
I have just finished the first round of ranking in the new version, let's talk about the impact of this change on the 1v1 ejection rhythm. As a lightweight turn-based battle game, Dog Call Meow has always relied on its cute style and short game time to attract casual players, but the recent balance patch is clearly moving in the competitive direction. The most obvious adjustment is that the skill cooldown of cat characters has been increased by 0.5 seconds, while the projectile damage of dog characters has been slightly increased by about 8%.
This change may seem like a slight numerical adjustment, but in actual games there have been many tactical changes. In the past, cat players liked to use high-frequency skills to consume and extend the number of rounds to force their opponents to make mistakes. Now that the cooldown is increased, the window for connecting combos has become narrower, and they are forced to predict the opponent's position more accurately. On the other hand, the explosive style of the dog type is more popular, and many players have begun to pile resources on the first round of wrestling, grabbing blood at the beginning and then using the ejection angle to suppress the position. I played a few games today, and I feel that those in the lower ranks who are still following the old ideas are being countered miserably. Some people in the higher ranks have begun to use mixed pet combinations to deal with it - for example, teaming up a high-explosion dog and a cat with a shield, and fight one round first, and use the shield to prevent counterattacks.
But this export-biased version also caused some balance anxiety. I tallied up today's battle data and found that the dog-type appearance rate has soared by nearly 20%, while the winning rates of the top cat-type heroes have dropped to less than 48%. If the cat's mobility is not enhanced or a launch distance attenuation mechanism is added to the dog in the future, this version may soon become a "whoever chooses the dog first wins" situation. As a small spectator of mobile game events, I hope the development team can make some adjustments. After all, the core of the 1v1 game lies in the exchange of resources between rounds, not the crushing of a single system.
In short, after the new version is updated, the pace is faster and the operation fault tolerance rate is reduced, but the depth of the game has indeed been improved. If you like to study ejection angles and skill predictions, now is the right time to enter the pit or return. Of course, if you just want to raise pets for leisure, you can also avoid high-segmentation first and wait until the subsequent balance hotfix is online🐶🐱