
As a player who has been paying attention to this game for a while, my feelings in ranked play are quite obvious after the recent version update. This balance adjustment mainly cuts off two popular contestants - one is "Thunder" who performed well in the last competition, and his burst combo has had its base damage and energy recovery speed reduced; the other is the auxiliary "Shadow", whose shield value has been reduced, making the previously popular "double shield to delay the late game" play style less stable. 🤔
From a competitive perspective, this change is actually a good thing. In the past, the top ten commonly used lineups in qualifying almost always included Thunder. If the ban position was not released, it would be crushing, and if it was released, it would be one-sided. This kind of "version answer" intensity will make tactical choices extremely monotonous and reduce the enjoyment of the game. After the update, I observed several games in peak matches, and now the appearance rate of control characters and continuous output characters in the middle and back rows has increased significantly. For example, "Binglan" and "Yan Ji" have begun to appear in more systems. Players are exploring new rhythm points, such as using the freezing of "Binglan" and the killing of "Breaking Dawn" to create a wave in the mid-term. This change of formation makes the game more game-like.
However, I also noticed that the new version has higher operational and operational requirements. In the past, there were fewer situations where you could win by crushing the characters with hard numerical values. Now it is more about controlling the timing of skill release and making decisions about resource allocation. For example, in the battle for the "crystal core" in the jungle area, because the fault tolerance rate of the control chain becomes lower, you will be counterattacked if you are not careful. This is very similar to the adaptation period after version changes in the LPL competition. The gap between top players and ordinary players will widen, but this is also the fun of competition. 👀
In addition, this update also fixed the BOSS animation frame issue in the "Void Rift" level. Although it does not directly affect the balance, at least the smoothness of watching the game during the game has been improved a lot. I hope that the follow-up planning can maintain this tone, pay more attention to the winning rate distribution and B/P rate data of each character, and do not let certain combinations dominate. After all, the soul of a good competitive game is strategic diversity. 😎