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Let me be clear first, I am not the kind of player who doesn't rush when I see a mythical beast as a gift, but this game does have something on a competitive level. Turn-based games are often underestimated, and are thought to be about hanging up and fighting for value, but the PVP mechanism of "Red Dust" does a good job of tactical pull and prediction. For example, when forming a cross-server 3v3 team, the lineup must consider professional restraint, skill cooling cycle, and even pet skill linkage - this is very similar to the idea in KPL of clearing lanes to occupy the field of vision before team battles. ☝️
In the current version, the AOE suppression of the mage profession and the purification and dispersion of the auxiliary are the key to rhythm, which is a bit like the rhythmic play style of the mid laner in the game next door. Moreover, the game has recently adjusted the skill coefficient of the mythical beast "Blazing Dragon", from a pure burst to a burn and superimposed damage. This makes the late comeback more variable, and it is no longer necessary to go first and win in seconds. In terms of balance, the planner is at least willing to take action, which is worthy of recognition.
Of course, the casual social part does affect the competitive feel. For example, gang cooperation will give you bonus buffs, but if you focus on PVP, you can play ranked alone. Offline experience does not delay leveling, which is very friendly to office workers. After all, no one wants to fall behind in the version just because they missed a day of daily grinding. 💪
Finally, I have to complain: If this game develops a competition system and makes cross-server battles into a season system similar to KPL, it is estimated that it will attract many old e-sports fans. For now, it's pretty good as a side game for practicing operations and predictions. If we are destined to form a team together to play black games, my ID is "Observer Bu OB". Welcome to come and discuss. 😏