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Let's first talk about the competitive foundation of this game. On the surface it is a fantasy adventure, but if you look closely at the character settings, you will see that outstanding people from ancient times have been summoned. This is similar to the hero pool of MOBA games - different historical figures come with different skills and characteristics. For example, Zhuge Liang may be a long-range mage, Lu Bu is a warrior tank, and Li Bai is an assassin. The reset version claims that "the world has been turned upside down." If the planner fails to control the values ​​well, it is easy for a certain character to become the dominant player. What I pay attention to are the two positions of Son of the Plane and the Mastermind. The former may be the core C position, while the latter is just a talker. The strength of the Son of the Plane in actual combat must be carefully designed, otherwise it will be a non-BAN choice and the competitive environment will become extremely monotonous.
Let's look at the impact of version updates on balance. Many mobile games like to add new characters and pile on special effects without thinking as soon as they are reset. As a result, the old characters go straight to the drain. If "Gentlemen Jianghu" wants to maintain a long-term competitive ecology, it needs to regularly adjust numerical values ​​and skill mechanisms instead of simply stacking new content. In addition, the charging mode is written as 0, which means free, which means that balance adjustments cannot rely on paid props, otherwise it will be "krypton gold equals combat power", and the fairness of competition will be completely ruined. I would rather see it like KPL, which restricts strong combinations by banning positions and global BP, allowing players to compete for operations and tactics, rather than competing for whose character is more "IMBA".
If this game has a battle mode, I guess the early stage environment will be biased towards routines: a controlling character will cooperate with an explosive character to perform combos, or a continuous output character will stand and crush. This requires planning to dare to use the knife and frequently weaken overly strong mechanisms like LOL and King of Kings. Judging from user feedback, "broad thinking" may mean that the skill design will be more fancy, but competitiveness requires controllable variables, not excessive randomness. For example, the skills of certain characters have a probability of triggering special effects. This is like a lottery in the game, which is entertaining but not fair.
Overall, I'm on the fence about the competitive environment in the Remastered version. If it only focuses on plot and entertainment, then pretend I didn't say that; but if you want to lean towards e-sports, you need to plan the values ​​​​more carefully and refer more to the balancing ideas of MOBA games. After all, no matter how strong the "Son of the Plane" is, he can only be part of a team, not one person who can lead the entire team. I look forward to seeing this game enter the professional arena one day, and then we will discuss tactical positioning and lineup games in detail. 🤔