
To be honest, I have been playing this game for several seasons. After this major version update, I can clearly feel that the rhythm in the arena has changed. In the past, there were a lot fewer games where players were mindlessly dumping output and fighting each other in seconds. Now it was more about positioning and skill connection. After the barrage density increased, reaction and prediction were more critical than equipment values. I think this is a good thing, and the competitiveness has indeed improved.
However, the job adjustments in the new version are a bit interesting. The mage's barrage range has been reduced, but the penetration effect has been added. People who play well can still exert suppressive power, but the error tolerance rate is low. The melee profession has strengthened the forward movement cancellation of displacement skills, making the combos of those operating monsters smoother, but novices may be more likely to take full damage when getting close to the face. From the data point of view, the winning rate of high-end games is actually more balanced, but the experience of mid- and low-level games is a bit polarized.
Regarding equipment drops, the new version has randomized the affixes of some legendary weapons, causing the same weapon to have much different strengths in the hands of different people. Some people think this is to increase playability, but from a competitive perspective, the element of luck is amplified, especially in qualifying when the opponent has graduated from the core affixes of the three-piece set, which is indeed a bit difficult to overcome. I hope that an equipment rating system can be added in the future, or affixes can be fixed in the ladder mode, otherwise fairness will still be a bit hidden.
In terms of multiplayer online play, the new version's matching mechanism has been optimized a lot, at least there won't be frequent AFK teammates. However, there are still situations where cross-level teams are formed to lead people. Sometimes it is obvious that the team is leading the boss on the opposite team. When the fifth row encounters a single row passerby game, the barrage cooperation is not of the same magnitude at all. If there is a peak match ban/pick process like the KPL next door, the competitive depth may be higher.
Of course, I also understand that the official wants to balance entertainment and competition. After all, too many people in the game like to use weird weapons to survive. But it is really difficult to control this kind of balance. Every time there is an update, some people call it invincible, and some people criticize it as a sewer. I personally feel that as long as we don't cut a certain genre to the point where it's unplayable like last time, and keep adjusting the frequency and transparency, this game can still climb the ladder. After all, barrage shooting is all about heartbeat. The upper limit of operation is there. No matter how the version changes, you will still show off. 😏