图片
Recently I saw someone promoting "Emperor·Three Kingdoms", and I happened to play it for a while. As an observer of mobile e-sports, I wanted to talk about this game from the perspective of competitive environment and balance. To be honest, it has a little more depth than I expected, but it also has a lot of problems.
Let's talk about the competitive environment first. The main focus of the game is cross-server domination. PVP games such as dart battles and city siege battles do have room for tactical games. For example, you use a beauty trick to deceive the opponent's main force, and I backhand a counter-attack to disrupt the formation. This kind of strategic linkage will test on-the-spot judgment in the battle situation. But the problem is that the strength gap between the three types of generals, the famous general, the beautiful general, and the king general, is too big. As a result, the high-star king general can almost single-handedly defeat the team of low-star famous generals, and the balance is a bit broken. 😅 I played several cross-server battles, and saw that the opponent had a bunch of broken king generals, which basically crushed the game. The weaker side could only rely on the crowd to pile up corpses, and there was no sense of competition.
Let's talk about version updates. This game seems to have not seen major changes for a long time. New generals are released infrequently, and among the existing generals, the two labeled "tyrants" and "great gods" are obviously supermodels. For example, the one with built-in damage reduction and critical hits cannot be beaten in team battles after the stack is full. 😤 On the other hand, some of the famous initial players have conservative numerical designs, low skill trigger rates, and their ultimate moves are easily interrupted, making them completely useless. If the official does not adjust the parameters or add a ban/ban selection mechanism, this "one general will determine the outcome" pattern will make the competitive environment more and more solidified.
However, it is worthy of recognition that the resource game in its dart battle is well designed. You must not only prevent sneak attacks, but also calculate the team configuration, which is somewhat similar to the operation idea of ​​moba. But overall, the balance is lagging behind. I hope there will be some enhancements for weak generals in the future, or season rotation buffs will be added to break the single pattern situation. After all, if a competitive game only has a few "human rights cards", then no matter how good the tactics are, it won't work. 😉
By the way, the charging mode is 0, but the in-app purchase card draw is actually quite deep, which will also affect fairness. Spend money rationally and act within your ability.