2007-6-15 10:55 Speed纳兰
标团的定义 -- 转自guru

里面的有些回复也非常说到点子上。


What is a "Balanced Build" and why should the devs promote balance...

As I read this week's State of the Game article and various unrelated flame threads on TGH, I realized many people -- including members of high ranked guilds -- did not know what a balanced build was. I thought it might be worth laying out for the community what exactly the term "balanced build" means as the term was historically used in GvG.
第一段可以忽略,主要就是讲很多顶级工会的人也不知道什么叫平衡团,所以作者要写这篇文章。

A Balanced Build is a Build that can Change Tactics
平衡团是可以更换战术的团

When people talk about a "balanced build" in GvG, it has nothing to do with skill balance or even with party composition. Perhaps the best way to think of balanced builds is to substitute in the word flexible for balance. Balance refers to the flexibility to switch tactics in a match. Traditionally, the "balance" refers to the balance between 1) Spike vs. Pressure; 2) 8v8 vs. Split; and 3) Defensive play vs. Offensive play.
平衡团和技能平衡或者队伍的组成完全没有关系。可以用灵活这个词来理解平衡团。平衡的意思就是在一场比赛中灵活地改变战术。传统地认为,平衡是指在:1)秒杀团和压力团之间,2)8v8和分家之间,3)防守和进攻之间取得平衡。

Let me say that again -- simply because a team has two warriors, two monks, and four support does not make a team balanced. What makes a team balanced is the ability to adjust tactics.
我在这里再次强调 -- 不能够简单地因为一个队伍由2战士,2僧侣和4个辅助职业组成就把它定义为平衡团。调整战术的能力才是判断一个团是否平衡的标准。

Balance vs. Imbalance is a scale, a continum. On some level, every planned team build has a theme -- no team plans on doing everything equally well. Thus, there is no such thing as a perfectly balanced build. The point is not which theme a build is intended to use, but rather how well a build can adjust and to what extent a build allows tactical decisions to win games as opposed to simply relying on your prematch build and tactics. To get an idea of what I mean in terms of GvG, let's compare and contrast a shock axe warrior vs. a burst assassin.
平衡和不平衡是一种尺度、一种内涵。某种程度上来说,每个设计过的团队build都有一个侧重点 -- 没有任何一个团队会计划把每项内容都做得一样好。因此,也没有完美的平衡团。关键不在于build的侧重点是什么,而在于build调整战术的能力和这个build所允许使用的战术范围,相对于仅仅依赖战前的build和战术准备而取得胜利。要理解我所说的,让我们对比一下shock斧战士和burst刺客。(shock和burst分别是2个技能名称,中文叫什么不知道。)

Shock Axe Warrior (Balance) vs. Burst Ass (gimmick)
这一段主要将shock斧战士和burst刺客作对比,由于涉及太多技能专用名词,我只能简单的概括下:

Ashock axe warrior (b strike, ESVIC, exe, shock, rush, frenzy, heal sig, res sig) has been a staple of the metagame for more than a year in part because it is highly flexible and effective. Esvicerate + Executioner makes an excellent spike, but this build is also reasonably effective in pure DPS. Likewise, it is effective in both team fights and in limited split duty. Finally, bstrike and shock provide disruption or utility that can be used to shut down the other team's defense, shut down their offense, or simply increase DPS. So although a shock axe warrior might go into a GvG planning to pressure targets out, if that didn't work out he could switch gears and begin adrenaline spiking, splitting, or even linebacking for VoD. The key is flexibility of build which translates to opportunities to win by making smart tactical plays.
斧战士的2个技能Esvicerate + Executioner可以在瞬间造成大量伤害以达到某种程度上的秒杀,同时他也有良好的持续输出能力。在8v8和分家时,他都能起到一定的作用。Bstrike和shock可以中断技能,或者打乱对方的防御,或者只是单纯地输出伤害。所以尽管shock斧战士可能是打算在gvg中向对方施加压力的,但在这个方法不奏效的时候他也能改变战术来实行秒杀、分家甚至是在vod时充当后防线。重点在于build的灵活性,这种build可以通过聪明的战术将机会转变为胜利。

(补充:这是经典久远的,电击斧战:破腹*,处决,公牛,狂暴,突进,电击,治疗纹章,复活纹章。)


By contrast, consider a standard ass burster (expose, SP, burst, bls, twist, bss, bos, res sig). Because of the nature of the combo system, the ass must devote almost his entire bar to unloading one combo. His combo cannot vary and if one hit fails, the combo fails and is worthless. Although the ass makes a great spiker, he is ineffective as pressure. Many asses don't attack at all in between combos, and those that do simply build up energy while they wait to spike. Likewise, the ass has no way to fight effectively in a split (no self-heals, movement control, etc). Finally, an ass has no way to effectively lineback or shutdown any part of another team. In short, because of the inherent setup of the build, the ass has only one tactical option avaiable -- it spikes. If the spike doesn't work, the ass cannot effectively switch to splits, pressure, or anything else. It must spike or lose.
相反的情况,我们来看burst刺客。由于连击系统的特性,刺客不得不把整个能量条都用来释放一套连击。如果其中有一次攻击失败了,他的连击就会中断。尽管这种刺客可以制造成功的秒杀,但在压力团中并不起很大的作用。许多刺客在战斗中完全不攻击,而只是在等能量回复以进行下一次秒杀。这样的刺客在分家时是没有作用的(没有自保能力,没有干扰对方移动的能力,等等)。总而言之,由于build的固有设定,这样的刺客只有一种战术可以选择 – 秒杀。如果秒杀不起作用,这样的刺客不能够转为分家团,压力团或者其他。他必须秒杀,不然就失败。

(补充:这是经典的“蠢驴秒杀者”:影束缚*,游刃有余,疾掠,黑莲杀,旋杀尖牙,黑蛛杀,钢铁之刃,复活纹章。)


This is why a burst ass is commonly viewed as a one dimensional gimmick while a shock axe warrior is commonly viewed as a balanced build. This generalizes to GvG builds as well.
这就是为什么burst刺客通常被看作是投机取巧的,而shock斧战士通常被看作是平衡build。同样的道理也可以推广到GVG上。


以下由"p诗人q"翻译
Caster Spike vs. EuroSpike vs. Balanced Builds

施法者(布衣)秒杀团vs 欧洲秒杀团 vs 平衡团


Traditionally, the most imbalanced or gimmicky builds were caster spikes. A common example of this is oflame spike. These builds were imbalanced becuase they were the sum of their parts -- very few individual casters can effectively pressure and spike, much less split or adjust tactics otherwise. Caster spikes had one tactic and one trick only -- win or lose there was no tactical adjustment. However, this is not just limited to casters -- a team of 5 thumpers + 3 monks is equally imbalanced because the team can ONLY fight 8v8 as a pressure team.




传统上,最不平衡或者说最投机取巧的团队builds就是施法者秒杀团。举一个最平常的例子就是火元秒杀团。这个团队bd就不是平衡的因为它们8人是一个集合体,几乎没有一个施法者可以有效的施压和秒杀(指单独的火元),除此之外 也不能分家或者改变战术。施法者秒杀团只有一个战术,或者说只有一个把戏。胜负与战术的调整无关。然而,并不是说这种不平衡仅局限于施法者(n多火元),一个由5锤战和3僧侣的团队同样不平衡 因为这个队伍只能作为一个整体打压力团战术。


More toward the middle, we have eurospike. Eurospike is largely dominated by a spike (and adren spike is in no way less gimmicky or imbalanced than a pure caster spike), it has more flexibility than oflame. Its warriors could split somewhat, it could generate marginal pressure, it could attempt to play defesnively and win at VoD, and so on. However, eurospike is NOT a true balanced build because it is heavily slanted to one tactic (spiking) at the cost of other tactics (split, pressure, etc).



我们再来看欧洲秒杀团,欧洲秒杀团很大程度上由一个秒杀职业支配(战术)。(这个秒杀者与火元们比起投机取巧来一点也不逊色)但是却比火元秒杀团更具灵活性。该团可以采用战士分家战术可以尝试一直采取守势而在VOD阶段获胜,等等。但是,我要说欧洲秒杀团并不是真正的平衡团因为它过渡倾向于一个战术(秒杀)而这样做的代价是放弃了其他的战术(分家,施压,==)。



Another sign of a gimmick is how they react to getting rolled. If a spike team gets rolled 8v8, they usually /resign. They resign because they know they have no other option to win -- either the one trick pony pwnys the opponets or you lose. By contrast, in a more balanced build if plan A fails (say for example a flagstand spike) the team will adjust and try something else, such as splitting.



另外一个投机取巧的标志是他们如何提升他们天梯的位置,如果是一个秒杀团打GVG,他们经常打出“/resign”(主动退出比赛),他们退出因为他们知道他们没有别的方式去赢得比赛——他们的比赛只有两种情况:唯一的把戏得逞或者失败。与此形成对比,在一个比较平衡的团队里 如果计划A失败(举个例子:旗座call人)那么队伍会调整战术,试试其它的战术,比如分家。




So by definition, a balanced build is one that can vary tactics reasonably well. It is a build that can spike or pressure, split or 8v8, win at vod, play defensively if needed, and so on. In short, it is flexible. It has nothing to do with how many warriors you have. It has everything to do with what tactics you can run -- skill vs. build.


所以按照定义来说,平衡团是可以适当的改变战术的一种团队。这种团队既可以秒杀,也可以施压,分家或者8人正面冲突,也可以在vod赢得胜利,如果需要还可以打防守战,等等等等。简而言之,平衡团是灵活的。它与你队伍中有几个战士无关。唯一与之相关的仅仅是你将采取哪种战术————   技术vs build (意指平衡团vs 非平衡团)。

A balanced team can vary tactics based on the situation.
A gimmicky or imbalanced team relies on one powerful tactic to win.

A balanced team relies on each player knowing what tactic to use to win.
A gimmicky or imbalanced team usually only requires the team to execute (3,2,1 or hex spam, etc).

Each GvG as a balanced team is different as your tactics always vary.
Each GvG as a gimmicky or imbalanced team is very much the same as you always do the same things.



平衡团可以根据境遇不同改变战术。
投机取巧的团队依靠单一的强力战术制胜。

平衡团依靠每一名队员(内心深知该采取哪种战术)来取胜。
一个投机取巧的团队通常仅仅需要队伍来执行三二一倒数或者其他某种单一指令性动作。

对于平衡团,每一场GVG比赛都是不同的,因为战术一直在变。
而对于一个投机取巧的团队,每一场GVG都是一样的,因为你一直在做同样的事情。


Why are Warriors so common in Balanced Builds?
为什么在平衡团里战士那么常见?



This begs the question of why warriors are such a staple of balanced builds. The answer is simple -- warriors are by far the most flexible class in the game. Because of natural armor and heal signet, warriors are difficult to kill. This makes them naturally self sufficient without having to spend lots of resources and skill slots. This allows them to both split and fight 8v8 effectively. Warriors likewise can do solid DPS without needing lots of skill slots. Frenzy + 14 weapon mastery is enough to be an equalent DPS threat as almost any caster. However, Deep Wound gives warriors a very potent spike without compromising other areas. Finally, because of these other strengths warriors have the room to bring along utlity skills such as bull's strike, shock, and so on which can be used offensively or defensively. In short, a basic warrior can do just about anything reasonably well.



答案很简单————战士是激战中最为灵活的职业。因为本身的护甲以及治疗文章的优势,使得战士很难被杀死。这就是他们具有天然的自保而不用花费团队大量的治疗资源和技能槽。由于上述原因,使得战士可以在分家和8人对峙中都很有效率。同时战士可以提供物理输出而不用大量的技能槽(不用费太多蓝)。在任何施法者(布衣)面前 ,一个处于激动(狂暴 嘎嘎~)状态并且 武器专精+到14的战士都是一个十足的威胁。然而,高伤害给予了战士令人信服的spike能力。最后,由于战士有了上述优点,使得战士能够在技能槽上带上更多实用诸如公牛,电击等等可以用来进攻或者防守的技能。简而言之,一个基本的战士,几乎可以做任何事。

(补充:战士,也许是因为,高护甲、高伤害(无论秒杀还是给对方以持续压力)、高机动,而使其像僧侣一样,成为一个优势突出的职业。但优势明显的同时,缺点同样十分显著,必须近战(怕减速等)、怕打不到对方(对方格挡或自己中了盲目或模糊视线等)(无法持续得到怒气以弥补魔法不足)、魔法量与回复速度都很差(这样,战士只能成为战士,可变性小,无法像其他职业那样充分地利用副职)。)

Compare this with asses (no pressure, limited synergy in groups, less survivable) and dervs
(less spike ability, less survivable, less pressure...only a godmode push every two minutes). Even if the ass or derv may be better for a given build or tactic, overall they are far less flexible. All three are physicals, but only the warrior has the tools to adjust tactics.

比起刺客(不能施压,团队中有限的功用,以及偏差的生存能力)和神唤(较差的输出,偏差的生存能力,不能施压。。仅仅是2分钟一次无敌形态)即使刺客和神唤对于一个给定的bd或者战术 比战士占优,但是比起战士,他们的灵活性远远不够。这三种职业都是物理职业,但是只有战士能够有能力适应调整的战术。

(补充:神唤,攻击输出比战士强。而其持续的攻击输出,有可能会因为回蓝速度有限制,比战士差(未实际测试过)。)

This also carries over to casters and support -- toons that have the tools to effectively switch tactics are rare and those that can are staples of the metagame (water emos, burning rangers, dom mesmers). But fundamentally, its not about physical vs caster -- its just the fact that because of game design most physicals are more flexible than most casters. But this is not always true -- for example a dom mesmer is far more flexible than a burst assasin.



谈到施法者(布衣)和团队支持——那些能够适应战术变化并却能够成为团队稳定存在的职业少之又少(水元,火箭游侠,牵制幻术)。最重要的是,这不是物理职业和法系职业的对比——游戏的设计本来就是大部分物理职业比大多数法系指也更加灵活。但是这不总是正确的——比如一个牵制幻术远远比一个疾掠刺客要灵活得多。



Why should Balanced Builds be prefered over imbalanced Builds?
为什么更应该选用平衡团而不是非平衡团?





So now that it should be clear what a balanced build is (IE, a flexible build), why do so many people think balance builds take more skill, are more fun, and should be encouraged? The answer is simple -- builds that are flexible win or lose more based on in-game tactical decisions and less on build. Likewise, most people enjoy the fun of outthinking the opponent, rather than just winning because your build was better.


那么现在我们应该已经清楚了何谓平衡团(灵活团)。为什么这么多人认为平衡团更需要技术,带来更多乐趣,并且应该被鼓励?答案同样很简单——bds 是灵活的,团队的输赢更多的取决于战术的选择,而不是build的选择。同样地,大部分人享受思他人所未思的乐趣,而不是仅仅依靠更好的build来取胜。

But remember, balance is not an ideal that is better in of itself -- balance is better because it takes more individual tactical skill and decisionmaking. Flexiblity of build means nothing if your players aren't smart enough to know how to use the tools they have. This is why balance v balance almost always comes down to skill of the players involved, while imbalanced v. imbalanced plays so much like rock, paper, scissors.


但是请记住,平衡团的好处不在于平衡团本身,而在于它带来了更多的个人战术技术和决策技术。一个团队build的灵活性等于0如果团队的成员连怎么用自己的大脑都不知道。这就是为什么平衡团之间的对决 是团队个人技术之间的对决,而非平衡团之间的对决更像是石头剪刀布。


Furthermore, because balance requires you to do many things well, you have to draw upon a broader set of correct plays. A spike requires you to be good at only one thing -- spiking 8v8. By contrast, a balanced build requires you to be good at many things -- you need to be able to spike, pressure, split, AND know when to do each. An inflexible or imbalanced build wins if the gimmick goes through (either by build advantage, map advantage, player skill, etc). If the single tactical option doesn't work, the team loses. By contrast, a balanced build wins when the individual players and the team as a whole can adjust the tactics of the build to make quality plays to get the win. This means that balanced players should learn more each game (as they learn better ways to use the flexibile tools they have) as well as gaining more experience in each type of play -- spike, pressure, split, etc. An imbalanced team only learns to do the same tactic over and over.




此外,因为平衡团需要你能把很多事情都做得很到位,你需要从大量的实战录像中吸取经验。秒杀团仅需要你擅长一件事——对峙中的call人。而平衡团则需要你擅长很多琐事——你需要有能力秒杀,施压,分家,并且!! 什么时候该做上述这些事。一个非平衡团会因为诡计得逞而取得胜利(或者是因为build的优势,或者是地图优势,或者是队员技术等等),如果唯一的战术选择不能起作用,队伍就会失败。而平衡团却是凭借每一个单独的队员和队伍作为一个整体可以适应不同的战术来打出有质量的比赛而取得胜利。这就是说平衡团成员应该在每一次比赛中学得更多,并且在每一种类型的比赛中都不断汲取经验——秒杀,压力,分家,等等。 而一个非平衡团队成员只是不断的重复着一个战术,一遍又一遍。



For these reasons from a game design perspective, balance SHOULD be the most powerful and most prevalent strategy -- because it takes the most player skill and is the most fun. This is also why gimmicks should not be able to overwhelm an average balance build -- when a team lacks the ability to adjust reasonably well to everything, it is forced to specialize and play R/P/S. For a tactical competitive game, this ruins much of the depth of the game.

通过游戏设计的透视得出上述原因可以看出,平衡团确实是最具威力而且也最常见的战略——因为它需要最多的个人技术而且最有娱乐性。这也是为什么投机取巧的bd不应该能够战胜平衡团——当一个团队缺少调整战术的能力的时候,他就被迫使专一使用一种战术来玩石头剪刀布。对于一个即时战略对战游戏,这样做无疑大大毁了这个游戏的深度

2007-6-15 12:44 ytlds0927
好长,看不懂

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