西做一個流浪的壞蛋,但感覺有點死記硬背。所以機械地,我們添加了一個新的 DoT [持續傷害];我們在 Darkest Dungeon 中也有火焰和燃燒傷害。我們需要一位機械師的福音傳道者,就像瘟疫醫生治療毒藥或枯萎病一樣。」
「We went through a couple of ideas. I think it』s easy, it』s safe to add a badass, give it a cool weapon and a cool faceplate or something, and you』re off to the races,」 Bourassa says. 「But we kind of asked ourselves, 『What type of character would inhabit this world that』s crumbling down and falling apart?』 And it made sense that some kind of a furtive, scurrying, outwardly disadvantaged … a little bit like an agile Antiquarian in a sense, but highly proficient in combat. Thematically, it felt like someone who』s picking through the rubble of the old world.」
「我們經歷了一些想法。我認為這很容易,添加一個壞蛋是安全的,給它一個很酷的武器和一個很酷的皮膚或其他東西,然後你就可以參加比賽了,」Bourassa 說。 「但我們問自己,’什麼樣的角色會居住在這個正在崩潰和分崩離析的世界裡?’ 並且某種偷偷摸摸,匆匆忙忙,表面上處於不利地位……有點像敏捷的古董商是有道理的從某種意義上說,但非常擅長戰鬥。從主題上講,感覺就像是在舊世界的廢墟中撿拾東西。」
The Runaway is a survivor, a scavenger, and a scrapper. Exemplified by those aspects, she fits easily into lineups in multiple positions. However, she may be best at getting into the action hot and heavy and then using stealth to head back into the lineup to a safer area, perhaps moving a friend closer to the fray. The Runaway excels at disrupting foes, applying flames, and adjusting the flow and positioning of battle. Check out the entire Runaway skill lineup (right), and you can start planning on how to place her into your favorite Darkest Dungeon teams.
逃亡者是倖存者、清道夫和報廢者。以這些方面為例,她很容易適應多個位置的陣容。然而,她可能最擅長進入激烈而沉重的動作,然後使用隱形回到陣容到更安全的區域,也許可以讓朋友更接近戰鬥。逃亡者擅長擾亂敵人、施加火焰以及調整戰鬥的流程和位置。查看整個 Runaway 技能陣容(右),您可以開始計劃如何將她放入您最喜歡的 Darkest Dungeon 隊伍中。
The Runaway likely won』t be the only new face in Darkest Dungeon 2, either. 「We』re bringing one new character for early access launch, but it』s not like we have decided only to make one new one, period,」 says Red Hook co-founder and design director Tyler Sigman. 「Hopefully, if the game finds an audience as Darkest Dungeon did, then you know, DLC, etc.」
逃亡者可能也不會是《暗黑地牢 2》中唯一的新面孔。 Red Hook 聯合創始人兼設計總監 Tyler Sigman 表示:「我們為搶先體驗版推出了一個新角色,但並不是我們決定只製作一個新角色,期間。」 「希望,如果遊戲能像《暗黑地牢》那樣找到觀眾,那麼你知道,DLC 等。」
新種類敵人 The Plague Eaters 瘟疫吞噬者
>強大的瘟疫抗性,使用流血和燃燒會更好
>同伴變成屍體後會被吃掉(吃掉同伴之後應該會+BUFF補滿HP?這根本是戰場兄弟裡面的「食屍鬼(Nachzehrer)」)
Every biome in Darkest Dungeon 2 is associated with a faction. In the once-pastoral farmlands, the Plague Eaters hold dominion over all, consuming everything with their endless mouths. Tiny baronies and humble farms give in to their base instincts, with this faction dealing with the world’s impending doom with unchecked gluttony.
Darkest Dungeon 2 中的每個生物群落都與一個派系有關。在曾經的田園農田裡,瘟疫吞噬者統領著一切,用它們無盡的嘴巴吞噬一切。微小的男爵和簡陋的農場屈服於他們的本能,這個派系以不受控制的暴食來應對世界即將到來的厄運。

「That』s really the top line for all the factions. So, I think as the world falls apart, I think more people would give in to their base instincts than not. And so every faction really represents a group of people who give in to the worst parts of themselves,」 says Red Hook co-founder and creative director Chris Bourassa. 「And so what you』re doing is, as the world』s crumbling and you』re making your way across to try to prevent it from vanishing or completely coming undone, you』re facing these people who have sort of just willingly abdicated their humanity almost in favor of this kind of base desires.」
「這真的是所有派系的頂線。所以,我認為隨著世界分崩離析,我認為更多的人會屈服於他們的基本本能。因此,每個派系都代表著一群屈服於自己最糟糕部分的人,」Red Hook 聯合創始人兼創意總監 Chris Bourassa 說。 「所以你正在做的是,隨著世界的崩潰,你正在努力阻止它消失或完全毀滅,你面對的這些人幾乎自願放棄了他們的人性贊成這種卑鄙的慾望。」

Their endless eating facilitates their ever-growing bulk and gives them access to powerful regenerative abilities. The many faces of the Plague Eaters are resistant to blight, so bleed and burn are the preferred methods of damage when taking the caravan through the farmlands.
它們無休止的進食促進了它們不斷增長的體積,並使它們能夠獲得強大的再生能力。瘟疫吞噬者的許多面孔都可以抵抗枯萎病,因此在帶領商隊穿越農田時,流血和燃燒是首選的傷害方法。

The Plague Eaters are more than happy to eat each other as they fall in combat, so managing the corpses and denying them of their sustenance can make your encounters much more manageable. If you let them feed unchecked, expect grueling, lengthy encounters that wear your team down to the ground. Let』s meet some of the cast of gruesome foes that you』ll meet down on the farm.
瘟疫吞噬者在戰鬥中倒下時非常樂意互相吃掉,因此管理屍體並拒絕它們的食物可以使您的遭遇更加易於管理。如果您任由他們隨意餵食,那麼您的團隊將面臨艱苦而漫長的遭遇。讓我們認識一些您將在農場遇到的可怕敵人。

The Lord

Once proud leaders of man and beast, now just beast. These heavy support units can become a big problem if you let them bolster their own lines or enfeeble your own. With tongue lashing and baneful breath, Lords can whittle your troops down to nothing. As with many farm inhabitants, it』s best to keep an eye on corpses during the fight and deny the Lord』s insatiable hunger whenever possible. If a Lord gets to eat, not only can he regenerate his hit points over time, making the fight last even longer, but he also unlocks an incredibly dangerous stun attack, the bilious cannon. Pro tip: Don』t get hit by the bilious cannon.
曾經引以為傲的人類和野獸的領袖,現在只是野獸。如果你讓他們加強自己的防線或削弱自己的防線,這些重型支持單位可能會成為一個大問題。用舌頭鞭打和有害的呼吸,領主可以將你的部隊削減到一無所有。與許多農場居民一樣,最好在戰鬥中留意屍體,並儘可能否認主的永不滿足的飢餓。如果領主開始進食,他不僅可以隨著時間的推移恢復生命值,使戰鬥持續更長時間,而且還可以解鎖極其危險的眩暈攻擊,膽汁炮。專業提示:不要被膽汁大砲擊中。


The Lady 這位女士

While the Lord isn』t afraid to get physical after dishing out some support skills, the Lady prefers to do her damage from the backline. The Lady excels at blighting at range with Be Our Guest, using Mother』s Embrace to mess with the player』s positioning, or attacking the front characters directly with Mulch. Like many farmland inhabitants, it』s best not to let the Lady feed. If she does, prepare for your sanity to take a massive hit as she unleashes a bilious wail. Are you seeing a theme here yet?
雖然領主在施展一些輔助技能後並不害怕獲得體力,但女士更喜歡從後排造成傷害。 Lady擅長使用Be Our Guest進行遠程破壞,使用Mother’s Embrace來干擾玩家的定位,或者直接使用Mulch攻擊前面的角色。像許多農田居民一樣,最好不要讓夫人餵食。如果她這樣做了,請準備好讓您的理智在她釋放膽汁的哀號時遭受重創。你在這裡看到一個主題了嗎?


Dinner Cart 餐車
Yep, it』s just a big cart of dinner. This thing will chuck rot at our heroes and make them more vulnerable to other attacks, taunt them, blind them, and otherwise be a massive pain to deal with. In addition to its unsavory standard annoyances, the dinner cart can create fresh corpses for everyone to feast on, making it quite dangerous. The dinner cart can consume corpses too, which allow it to unleash massive amounts of blight and stress damage to your backline. Like other targets that prefer to hide in the back and cause trouble, taking the dinner cart out with ranged attacks before it can deliver its foodstuffs is the best plan of action.
是的,這只是一大車晚餐。這東西會讓我們的英雄腐爛,讓他們更容易受到其他攻擊,嘲諷他們,使他們失明,否則將成為一個巨大的痛苦。除了令人討厭的標準煩惱外,餐車還可以製造出新鮮的屍體供所有人享用,這使其非常危險。餐車也可以吃掉屍體,這讓它對你的後排造成大量的枯萎和壓力傷害。與其他喜歡躲在後面製造麻煩的目標一樣,在餐車運送食物之前用遠程攻擊將餐車帶走是最好的行動計劃。


The Maid 女僕

The maid helps tend to the livestock. That』s right; the Plague Eaters sometimes like to take meals into combat with them. Goats. Cows. Whatever is available. The maid is a rather uninteresting unit when there』s no livestock on the battlefield, but when there is, she can buff livestock up, turning them into suitable meatshields. The strategy here is not to let her hide behind livestock or other fetid fiends, hook her to the front and take her out quickly.
女僕幫忙照料牲畜。這是正確的;瘟疫食者有時喜歡和他們一起吃飯。山羊。奶牛。什麼都可以。當戰場上沒有牲畜時,女僕是一個相當無趣的單位,但是當有牲畜時,她可以給牲畜加光,將它們變成合適的肉盾。這裡的策略是不要讓她躲在牲畜或其他惡臭的惡魔後面,將她鉤在前面並迅速將她帶走。

The Butcher 屠夫
Like the maid, the butcher excels in the presence of livestock. The butcher can tear into lines with bleed damage and execute a massive party-wide heal when livestock is around. As you can imagine, preventing this huge heal from going off is the top priority, so that means taking out the butcher or the livestock as fast as you can before working your way to other targets.
像女僕一樣,屠夫在牲畜面前表現出色。當牲畜在附近時,屠夫可以撕裂流血傷害並在全隊範圍內進行大規模治療。正如您想像的那樣,防止這種巨大的治療效果是重中之重,因此這意味著在前往其他目標之前儘快消滅屠夫或牲畜。
牲畜?

個人總結
看畢這兩次的情報後,DD2 跟我玩過的The Banner Saga系列好像很相似,尤其戰鬥和迴避戰鬥這部分,戰鬥後所取得的飾品也能夠讓戰鬥輕鬆更多。The Banner Saga 主線其實也很短,當中有很多分支,但是最終每一作我玩過一次之後就沒再撞了,然後它的劇情非常印象深刻。所以來到DD2,希望能夠做到有讓人不斷想重刷的樂趣。

新角色跟之前公布9個登場角色(下圖)比較,逃亡者的外觀應該不是被隱藏的第九人,但被冠新新角的話,那我猜第九個應該不是全新的角色,可能只是將舊角改了外觀,那麼說騎士可能還有機會存活?!另外戰鬥應該還可以治療,就逃亡者的技能有說到治療這個字,所以上面說只能在戰鬥以外治療可能是錯誤的。
這次仍然沒有測試日期,不意外,打從上一篇情報出來之後我就猜7月沒可能有測試,如今又來這一篇,所以我猜他們未來還是會留著一些情報會公開,比如說這一種類的敵人還沒公布(下圖),所以8月還是會繼續公布更多情報,最終測驗日應該會在Q3末9月展開。
本文來自網路,不代表3樓貓立場,轉載請註明出處:https://www.3loumao.org/14699.html?variant=zh-tw
返回頂部