进入Q3就快一个月,今天将会带来DD2在gameinformer上的新情报,一些心得,新敌人和新英雄,可以让你更快适应DD2的系统。有兴趣了解更多的玩家可以到上一个讨论看看Darkest Dungeon 2 制作人Chris Bourass 专访。
>>>>来源<<<<
整理一些重点,详细文章会放到下面
(整个访问会用GOOGLE翻一次,英文太栏并没有能力修饰和更正非常抱歉。)
>火炬要持续保持光明,如果火炬熄灭会死很快,要保持光明其中一个方法是持续战斗。(再没有黑暗流?)
>游戏鼓励玩家在战斗和休息中找到平衡然后前进
>在接点上的BOSS战可以撒退,但会损失应有的报酬(最终BOSS除外)
>完成一个区域后(应该是到达旅馆休息),可以选择两个区域前进,选择的时候应该可以知道该区域敌人的种类,再透过英雄的专精能力去考虑走哪一边。但是亦有可能在一些比较容易的区域出现非常强大的敌人,玩家因而被迫要选择另一个区域(__请看那一段)
>DD1 中的魔物Shambler 和 Collector会以某种形式再登场
Shambler
Collector
>英雄永久死亡仍然存在
>旅馆可以补充失去的英雄,有多少英雄补充就不知道了
>这个可能理解错误。只能在战斗以外进行回复(__请看那一段)
>没有困难度选择
>如果玩家想要更困难进行游戏,好像有一种「special modifiers」的东西让游戏变困难(__请看那一段)
>一些新的图
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.
虽然选择在医院治疗而不是选择参加致命的老板战斗似乎很明显,但这里还有其他一些弱点让你在为安全和理智而战时保持压力。与第一款游戏一样,火炬的概念仍然是必不可少的元素。与第一款游戏不同,光线对于继续旅程至关重要,如果它熄灭,您将很快死去。为了保持照明,您必须继续与敌人作战并减少他们在陆地上的人数。但腾出时间在其他检查站停留,在那里您可以与囤积者交易,在学术研究中发现有价值的古玩,或者只是帮助挤在马车周围的随机幸存者也很重要。
“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.”
“这里的黑暗是不可持续的,”Red Hook 联合创始人兼创意总监 Chris Bourassa 说。 “而且我的意思并不是以一种有趣的方式。从叙事和游戏玩法的角度来看,它是不可持续的。如果您将手电筒放在地面上,仅仅因为手电筒意味着什么,这一次,它不仅仅是对有多少光的字面测量。寓言地说,你背负着对未来的希望。所以如果它出去了,游戏就结束了。你得到最后一击。我们给你一个非常艰难的遭遇;邪教追上你并跳过你,如果你能反击他们,我们会给你更多的气体来尝试前进并希望以某种方式恢复它。但它并没有像以前那样扮演同样的角色。”
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试图在地图上寻找非战斗节点,你最终会被黑暗的重量压垮并被压垮。但是,尝试承担过多或一些危险的高回报 Boss 节点,您可能会发现您的冒险突然结束。找到平衡并知道何时走出舒适区进行一些高级冒险就是一切。
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.
重要的是要注意这里的大区域 Boss 是可选的(最终 Boss 除外)所以如果你发现自己在一个区域中完全被摧毁,可以选择退出传统的“区域 Boss”并继续前进到下一个区域。当然,这会让你错过相关的宝藏,所以下一个领域将更加艰难。
“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.”
“这真的是一个功率曲线问题,”联合创始人兼设计总监 Tyler Sigman 说。 “所以,在游戏设计方面,这是一个有趣的挑战。如果你避免每场战斗,你就可以避开boss,只是尽量保持安全,[但]你的力量不足以杀死[最终]boss。战斗时,您可以获得英雄升级点数,这些点数可用于升级技能。这真的很重要。基本上,如果您还没有升级任何技能,那么当您到达最终老板时,您就不会为此做好准备。所以本质上,我们试图让你对自己的力量曲线有一定的控制权,你想要多少挑战。”
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.
完成每个区域后,您可以在下一段旅程的两个不同区域之间进行选择。由于游戏是基于生物群落的,每个区域都有特殊的居民,您可以尽早制定游戏计划 – 但不要指望任何事情都容易。例如,这座城市的居民对火灾破坏的抵抗力很强,因此,如果您打算进入这座城市,那么将 Runaway 加入您的船员中可能是个坏主意。但是,每个区域都包含每次运行都不同的修饰符,因此您必须为任何事情做好准备。
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.
即使您打算前往农田,也可能第 10 次运行时的修改器在那里会有一些可怕的东西,因此您很想选择其他生物群落,即使它对您的团队构成来说并不是一个理想的选择。玩家可能记得在第一场比赛中出现的随机且极其危险的事件,例如 Shambler 和 Collector,以某种形式返回。
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.
永久死亡回来了。如果有人达到死亡状态,他们就永远消失了。由于您无法像在第一场比赛中那样轻松地返回小村庄来补充您的团队,因此您必须依靠在旅馆中挑选一个新角色。这个角色可能根本不适合你的团队,但有时你必须使用你可用的东西。这次取货也是一劳永逸的交易,所以这就是你所得到的。如果有人再次死去,你必须与你所拥有的一起奋斗。
“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.”
“没有紧张和害怕失去,你就不可能有参与和情感依恋。因此,如果我们溺爱您并确保您不会发生任何不好的事情,您就不会感到同样程度的兴奋,”Bourassa 解释道。 “就像当你的男人因为你不担心而幸免于难时。你知道,如果他死了,他就会死。我们一直在努力解决这个问题或走这条线,在那里你的投资可能会被带走,因为那真的是你玩扑克的唯一方式,对吧?你必须害怕失去你的钱。这就是人们比赛的原因,因为当你获胜时会很兴奋,而当你处于困境时会很可怕。为了重现这种体验,我们必须确保玩家知道我们愿意接受他们的筹码。”
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.
为了进一步与您的党员交互,Red Hook 还承诺更深入地了解您在每次运行中所带的角色,并通过叙事元素深入了解他们一路上的背景故事和关系。
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.
变化不止于此。另一个显著变化的方面是愈合。玩家不能再让一个敌人活着并完全治愈 – 这在原始标题中很可能被滥用。取而代之的是,玩家必须在战斗之外进行治疗,这也有助于在原始版本中可能不是最佳的团队组合。不想带治疗师?没问题,实现梦想并实现四 DPS 堆栈。
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.
虽然抢先体验将允许 Red Hook Studios 进行调整,但目前的计划并不是像第一款游戏那样有不同的难度设置。相反,在典型的 roguelike 时尚中,如果玩家想要激发他们对逆境的胃口,那么称为突变器的特殊修饰符和改动可以让玩家加快挑战。其他类似 roguelike 的主要内容也很有可能会在甲板上实施,例如每日运行种子,您可以在其中将自己的表现与朋友和更大的玩家群进行比较。
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.
我们的下一次疯狂之旅可能暂时不会完全完成,《暗黑地牢 2》将于今年推出抢先体验。在 Darkest Dungeon 的 PC 推出之后,它最终进入了控制台,我们希望这也发生在这里,但没有得到证实。希望它能够吸引尽可能多的游戏玩家,因为这是我们迫不及待地等待即将到来的世界末日的时刻。
新角色 The Runaway 逃亡者
>DD2 将会有新的持续伤害状态 – 烧伤
>新角逃亡者将会是拥有烧伤技能的英雄
>The Runaway应该是女性,创造时有说到要有「蝙蝠女郎」的感觉,因此他会有斗篷(__请看那一段)
>他们原本是想创造一个拿双枪坏蛋,但为了配合新的世界观,想要有一个偷偷摸摸的角色。因此认为商人很适合,但是商人并不善于战斗,所以创造了逃亡者。在DD1的时候,他是在拾荒般存在。
>如果DD2获得像DD1的玩家支持,逃亡者之后还会有更多新角色加入(DLC)
>逃亡者的11种技能
Searing Strike
A simple attack that also lights enemies on fire
灼热打击
一个简单的攻击也会点燃敌人
Ransack
Want to get the enemy close? Hook them closer to the hot zone with this skill
洗劫
想要接近敌人吗? 使用此技能将它们钩得更靠近热区
Firefly
A thrown incendiary attack that adds fire
萤火虫
投掷燃烧弹攻击,增加火力
Dragonfly
Escape to safety (backline) and incinerate nearby foes
蜻蜓
逃到安全地带(后排)并焚烧附近的敌人
Smokescreen
Blind enemies and leave them vulnerable
烟幕
盲目的敌人,让他们脆弱
Cauterize
Heal someone’s wounds with heat
灸
用热治愈某人的伤口
Run and Hide
Retreat and heal your own wounds
运行和隐藏
撤退并治愈自己的伤口
Controlled Burn
Set a fire in an enemy position that will continually burn anyone in it
受控燃烧
在敌人的位置放火,它会不断烧毁其中的任何人
Backdraft
Use damage-over-time fire stacks to deliver a powerful blast to the target behind them
倒吸
使用持续伤害的火力叠加向身后的目标发射强大的冲击波
Firestarter
Not enough fire going on in your team? Use this to add fire to one of your ally’s attacks
点火器
您的团队中没有足够的火力? 用它来为你的盟友之一的攻击增加火力
Hearthlight
Discover hidden foes and restore sight to your own debuffed crew
炉灯
发现隐藏的敌人并恢复你自己被减益的船员的视线
>逃亡者的图片
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 将通过一个新角色 Runaway 抢先体验。就像我们快乐的不合群中的其他角色一样,逃亡者来自一段曲折的过去。虽然我们还不知道她的罪行的具体细节,但 Runaway 的套件拥抱了火,所以我们几乎可以肯定她用余烬元素做了一些可怕的事情。 Fire 是 Darkest Dungeon 2 中一个新的持续伤害组件,加入了它的朋友流血和枯萎(毒药)。
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.”
最终,新角色的外观恰到好处。 “从视觉上看,我认为让这种背着巨大背包并弯腰驼背的年轻女性很不错;我们从外星人那里吸取了一点纽特,显然更成熟,“红钩联合创始人兼创意总监克里斯·布拉萨说。 “我对动画师的指导之一是营造一种‘蝙蝠女郎’的氛围。所以,她有这件斗篷,而且有些动画在她身后爆发时非常流畅,她可以隐身躲起来。”
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.”
团队花了一些时间来迭代他们对 Runaway 的想法,但他们喜欢她融入小说的程度。 “我们只是创造性地觉得她适合这个世界。她是整个游戏小说的延伸,作为一个新班级首次亮相的角色比与游戏本身的元叙事有着内在联系的人更好吗?我们本来可以用两把手枪之类的东西做一个流浪的坏蛋,但感觉有点死记硬背。所以机械地,我们添加了一个新的 DoT [持续伤害];我们在 Darkest Dungeon 中也有火焰和燃烧伤害。我们需要一位机械师的福音传道者,就像瘟疫医生治疗毒药或枯萎病一样。”
“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.”
“我们经历了一些想法。我认为这很容易,添加一个坏蛋是安全的,给它一个很酷的武器和一个很酷的皮肤或其他东西,然后你就可以参加比赛了,”Bourassa 说。 “但我们问自己,’什么样的角色会居住在这个正在崩溃和分崩离析的世界里?’ 并且某种偷偷摸摸,匆匆忙忙,表面上处于不利地位……有点像敏捷的古董商是有道理的从某种意义上说,但非常擅长战斗。从主题上讲,感觉就像是在旧世界的废墟中捡拾东西。”
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.
逃亡者是幸存者、清道夫和报废者。以这些方面为例,她很容易适应多个位置的阵容。然而,她可能最擅长进入激烈而沉重的动作,然后使用隐形回到阵容到更安全的区域,也许可以让朋友更接近战斗。逃亡者擅长扰乱敌人、施加火焰以及调整战斗的流程和位置。查看整个 Runaway 技能阵容(右),您可以开始计划如何将她放入您最喜欢的 Darkest Dungeon 队伍中。
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.”
逃亡者可能也不会是《暗黑地牢 2》中唯一的新面孔。 Red Hook 联合创始人兼设计总监 Tyler Sigman 表示:“我们为抢先体验版推出了一个新角色,但并不是我们决定只制作一个新角色,期间。” “希望,如果游戏能像《暗黑地牢》那样找到观众,那么你知道,DLC 等。”
新种类敌人 The Plague Eaters 瘟疫吞噬者
>强大的瘟疫抗性,使用流血和燃烧会更好
>同伴变成尸体后会被吃掉(吃掉同伴之后应该会+BUFF补满HP?这根本是战场兄弟里面的「食尸鬼(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 中的每个生物群落都与一个派系有关。在曾经的田园农田里,瘟疫吞噬者统领着一切,用它们无尽的嘴巴吞噬一切。微小的男爵和简陋的农场屈服于他们的本能,这个派系以不受控制的暴食来应对世界即将到来的厄运。
“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.”
“这真的是所有派系的顶线。所以,我认为随着世界分崩离析,我认为更多的人会屈服于他们的基本本能。因此,每个派系都代表着一群屈服于自己最糟糕部分的人,”Red Hook 联合创始人兼创意总监 Chris Bourassa 说。 “所以你正在做的是,随着世界的崩溃,你正在努力阻止它消失或完全毁灭,你面对的这些人几乎自愿放弃了他们的人性赞成这种卑鄙的欲望。”
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.
它们无休止的进食促进了它们不断增长的体积,并使它们能够获得强大的再生能力。瘟疫吞噬者的许多面孔都可以抵抗枯萎病,因此在带领商队穿越农田时,流血和燃烧是首选的伤害方法。
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.
瘟疫吞噬者在战斗中倒下时非常乐意互相吃掉,因此管理尸体并拒绝它们的食物可以使您的遭遇更加易于管理。如果您任由他们随意喂食,那么您的团队将面临艰苦而漫长的遭遇。让我们认识一些您将在农场遇到的可怕敌人。
The Lord 主
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.
曾经引以为傲的人类和野兽的领袖,现在只是野兽。如果你让他们加强自己的防线或削弱自己的防线,这些重型支持单位可能会成为一个大问题。用舌头鞭打和有害的呼吸,领主可以将你的部队削减到一无所有。与许多农场居民一样,最好在战斗中留意尸体,并尽可能否认主的永不满足的饥饿。如果领主开始进食,他不仅可以随着时间的推移恢复生命值,使战斗持续更长时间,而且还可以解锁极其危险的眩晕攻击,胆汁炮。专业提示:不要被胆汁大砲击中。
The Lady 这位女士
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?
虽然领主在施展一些辅助技能后并不害怕获得体力,但女士更喜欢从后排造成伤害。 Lady擅长使用Be Our Guest进行远程破坏,使用Mother’s Embrace来干扰玩家的定位,或者直接使用Mulch攻击前面的角色。像许多农田居民一样,最好不要让夫人喂食。如果她这样做了,请准备好让您的理智在她释放胆汁的哀号时遭受重创。你在这里看到一个主题了吗?
Dinner Cart 餐车
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,这只是一大车晚餐。这东西会让我们的英雄腐烂,让他们更容易受到其他攻击,嘲讽他们,使他们失明,否则将成为一个巨大的痛苦。除了令人讨厌的标准烦恼外,餐车还可以制造出新鲜的尸体供所有人享用,这使其非常危险。餐车也可以吃掉尸体,这让它对你的后排造成大量的枯萎和压力伤害。与其他喜欢躲在后面制造麻烦的目标一样,在餐车运送食物之前用远程攻击将餐车带走是最好的行动计划。
The Maid 女仆
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.
女仆帮忙照料牲畜。这是正确的;瘟疫食者有时喜欢和他们一起吃饭。山羊。奶牛。什么都可以。当战场上没有牲畜时,女仆是一个相当无趣的单位,但是当有牲畜时,她可以给牲畜加光,将它们变成合适的肉盾。这里的策略是不要让她躲在牲畜或其他恶臭的恶魔后面,将她钩在前面并迅速将她带走。
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.
像女仆一样,屠夫在牲畜面前表现出色。当牲畜在附近时,屠夫可以撕裂流血伤害并在全队范围内进行大规模治疗。正如您想像的那样,防止这种巨大的治疗效果是重中之重,因此这意味着在前往其他目标之前尽快消灭屠夫或牲畜。
牲畜?
个人总结
看毕这两次的情报后,DD2 跟我玩过的The Banner Saga系列好像很相似,尤其战斗和回避战斗这部分,战斗后所取得的饰品也能够让战斗轻松更多。The Banner Saga 主线其实也很短,当中有很多分支,但是最终每一作我玩过一次之后就没再撞了,然后它的剧情非常印象深刻。所以来到DD2,希望能够做到有让人不断想重刷的乐趣。
新角色跟之前公布9个登场角色(下图)比较,逃亡者的外观应该不是被隐藏的第九人,但被冠新新角的话,那我猜第九个应该不是全新的角色,可能只是将旧角改了外观,那么说骑士可能还有机会存活?!另外战斗应该还可以治疗,就逃亡者的技能有说到治疗这个字,所以上面说只能在战斗以外治疗可能是错误的。
这次仍然没有测试日期,不意外,打从上一篇情报出来之后我就猜7月没可能有测试,如今又来这一篇,所以我猜他们未来还是会留着一些情报会公开,比如说这一种类的敌人还没公布(下图),所以8月还是会继续公布更多情报,最终测验日应该会在Q3末9月展开。