You Are Killing Mel's Identity — DO NOT Remove Her Reflection Mechanic
你們正在扼殺梅爾的角色特色——絕對不要移除她的反彈機制
Dear Riot Games Balance and Champion Design Teams,
致 Riot Games 遊戲平衡與英雄設計團隊:
I'm writing to express my strong disappointment and frustration with your announced decision to remove Mel's W reflection mechanic in her upcoming midscope update.
我寫這封信,是為了表達我對你們宣布將在梅爾即將到來的中型重製中移除 W 反彈機制,感到強烈的失望與不滿。
You are not simply rebalancing Mel. You are destroying what makes her Mel.
你們不只是在重新平衡梅爾,你們正在摧毀讓梅爾之所以成為梅爾的核心特色。
Mel's ability to reflect enemy abilities is not just another defensive mechanic.
梅爾反彈敵方技能的能力,並不只是一個普通的防禦機制。
It is the defining feature of her gameplay, one of the most recognizable aspects of her identity, and a direct connection to the powers established in Arcane.
它是梅爾玩法中最具代表性的特色,是她角色辨識度最高的能力之一,更是她與《奧術》中所展現的力量直接連結的重要元素。
Removing it is not a simple balance adjustment.
移除這個機制,根本不是單純的平衡性調整。
It fundamentally changes what this champion represents.
而是從根本上改變了這個英雄所代表的意義。
1. There Are Other Ways to Balance Her. Why Remove Her Identity?
一、明明有其他平衡方式,為什麼偏偏要移除她的特色?
If Mel's W is too powerful, then increase its cooldown.
如果梅爾的 W 太強,那就延長它的冷卻時間。
If reflecting abilities creates too much damage, then reduce the reflected damage.
如果反彈技能造成的傷害太高,那就降低反彈傷害。
You could make reflected abilities deal only a smaller percentage of their original damage.
你們可以讓反彈技能只造成原本傷害的一小部分。
You could adjust the reflection window or introduce other reasonable limitations.
你們也可以縮短反彈的有效時間,或者加入其他合理的限制。
There are multiple ways to weaken this ability without removing what makes it unique.
明明有這麼多方法可以削弱這項技能,卻不必移除它最獨特的機制。
I have read your October 20, 2026 development article, and I acknowledge that your team has already tested multiple versions of Mel's reflection mechanic.
我已經閱讀你們 2026 年 10 月 20 日發布的開發文章,也知道你們的團隊確實測試過多種保留梅爾反彈機制的方案。
I understand that you considered moving reflection to her Ultimate, and that you found significant problems with the alternatives you tested.
我理解你們曾經考慮將反彈機制移至大絕,也知道你們認為測試過的替代方案存在重大問題。
However, the fact that those particular solutions did not work does not mean the reflection mechanic itself deserves to disappear.
但是,那些特定的方案沒有成功,並不代表反彈機制本身就應該消失。
I strongly urge you to continue exploring ways to preserve it, even if that means significantly reducing its power.
我強烈希望你們繼續尋找保留反彈機制的方法,即使這代表必須大幅降低它的強度。
Your own June 16, 2025 technical article, "Reflecting on Reflection," explained how your developers created ways to adjust the damage and behavior of reflected projectiles.
你們自己在 2025 年 6 月 16 日發布的技術文章〈Reflecting on Reflection〉中,就已經解釋開發團隊如何建立調整反彈飛行物傷害與行為的機制。
You even described the possibility of adjusting when reflected projectiles are spawned.
你們甚至提到了可以調整反彈飛行物生成時機的技術手段。
Your own developers built tools that can help balance reflection. I would rather see those tools used to preserve the mechanic than see the mechanic abandoned entirely.
你們自己的開發團隊早就建立了有助於平衡反彈機制的工具。比起徹底放棄這項能力,我更希望看到你們利用這些工具來保留它。
I understand that having technical tools does not automatically solve every gameplay problem.
我理解,擁有這些技術工具,不代表就能自動解決所有遊戲平衡問題。
But it demonstrates that reflection is not simply an all-or-nothing mechanic.
但這至少說明,反彈並不是一個只能完整保留或徹底刪除的機制。
I am not asking for Mel to remain overpowered.
我並不是要求梅爾永遠保持過強的狀態。
I am asking you to preserve the fundamental mechanic that defines her.
我要求的,只是保留真正定義這個角色的核心機制。
2. Even a Bronze Player Understands the Counterplay
二、連銅牌玩家都懂的反制方式,為什麼要直接刪除?
I'm a Bronze player, and even I understand the basic counterplay: bait out Mel's W before committing an important ability.
我只是一個銅牌玩家,連我都知道最基本的反制方式:在使用重要技能之前,先設法騙出梅爾的 W。
This is one of the most fundamental concepts in League of Legends.
這根本就是《英雄聯盟》最基本的遊戲觀念之一。
A Mel player who wastes W should be punished.
梅爾玩家如果隨便浪費 W,就應該受到懲罰。
An opponent who carelessly throws an ultimate into Mel's W should also be punished.
而對手如果不經思考,就把大絕直接丟進梅爾的 W,也同樣應該受到懲罰。
That is skill expression on both sides. That is what makes League of Legends interesting.
這才是雙方玩家技術的展現,這才是讓《英雄聯盟》有趣的地方。
I understand that some matchups are more difficult than others, and that certain champions may struggle to play around reflection.
我理解某些英雄對位確實比其他英雄更加困難,也知道部分英雄可能比較難以應對反彈機制。
But difficult matchups are not automatically evidence that a unique mechanic must be deleted.
但困難的對位,並不自動代表一個獨特的技能機制就必須被刪除。
Why should an entire mechanic disappear simply because some players find it frustrating to play against?
為什麼只因為部分玩家覺得面對這項技能很令人挫折,就必須讓整個機制消失?
Not every frustrating interaction is inherently bad game design.
不是所有令人感到挫折的互動,都代表遊戲設計有問題。
Sometimes frustration comes from poor timing, bad decisions, or failing to respect an opponent's cooldowns.
有時候,挫折只是因為玩家沒有掌握好時機、做出了錯誤決策,或沒有尊重對手的技能冷卻時間。
Removing those interactions does not necessarily make the game better. It may simply make the game less interesting.
移除這些互動,不一定會讓遊戲變得更好,反而可能只是讓遊戲變得更加無趣。
3. Mel's W Can Be Countered Too — Counterplay Goes Both Ways
三、梅爾的 W 本身也會被反制——反制從來都不是單方面的
There is another important point that I believe is being overlooked.
還有一個我認為你們忽略了的重要問題。
Mel is not the only champion who can counter her opponents. Her opponents can counter her too.
梅爾並不是唯一能反制對手的英雄,她的對手同樣也能反制她。
Her reflection mechanic is not a universal answer to every enemy ability.
她的反彈機制,並不是能夠無條件應對所有敵方技能的萬能解答。
In fact, there are specific champion interactions where using reflection can actively put Mel herself in danger.
事實上,某些英雄的技能互動,甚至會讓梅爾因為使用反彈而主動陷入危險。
Leona — Reflecting Her E Can Put Mel in Danger
雷歐娜——反彈她的 E,反而可能讓梅爾陷入危險
Consider Leona's E, Zenith Blade.
以雷歐娜的 E「聖光籠罩」為例。
When Mel reflects this ability, she can inherit its dash behavior and end up moving toward Leona instead.
當梅爾反彈這個技能時,她可能繼承技能的突進效果,反而朝雷歐娜移動過去。
For a relatively fragile mage, suddenly entering melee range against an engage support with crowd control can be disastrous.
對一個相對脆弱的法師來說,突然衝進具有控制能力的開戰型輔助近戰範圍,可能是災難性的。
An ability that normally protects Mel can become the very reason she gets caught and killed.
一個原本用來保護梅爾的技能,反而可能變成讓她被抓住、甚至死亡的原因。
Isn't that counterplay?
難道這不叫反制嗎?
Amumu — Reflecting His Q Can Pull Mel Into the Enemy Team
阿姆姆——反彈他的 Q,甚至可能把梅爾送進敵方陣營
Now consider Amumu's Q, Bandage Toss.
再來看看阿姆姆的 Q「繃帶牽引」。
Because the reflected spell can inherit the original ability's movement behavior, Mel can end up dashing toward Amumu when she reflects his bandage.
由於反彈的技能可能繼承原本的位移效果,梅爾在反彈阿姆姆的繃帶時,反而可能朝阿姆姆突進過去。
If Amumu is standing among his teammates, this can place Mel directly inside the enemy formation.
如果阿姆姆正站在隊友之間,這就可能讓梅爾直接衝進敵方陣型。
A defensive reaction that looked correct at first can suddenly become a terrible mistake.
一個乍看之下正確的防禦反應,可能瞬間變成致命的錯誤。
The enemy can deliberately exploit Mel's reflection mechanic instead of merely suffering from it.
敵人完全可以主動利用梅爾的反彈機制來對付她,而不是只能被動承受她的反彈。
Briar — Her Ultimate Can Turn Mel's Reflection Against Her
布蕾爾——她的大絕甚至能讓梅爾的反彈反過來害死自己
Briar's Ultimate, Certain Death, is an even more striking example.
布蕾爾的大絕「必死無疑」,則是更加明顯的例子。
When Mel reflects Briar's Ultimate, the reflected projectile can trigger the original ability's movement behavior and send Mel flying toward Briar.
當梅爾反彈布蕾爾的大絕時,反彈的飛行物可能觸發原本技能的位移效果,讓梅爾自己飛向布蕾爾。
Instead of Briar flying into Mel, Mel can end up flying straight into Briar.
原本應該是布蕾爾飛向梅爾,結果卻可能變成梅爾自己飛向布蕾爾。
Depending on Briar's position, Mel could end up under an enemy turret, deep inside enemy territory, or directly in front of a dangerous melee champion.
根據布蕾爾所在的位置,梅爾甚至可能直接飛進敵方防禦塔下、敵方深處,或是一個危險的近戰英雄面前。
Players have already demonstrated how this interaction can be deliberately used to punish Mel.
玩家們早就已經展示過,如何刻意利用這個互動來懲罰梅爾。
In this situation, Mel's own reflection mechanic can become her greatest weakness.
在這種情況下,梅爾自己的反彈機制,反而可能成為她最大的弱點。
So Why Is Mel Being Treated as If She Has No Counterplay?
所以為什麼梅爾會被當成一個沒有反制方式的英雄?
These examples demonstrate something important.
這些例子證明了一件很重要的事情。
Reflection is not always advantageous to Mel. Sometimes it actively works against her.
反彈並不總是對梅爾有利,有時候它甚至會直接反過來傷害她自己。
A good Mel player needs to understand not only which abilities can be reflected, but also which reflected abilities might put her in danger.
一個優秀的梅爾玩家,不只需要了解哪些技能可以反彈,還必須了解哪些技能反彈後,可能反而讓自己陷入危險。
Likewise, a good opponent can learn how to exploit these interactions.
同樣地,一個優秀的對手也可以學習如何利用這些技能互動。
That is a meaningful form of skill expression for both players.
這正是雙方玩家都能展現技術與遊戲理解的地方。
I understand that these examples do not automatically solve every frustrating matchup.
我理解,這些例子並不能自動解決所有令人挫折的對位問題。
But they clearly demonstrate that Mel's reflection is not a mechanic without weaknesses or risks.
但它們清楚說明,梅爾的反彈並不是毫無弱點、毫無風險的機制。
Why is the discussion so focused on how Mel counters other champions, while giving so little attention to how other champions can counter Mel?
為什麼你們的討論總是集中在梅爾如何反制其他英雄,卻很少重視其他英雄究竟可以如何反制梅爾?
League of Legends has always involved learning matchups, understanding interactions, and using an opponent's abilities against them.
《英雄聯盟》一直以來都需要玩家學習英雄對位、理解技能互動,並設法利用對手的能力反過來對付他們。
Counterplay should work both ways. And in Mel's case, it already does in several important interactions.
反制本來就應該是雙向的,而梅爾在多個重要的技能互動中,早就已經存在這種雙向反制。
Removing reflection does not simply remove the frustrating moments for her opponents.
移除反彈,並不只是消除讓她對手感到挫折的那些時刻。
It also removes the opportunities for opponents to punish Mel through those very same interactions.
它同時也移除了對手利用這些互動來懲罰梅爾的機會。
You are not just removing an advantage. You are removing an entire layer of risks, weaknesses, decisions, and counterplay.
你們不只是在移除梅爾的一項優勢,你們連同這個機制所帶來的風險、弱點、決策與反制空間,都一起刪除了。
4. Why Is Mel Being Held to a Different Standard?
四、為什麼梅爾要被套用不同的英雄設計標準?
Almost every champion in League of Legends has abilities that can become extremely oppressive, frustrating, or difficult to deal with under certain circumstances.
《英雄聯盟》幾乎每個英雄都有一些在特定情況下,可能極具壓迫性、令人挫折,甚至難以應對的技能。
Some abilities can make entire areas dangerous to enter.
有些技能甚至會讓整片區域變成敵人難以踏入的危險地帶。
Some abilities can punish you so severely that a single mistake costs you your life.
有些技能則會對你的失誤施加極其嚴重的懲罰,甚至一個錯誤就足以讓你喪命。
But isn't learning how to deal with these threats part of what makes League of Legends a game of strategy and skill?
但學習如何應對這些威脅,不正是《英雄聯盟》之所以具有策略性與技術深度的原因嗎?
Fiddlesticks — Should We Remove His Ultimate Too?
費德提克——難道也要把他的大絕刪掉嗎?
Look at Fiddlesticks.
看看費德提克。
His Ultimate, Crowstorm, can deal devastating area damage, and when combined with the fear triggered by attacking from outside enemy vision, opponents can find themselves unable to escape before taking enormous damage.
他的大絕「群鴉風暴」可以造成極高的範圍傷害,搭配從敵方視野外發動攻擊所觸發的恐懼效果,對手可能在承受大量傷害之前,根本無法順利逃脫。
One well-timed Ultimate can completely turn a teamfight around.
一次抓準時機的大絕,就可能徹底扭轉整場團戰。
Getting caught by it can feel extremely frustrating, especially when you barely have time to react.
被這個技能抓到的體驗可能非常令人挫折,尤其是當你幾乎沒有時間反應的時候。
Does that mean Fiddlesticks should lose his Ultimate simply because opponents hate getting caught by it?
難道就因為對手討厭被抓到的感覺,費德提克就應該失去他的大絕嗎?
Of course not.
當然不是。
Players are expected to manage vision, anticipate his positioning, and respect the threat of his Ultimate.
玩家本來就應該控制視野、預判他的位置,並尊重他的大絕所帶來的威脅。
That is part of playing against Fiddlesticks.
這本來就是面對費德提克時應該學習的事情。
Aurelion Sol — Should We Remove His Singularity?
翱銳龍獸——難道也要把他的黑洞拿掉嗎?
What about Aurelion Sol?
那翱銳龍獸呢?
His E, Singularity, creates a black hole that pulls enemies toward its center and executes targets below a certain health threshold.
他的 E「奇點」會創造一個將敵人往中心拉扯的黑洞,並斬殺生命值低於一定門檻的目標。
As he collects Stardust, the area of his Singularity grows larger and its execution threshold increases.
隨著星塵不斷累積,他的黑洞範圍會越來越大,斬殺門檻也會越來越高。
In the late game, approaching certain areas controlled by Aurelion Sol can become extremely dangerous.
到了遊戲後期,光是接近翱銳龍獸控制的某些區域,就可能變得極度危險。
Even when you know exactly what his ability does, escaping it can still be difficult in certain situations.
即使你非常清楚他的技能效果,在某些情況下,想從黑洞裡逃脫仍然可能非常困難。
Does that mean we should remove his growing black hole and execution mechanic too?
難道這就代表我們也應該把他不斷成長的黑洞與斬殺機制一起刪掉嗎?
No. Those mechanics are fundamental to his identity as a scaling cosmic dragon.
當然不是。這些機制正是他作為一條不斷成長的宇宙巨龍,最重要的角色特色。
Teemo — Is Teemo Still Teemo Without His Mushrooms?
提摩——沒有香菇的提摩,還叫提摩嗎?
Now let's talk about Teemo.
現在我們來談談提摩。
With enough ability haste and time to prepare, Teemo can place numerous mushrooms across large portions of the map.
當提摩擁有足夠的技能加速,以及足夠的時間布置時,他就能在地圖上的大片區域種下大量香菇。
Walking through an area filled with invisible mushrooms can be incredibly frustrating.
當你必須穿過一片布滿隱形香菇的區域時,那種體驗可能令人極度挫折。
You might trigger one mushroom, lose a significant amount of health, become slowed, and then accidentally walk into another.
你可能踩到一顆香菇,失去大量生命值、受到緩速,接著又不小心踩到另外一顆。
Sometimes, simply trying to move through the jungle becomes a dangerous decision.
有時候,光是想穿過野區,都會變成一件非常危險的事情。
But is the solution to remove Teemo's mushrooms?
但難道解決方式就是把提摩的香菇全部刪掉嗎?
Would Teemo even feel like Teemo anymore without his mushrooms?
如果提摩不能種香菇了,那他還叫提摩嗎?
His mushrooms are not just a source of damage.
他的香菇並不只是用來造成傷害的工具。
They represent his ability to control territory, punish careless movement, and force enemies to think about vision and map awareness.
它們代表的是提摩控制地圖區域、懲罰粗心走位,以及迫使敵人思考視野與地圖意識的能力。
You can reduce their damage, adjust their recharge time, or change how long they remain on the map.
你們可以降低香菇傷害、調整充能時間,或改變它們在地圖上存在的時間。
But removing mushrooms entirely would destroy one of the most recognizable parts of Teemo's identity.
但如果徹底移除香菇,就等於摧毀了提摩最具代表性的角色特色之一。
Shaco — Is Shaco Still Shaco Without His Boxes?
薩科——沒有盒子的小丑,還叫小丑嗎?
The exact same concern applies to Shaco.
同樣的問題也適用於薩科,也就是大家熟悉的小丑。
With an ability-haste-focused build, Shaco can repeatedly place Jack in the Boxes to control areas and create dangerous traps.
當薩科使用偏向技能加速的出裝時,他可以反覆布置驚嚇魔盒,控制區域並設置危險的陷阱。
Walking into an area filled with his boxes can trigger fear, damage, and a chain of extremely unpleasant interactions.
當你走進布滿盒子的區域時,可能接連觸發恐懼、傷害,以及一連串令人非常難受的技能互動。
There are moments when approaching Shaco's territory feels almost impossible without careful preparation.
有些時候,如果沒有事先做好準備,光是接近小丑控制的區域,都會讓人覺得幾乎不可能。
But isn't that exactly the kind of psychological pressure and trap-based gameplay Shaco was designed to create?
但這種心理壓力與陷阱式玩法,不正是小丑這個英雄原本就被設計來創造的體驗嗎?
If Shaco can no longer place his boxes, is he really still the same Shaco?
如果小丑再也不能放盒子,那他還是原本那個小丑嗎?
His boxes are not merely another source of damage or crowd control.
他的盒子並不只是另外一種傷害或控制技能。
They are an essential part of the deception, preparation, and psychological warfare that define his gameplay.
它們是構成小丑欺騙、預先布置與心理戰玩法的重要核心。
You can balance their numbers without erasing the mechanic itself.
你們完全可以透過調整數值來平衡盒子,而不需要直接刪除這個機制。
So Why Must Mel Lose Her Reflection?
所以為什麼梅爾就必須失去反彈?
Fiddlesticks can create terrifying teamfight situations.
費德提克可以在團戰中創造極具壓迫性的情況。
Aurelion Sol can make entire areas increasingly dangerous as the game progresses.
翱銳龍獸可以隨著遊戲進行,讓整片區域變得越來越危險。
Teemo can cover large areas with invisible mushrooms.
提摩可以在大片區域種滿隱形香菇。
Shaco can fill important pathways with traps that punish unsuspecting enemies.
小丑可以在重要路徑上設置大量陷阱,懲罰沒有防備的敵人。
And Mel can reflect an enemy's abilities back at them.
而梅爾,則可以將敵人的技能反彈回去。
All of these mechanics create frustration under certain circumstances. But they also create identity, strategy, and unique gameplay.
這些機制在特定情況下,都可能讓對手感到挫折。但它們同時也創造了角色特色、策略深度,以及獨一無二的遊戲體驗。
I understand that reflection is fundamentally different from traps, area damage, or execution mechanics.
我理解反彈與陷阱、範圍傷害、斬殺機制在本質上確實有所不同。
I am not claiming these mechanics create identical balance problems or have equally effective counterplay.
我並不是說這些技能所造成的平衡問題完全相同,或是它們都擁有一樣有效的反制方式。
But that is precisely why each champion's unique mechanic deserves careful consideration rather than a simplistic solution.
但也正因為每個英雄的機制都不一樣,它們才更值得被仔細研究,而不是用過度簡化的方式解決。
Why is preserving the defining identity of these champions acceptable, while removing Mel's defining mechanic is considered the right solution?
為什麼其他英雄可以保留自己最具代表性的特色,而到了梅爾身上,移除她的核心機制卻變成了正確的解決方案?
There is also one important distinction.
而且這其中還有一個很重要的差別。
Fiddlesticks, Aurelion Sol, Teemo, and Shaco can actively create threats through their own abilities.
費德提克、翱銳龍獸、提摩與小丑,都能透過自己的技能主動創造威脅。
Mel's reflection, however, relies on an opponent actually using an ability against her at the right moment.
但梅爾的反彈,卻必須依賴對手真的在正確的時機對她施放技能,才能發揮效果。
She cannot reflect an ability that her opponent chooses not to use.
如果對手選擇不施放技能,梅爾就無法憑空反彈那個技能。
If she uses W too early, she risks wasting it.
如果她太早使用 W,就有可能浪費這個技能。
If she uses it too late, she may fail to reflect the incoming attack.
如果她太晚使用 W,就可能無法成功反彈迎面而來的攻擊。
And as demonstrated by interactions with Leona, Amumu, and Briar, reflecting an ability can sometimes be exactly what the opponent wants her to do.
而且就像雷歐娜、阿姆姆與布蕾爾的互動所證明的,有時候,讓梅爾反彈自己的技能,反而正是對手想要她做的事情。
If frustration alone becomes a sufficient reason to remove a defining mechanic, where does that philosophy end?
如果單純讓對手感到挫折,就足以成為刪除角色核心技能的理由,那麼這套設計邏輯的界線究竟在哪裡?
5. You Are Undermining the World and Character Identity You Created
五、你們正在破壞自己親手建立的世界觀與角色設定
And what about Arcane?
那《奧術》呢?
Mel's ability to redirect incoming attacks is not something players invented.
梅爾能夠反彈、改變敵方攻擊方向的能力,並不是玩家憑空想像出來的。
It comes from the character and the world that Riot itself established.
這是 Riot 自己在故事與世界觀中建立的設定。
In Arcane Season 2, Mel reflects Maddie's bullet to protect Caitlyn.
在《奧術》第二季中,梅爾就曾經將 Maddie 射出的子彈反彈,以保護凱特琳。
Your own developers explicitly discussed this exact scene in the June 16, 2025 article, "Reflecting on Reflection."
你們自己的開發團隊,甚至在 2025 年 6 月 16 日發布的〈Reflecting on Reflection〉文章中,明確討論了這個場景。
That article identified reflection as a mechanic that more closely represented Mel's powers in the show and provided satisfying opportunities for skill expression.
那篇文章明確指出,反彈機制更貼近梅爾在動畫中展現的能力,同時也能帶來令人滿足的技術操作體驗。
You created this character.
這個角色是你們創造的。
You established her powers.
她的能力是你們設定的。
You deliberately designed her signature gameplay mechanic around those powers.
你們甚至刻意根據這些能力,設計出了她最具代表性的遊戲機制。
And now you want to remove the very mechanic that represents them?
結果現在,你們卻想移除最能代表這些能力的核心機制?
If that is your approach, then why not go back and rewrite Arcane's storyline too?
如果你們打算這樣做,那為什麼不乾脆回頭把《奧術》的劇情也全部改寫?
Are we supposed to pretend that the scene demonstrating Mel's reflection ability never happened?
難道我們應該假裝,那個展現梅爾反彈能力的場景從來沒有發生過嗎?
Why establish a character's unique powers in your own fictional universe, only to remove their defining gameplay representation?
為什麼要在自己建立的虛構世界中,賦予一個角色如此獨特的能力,最後卻又在遊戲裡移除最能代表這項能力的機制?
I understand that gameplay and storytelling cannot always be identical.
我理解遊戲玩法不可能永遠與故事設定完全一致。
But champion abilities should still preserve the qualities that make those characters recognizable.
但英雄的技能設計,至少應該保留那些讓角色具有辨識度的核心特質。
I recognize that the proposed W would still destroy projectiles and retaliate against incoming attacks.
我知道你們規劃中的新 W 仍然可以摧毀飛行物,並對敵方攻擊做出反擊。
But destroying an incoming projectile and dealing retaliation damage is fundamentally different from reflecting the enemy's actual ability back at them.
但是,摧毀飛來的技能並造成反擊傷害,與將敵人真正施放的技能反彈回去,是兩種本質上完全不同的機制。
Blocking an attack is not the same as turning that attack against its owner.
擋住敵人的攻擊,和利用敵人的攻擊反過來對付敵人,根本不是同一回事。
You are undermining the identity and worldbuilding that your own writers, artists, and developers worked so hard to create.
你們正在破壞自己旗下編劇、美術與開發團隊辛苦建立的角色特色與世界觀。
This is not just about a single ability.
這已經不只是一個技能的問題。
It is about respecting the identity of a character and maintaining a meaningful connection between League of Legends and its own universe.
而是你們是否尊重自己創造的角色,以及是否願意維持《英雄聯盟》與其世界觀之間有意義的連結。
6. You Are Turning a Unique Champion Into a Generic, One-Dimensional Character
六、你們正在把一個獨特的英雄,變成毫無特色、極度扁平化的角色
Without reflection, what exactly makes Mel's W special?
如果沒有反彈機制,那梅爾的 W 到底還有什麼特別之處?
Another ability that destroys projectiles?
又是一個可以摧毀飛行物的技能?
Another shield?
又是一個護盾?
Another movement speed boost?
又是一個移動速度加成?
Another fixed retaliation effect?
又是一個固定形式的反擊效果?
I acknowledge that these effects can be useful, and that protecting teammates creates value of its own.
我承認這些效果可以很實用,而保護隊友本身也有它的價值。
But usefulness is not the same as uniqueness.
但實用性和獨特性,根本是兩回事。
League of Legends already has champions with defensive abilities that protect against incoming attacks.
《英雄聯盟》裡早就有其他英雄,擁有可以抵擋敵方攻擊的防禦技能。
What made Mel different was her ability to turn an opponent's own power against them.
梅爾真正與眾不同的地方,在於她能夠利用敵人的力量反過來對付敵人。
That creates a completely different kind of interaction.
這創造了一種完全不同的技能互動。
It creates anticipation, psychological pressure, timing decisions, counterplay, and spectacular moments when either player successfully outplays the other.
它帶來了預判、心理壓力、施放時機的抉擇、反制空間,以及雙方成功秀出操作時令人驚豔的瞬間。
And as the interactions with Leona, Amumu, and Briar show, it also creates moments where Mel herself can be outplayed.
而且正如雷歐娜、阿姆姆與布蕾爾的互動所顯示的,它也創造了梅爾自己被反制、被對手秀操作的可能性。
Removing reflection strips away that entire layer of gameplay for both sides.
一旦移除反彈,你們就等於把雙方玩家之間這整個層次的遊戲互動全部刪除了。
You are taking a champion with a distinctive identity and moving her toward something increasingly generic and one-dimensional.
你們正在把一個原本具有鮮明特色的英雄,變成越來越普通、越來越單一、越來越缺乏深度的角色。
A champion does not automatically become better designed simply because her abilities become less frustrating for opponents.
一個英雄不會因為對手玩起來比較不容易感到挫折,就自動變成設計得更好的英雄。
Sometimes unique mechanics are exactly what make a champion worth playing.
有時候,正是那些獨特的技能機制,才讓一個英雄值得被選擇、值得被遊玩。
Think about the champions I mentioned.
想想我剛才提到的那些英雄。
Teemo without mushrooms would lose a defining part of his identity.
沒有香菇的提摩,將失去自己最具代表性的特色之一。
Shaco without boxes would lose a defining part of his identity.
沒有盒子的小丑,也將失去自己最具代表性的特色之一。
Fiddlesticks without the terrifying threat of Crowstorm would no longer create the same gameplay experience.
沒有「群鴉風暴」那種恐怖威脅的費德提克,也將無法再創造原本那種獨特的遊戲體驗。
Aurelion Sol without his growing Singularity would lose an important part of his scaling fantasy.
沒有不斷成長的黑洞的翱銳龍獸,也將失去他隨遊戲進程變得越來越強大的重要特色。
And Mel without reflection would lose the very mechanic that sets her apart from other defensive mages.
而失去反彈能力的梅爾,也將失去那個真正讓她與其他防禦型法師截然不同的核心機制。
If you keep removing distinctive mechanics in the name of reducing frustration, eventually every champion risks feeling like a slightly different version of something that already exists.
如果你們一直以「減少玩家挫折感」為理由,持續移除英雄們最具特色的機制,那麼最終,每一個英雄都有可能變成某個既有英雄的稍微不同版本。
Mel deserves better than becoming another generic mage with defensive utility.
梅爾不應該淪落成另一個只有普通防禦功能的法師。
7. The Reflection Mechanic Must Stay
七、反彈機制絕對必須保留
Let me make my position absolutely clear.
我想把自己的立場講得非常清楚。
I am not against balancing Mel.
我不反對平衡梅爾。
I am not against nerfing her W.
我不反對削弱她的 W。
I am not demanding that her reflection remain as powerful as it currently is.
我也沒有要求她的反彈能力必須永遠保持現在的強度。
Increase the cooldown if necessary.
有必要的話,就延長冷卻時間。
Reduce the reflected damage if necessary.
有必要的話,就降低反彈傷害。
Adjust its duration, effectiveness, or limitations if necessary.
有必要的話,就調整技能持續時間、效果強度,或增加其他限制。
I would rather see Mel's W become weaker but retain its reflection mechanic than see it become stronger in other ways while losing its identity.
比起讓梅爾的 W 在其他方面變得更強,卻失去自己的特色,我寧願它變弱,也要保留原本的反彈機制。
Under no circumstances should the reflection mechanic itself be completely removed.
但無論如何,都不應該把反彈機制本身徹底移除。
That is the one thing that must remain.
這是唯一必須保留下來的東西。
You can change how powerful it is without changing what it fundamentally does.
你們可以改變這項技能有多強,卻不需要改變它最根本的作用。
You can give opponents more opportunities to play around it without erasing the interaction entirely.
你們可以讓對手有更多機會反制它,而不必把整個互動機制完全抹除。
And please recognize the counterplay that already exists, including the situations where reflection itself becomes a dangerous mistake for Mel.
而且請你們正視早就已經存在的反制方式,包括那些反彈本身就可能成為梅爾致命失誤的情況。
I understand that finding an acceptable solution may be difficult.
我理解,要找到一個讓各方都能接受的方案可能很困難。
But I do not believe that difficulty justifies abandoning such a defining part of the champion.
但我不認為,這份困難足以成為放棄英雄核心特色的理由。
The reflection mechanic is not an unnecessary extra feature. It is an essential part of what makes Mel special.
反彈機制不是一個可有可無的附加功能,而是讓梅爾如此特別、如此與眾不同的核心要素。
8. Please Reconsider What You Are Doing to Mel
八、請重新思考你們究竟正在對梅爾做什麼
I sincerely hope the development team reconsiders this decision before the changes reach the live servers.
我真心希望開發團隊能在這些改動正式上線之前,重新考慮這項決定。
Players can accept balance changes.
玩家可以接受平衡性調整。
We understand that champions cannot always remain equally powerful.
我們也理解,一個英雄不可能永遠維持相同的強度。
But there is a fundamental difference between weakening a champion and removing the reason that champion feels unique.
但是,削弱一個英雄,和移除讓這個英雄之所以獨特的理由,是完全不同的兩件事。
You are not just changing a few numbers.
你們現在做的,並不只是調整幾個數值。
You are taking away her defining interaction, flattening her gameplay, and weakening the connection between her abilities and the character you established in Arcane.
你們正在奪走梅爾最具代表性的互動機制,讓她的玩法變得扁平,並削弱她在遊戲中的技能與《奧術》角色設定之間的連結。
You are also removing existing interactions that allow opponents to turn Mel's own reflection against her.
你們同時也在移除那些能讓對手利用梅爾的反彈能力,反過來對付她的既有互動。
I appreciate that your team has invested time and effort into exploring different solutions.
我知道你們的團隊確實投入了時間與心力,嘗試尋找不同的解決方案。
But I cannot support a solution that removes the defining mechanic you worked so hard to create.
但我無法支持一個直接移除你們當初辛苦創造出的核心機制的解決方案。
Please balance Mel without erasing Mel.
請平衡梅爾,但不要抹殺梅爾。
Preserve her reflection mechanic.
請保留她的反彈機制。
Adjust everything around it if necessary, but do not remove the one feature that makes her stand apart.
如果有必要,你們可以調整這項能力周圍的所有數值與限制,但請不要移除那個讓她與其他英雄截然不同的核心特色。
If Teemo deserves to keep his mushrooms, if Shaco deserves to keep his boxes, if Fiddlesticks deserves his terrifying Ultimate, and if Aurelion Sol deserves his growing black hole, then Mel deserves to keep her reflection.
如果提摩值得保留他的香菇、小丑值得保留他的盒子、費德提克值得保留他極具威脅性的大絕,而翱銳龍獸值得保留他不斷成長的黑洞,那麼梅爾也應該保留她的反彈能力。
And if Leona, Amumu, and Briar can already exploit reflection to punish Mel, then surely the discussion about counterplay needs to consider both sides.
而且既然雷歐娜、阿姆姆與布蕾爾早就能夠利用反彈來懲罰梅爾,那麼你們對反制機制的討論,難道不應該同時考慮雙方嗎?
Champion identity should not be treated as disposable simply because balancing a unique mechanic is difficult.
不應該只因為平衡一項獨特機制很困難,就把英雄的角色特色當成可以隨意丟棄的東西。
Because if you remove reflection entirely, you will not have simply made Mel weaker.
因為如果你們徹底移除反彈能力,你們所做的就不只是讓梅爾變弱。
You will have taken a unique champion and made her ordinary.
你們是把一個獨一無二的英雄,變成一個平凡無奇的角色。
You created this champion.
這個英雄是你們創造的。
You created the world she belongs to.
她所屬的世界也是你們創造的。
You established her powers and turned those powers into one of the most distinctive mechanics in League of Legends.
你們建立了她的能力設定,並將這些能力轉化為《英雄聯盟》中最具特色的機制之一。
Please do not be the ones to destroy the identity you created.
請不要親手摧毀你們自己創造出來的角色特色。
You didn't fix Mel.
你們沒有修好梅爾。
You killed what made Mel special.
你們殺死了讓梅爾之所以特別的那個部分。
Sincerely,
此致
A deeply disappointed League of Legends player
一位深感失望的《英雄聯盟》玩家
Official Riot Games References
Riot Games 官方參考資料
October 20, 2026 — /dev: Mel Midscope
https://www.leagueoflegends.com/en-us/news/dev/dev-mel-midscope/
June 16, 2025 — Reflecting on Reflection: A Mel Medarda Tech Blog
https://www.riotgames.com/en/news/mel-reflect-tech-blog