
Let's talk about the overall experience first: As an idle game, its combat system is actually not simple. Although monsters are automatically killed when idle, the arena and cross-server competition are semi-automatic - you can arrange your troops in advance and adjust the order of skill release and positioning. This is important. There is a restraint relationship between the dwarves, elves, and humans, and each race has cards with different positions. For example, the dwarves focus on meat shields and counter-injury, the elves focus on dodge and burst, and the humans are all-purpose auxiliary and control.
In the current version, pure race teams are not very popular, but it is easier for mixed teams to score points. For example, the dwarfs can absorb damage in the front row, and the elf assassins can attack the back row, and a human nanny can be added to last the battery. This lineup has a high winning rate in the arena. But there is also a problem: some T0 combinations are too strong, such as the duo of "Shadow Elf + Holy Light Priest", which can fight energy and resurrect. As a result, almost everyone in the top 100 in the arena has one, and the homogeneity is a bit serious👀
The latest official balance adjustment focuses on cutting the dodge value of the elves and increasing the trigger probability of the dwarves' counter-injury, which can be regarded as a first-hand correction for the environment. However, after the update, the buff effect of human auxiliary seems to be a bit overflowing, especially the skill "Light of Blessing", which increases the attack speed and critical hit of the whole team. When combined with the assassin, it can kill everyone in a few seconds, and the explosion team begins to flood. Therefore, the current high-end game is either an extreme burst of waves, or an extreme tank that delays the late stage, and it is difficult for the control team in the middle to survive.
The equipment and mount systems also affect balance. The current "Dragon Scale Set" has too strong set attributes, including percentage damage reduction and counter-injury, which makes tanks equipped with this set of equipment completely incapable of hitting. Moreover, the mount's passive skill "Dragon Power" can reduce the attack power of all enemies, making it more difficult for output professions in disguise. This creates a phenomenon: whoever combines a high-star dragon scale set and a golden mount first will have a huge advantage in the arena, but the operation and strategy will be overshadowed by the equipment gap.
But having said that, this game is after all a placement plus RPG development, and it cannot be completely made up by operations like a MOBA. From a competitive perspective, its design focuses on strategic matching and resource planning, rather than immediate reaction. However, if version updates can adjust supermodel skills and equipment more frequently and reduce the situation of "one lineup needs to be used on a different server", the competitive environment will be healthier.
For new players, I suggest not to blindly pursue popular cards in the early stage, but first observe the arena data for a few weeks to see which combinations have a stable winning rate in low Krypton tiers. The current version recommends the civilian triangle formation of "dwarf warrior + human mage + elf shooter". It can resist and fight, and the transition is smooth. When the resources are enough, you can slowly switch to top cards.
In general, the competitive depth of "Cloud Continent" exceeds expectations, and there is still room for optimization in balance, but as a free mobile game, it is already very conscientious. Friends who like strategic development are worth a try. The weekly ranking rewards in the arena are also good. You can come and discuss the lineup when you have time🤝