
As a viewer who watches KPL all year round, I rarely play Xianxia mobile games. However, I was recently dragged into "Sword and Sword Fairy" by a friend to play a few cross-server battles. I found that its competitive design is actually interesting, and I wanted to talk about it from the perspective of balance and environment.
Let's talk about the advantages first: the fairy alliance competition and cross-server battlefield in the game are very fast-paced, unlike some similar games that are purely numerical crushing. There is a certain room for gaming in the matching of skills and equipment, such as the combination of control chain and burst flow, which is similar to the lineup restraint in MOBA. At least it can close the gap in combat power through operation and cooperation. In particular, the two-player PVP in the Love Dungeon has very high requirements on positioning and skill release timing. This surprised me a bit, unlike traditional auto-hook MMOs.
But the problem is also obvious. The game focuses on free trading and equipment drops, which easily widens the gap between high-competition players and ordinary players. In particular, paid elements such as magical weapons and flying mounts are advertised as "cool", but the actual attribute bonuses are too obvious in cross-server battles. I have observed several gang battles. Almost all players in the top 50 in the front row have a set of top-level light weapons. The control skills carry additional damage, which is difficult for civilian players in the back row to make up for through operations. It's like in LOL, everyone starts with one big item, and the competitiveness is naturally compromised.
In addition, the skill judgment range of some professions is too large, especially the AOE of long-range mages. It covers a large area at almost no cost in team battles, and there are few means of melee breakthrough, causing the balance of professions to tilt towards long-range. It is recommended that developers refer to the numerical adjustment logic of MOBA, appropriately increase the damage reduction or displacement frequency of melee professions, or use terrain mechanisms to limit the advantages of remote kiting.
Generally speaking, if the game can control the direct impact of paid attributes on PVP and optimize the restraint relationship between professions, it really has the potential to become the "Xianxia King". It's very entertaining at the moment, but if you want to get higher scores and hit the rankings, you still have to spend money first 😂 At least for a prostitute like me, it's quite interesting to watch live broadcasts of masters to learn skills and combos.