Hello all,안녕In case you missed our previous discussion, feel free to check out the threadhere. In this thread I introduced myself and we had an in-depth discussion about health sustain in Heroes of the Storm.우리가저번에 했던 토론을 보시려면 이쪽 스레드를 확인해주세요. 그 스레드에서는 제소개와 유지력에대해 토론하였습니다.Thanks to all your feedback, it was clear many players wished to have a discussion about Support characters. So, lets dive right into this next discussion topic: Supports.피드백주신거 고맙고, 지원가에 대해 토론해봅시다We’ve heard feedback from the community that our Supports feel like heal-bots. Let’s briefly explore this:우리는 우리의 지원가가 힐노예처럼 느껴진다는 피드백을받았고, 그에대해 간단히 살펴봅시다• Healing is a big part of what makes Support characters feel powerful and fun to play in Heroes of the Storm. These are some of our favorite characters, and we are not looking to drastically change the way they play.힐을 주는행위는 지원가가 스스로 재미를느끼고 강하게 느끼는 중요한 요인임.
우리는 이부분에 극적인 변화를 줄생각없음
• Not all characters are going to fit your playstyle. It’s okay that Li Li is more straight forward to play, whereas Rehgar has an aggressive playstyle.
모든 캐릭이 니스타일에 맞지않을거야. 리리는 간단하고, 반면 레가르는 공격적이지.
• Additional depth and complexity can come in the form of talents. Uther’s base kit is quite simple. However, at a highly competitive level, ‘Piano-Uther’ is seen as the optimal way to play, adding another layer of depth.
캐릭터의 깊이와 복잡함은 특성으로 나타날수있지. 우서의 기본베이스는 꽤 쉽지만, 높은경쟁력의 경기에서는 깊이를 부여한 속칭 '8키우서'가 최적의 플레이로 여거지지.
• All of this being said, we agree that there is room for improvement. If most of your power comes from standing in the backline and not paying attention to enemy heroes, then this is an area we definitely want to improve. We think we can tackle this through some base kit changes, and future talent redesigns. We will also keep this in mind when designing future support heroes.
위에 말한걸 토대로, 우리는 개선할 여지가있다는것에 동의해. 만약 지원가의 플레이가 뒷라인에서 적영웅에게 신경을쓰지않는식으로 국한된다면, 이 점이 우리가 개선해야할곳이라고생각해. 베이스 스킬에 변화를주거나 특성 리뉴얼로 고칠수있을테고, 차후나올 지원가영웅에도 고려할거야.
We’ve also heard from the community that our Supports are not play-makers, so let’s discuss:
또, 지원가가 플레이메이커(영향력행사 불가능)가 아니라는 지적도들었어.
• We agree that Support players should have the ability to make big plays, and this is likely an area we can improve. However, lets define what this means:
우리도 지원가가 대박을 칠만한 능력이없다는것에 동의해, 이부분이 아마 우리가 개선할곳이겠지. 하지만 이점을 유의해
Supports are not Assassins. We do not plan to push Supports in a direction that allows them to quickly mop up an enemy team or secure a bunch of kills.Supports bring a ton of value in ‘supporting’ their allies. This often occurs through healing, but could be through a movespeed buff, a well-timed CC, vision, etc.Many Heroic abilities including a well-timed Ancestral Heal, a perfectly placed Force Wall, or a clutch Divine Shield can all change the outcome of a team fight.지원가는 암살자가아님. 우리는 지원가가 영웅하나를 순삭하고 많은 킬을 만들어내는
영웅으로 만들생각은없음
지원가는 아군에게 "지원"으로 많은 가치를 가져다줘. 힐을 포함해 이속버프, cc,시야등으로.
선치, 잘쳐진 역장, 칼천보는 한타결과를 바꿀수있어.
• We think we can address this feedback with some simple base kit changes. With Lt. Morales, we’re currently exploring changing the way her Displacement Grenade functions; Instead of automatically detonating on the first enemy hero, we’ve changed it so the player chooses when the detonation occurs along its path, exploding automatically at maximum range. Simple changes like this could allow a skilled Lt. Morales player to choose if knocking away the enemy or pushing them toward your team is the correct call.우리는 간단한 베이스 능력교체로 위 사항을 해결할수있다고 생각해. 모랄레스의 경우 류탄의 기능을 바꿀방법을 찾고있어. 지금 류탄은 먼저맞은 영웅한테 터지는데, 이를 날아가는 동안 터지는 타이밍을 자기가 정할수있다면 (물론 최고 사거리에서는 자동으로터지고), 숙련된 모랄레스는 적을 날려버리거나 아군사이로 넣을수있을거야.
Other thoughts:다른 생각들
• We want a flexible ‘meta’. We want the meta to vary over time and change based off the map. We like that the current meta allows for 1-2 Support characters per team - we feel this offers a lot of variety in team composition and play experience. We would occasionally like to see some 0 support team compositions, but very rarely.우리는 유연한 메타를 지향해. 자주변하고 맵에따라 메타가 변했으면 좋겠어. 지금의 메타는 팀 조합에 1명에서 2명의 지원가를 포함하는데 우리는 이게 조합과 경험의 다양성을 제공한다고생각해. 가끔 0지원가 조합도 보고싶은데 별로없네.
• It is not off the table for us to retune the total healing output of Support characters. For example, we could decrease healing by 30% and increase health pools by 30%. A change like this likely means that a healer is more about mitigating immediate loss in a team fight, and less capable of constantly topping off their team. While this is a perfectly viable direction for us to explore, I don’t think it addresses either of the core concerns we’ve been hearing regarding making big plays or being considered heal bots.
지원가 캐릭터들의 총 힐량을 재조정하는것도 불가능한게아냐. 우리는 힐량을 30%감소시키고, 모든영웅의 체력을 30%늘릴수도있지. 이런 조정은 한타패배에 대한 지원가의 책임을 경감시키는 동시에 힐러의 영향력을 줄여버리지. 이런 측면으로 진행할수도있겠지만, 우리가 논의하고자하는 힐노예, 캐리불가논란과는 거리가좀있지.
The floor is now open, please add any thoughts you have below. I’d be really curious to hear where you think we’re currently succeeding with Supports, and where we should be looking to improve and focus our efforts. As always, thanks for your time and help.
토론의 장은열렸어, 너희들의 의견을 제시해줘. 너희가 생각하는 우리가 지원가에 대해서 잘하고있는점과 개선해야고 집중해서 봐야할점을 말해줬으면좋겠어.
빨리해석하느라 의역많음. 하지만 뜻은 통할것.
원문링크 : http://us.battle.net/heroes/en/forum/topic/20745655517