
I have opened a new post, and I want to seriously chat with everyone about this major version update of "Yin and Yang Swords". As an old player who has played from the closed beta to the present, and watches KPL and LPL games all year round, I am particularly sensitive to competitive balance. This game originally focused on the fun and exciting 3D Xianxia ARPG, but this update makes me feel that the planning is really going in the direction of e-sports, which is interesting.
The most intuitive feeling is the adjustment of the cute pet system. In the previous version, cute pets were more of a tool for building combat power. Whoever had the higher value would win, and the operating space was severely compressed. But after the update, the timing of skill release and positioning of cute pets have become more important. It's a bit like the summoner skill game in MOBA games. You have to calculate the CD of your opponent's pet, and you have to prevent the opponent from suddenly using a control skill to interrupt your combo in a team battle. This change makes me feel that combat is no longer a simple battle, but really requires using your brain. This is good news for players who like to study tactics.
Then there are the changes to the wing system. In the past, wings were more of a pursuit for appearance parties, but this time there are new conditions for triggering passive skills. For example, some powerful effects require you to maintain a certain percentage of health or switch to a specific state before they can be activated. This directly affects the resource exchange strategy in high-end games. It is a bit like the lineup BP game in KPL. You have to estimate when the opponent will enter a strong period, and then decide whether to force a group start or develop in a clumsy way. I think this design is very smart. It adds more layers to the rhythm of the battle. You won't be defeated as soon as you start, and you won't wait until the end before breaking out.
The divine weapon system has also been adjusted. A new awakening mechanism has been added, but the triggering conditions require stacking, and the stacks will be cleared when controlled or out of combat. This will test the player's positioning and the accuracy of skill hits. You can't throw away skills without thinking, you have to find a way to maintain your output rhythm in team battles. It feels like those heroes in the LPL who need to constantly refresh their passives to deal burst damage, and the upper limit of their operation has suddenly been raised. Novices may find it a bit difficult, but once you master it, the sense of accomplishment of controlling the battlefield is really satisfying.
Let's talk about career balance. Previously, wind-type professions were almost the T0 choice in qualifying due to their high mobility and long hands. The latest hotfix slightly reduced the displacement distance and starting speed, but gave other melee professions some damage reduction and pursuit capabilities. As someone who often plays melee combat, I think this wave of changes is indeed more comfortable. Although it cannot be said to be completely balanced, at least there is room for counterattack and it is no longer a one-sided situation. I think this kind of dynamic adjustment is a good thing. At least it proves that the officials are paying attention to the competitive environment instead of just doing superficial things.
Finally, let's talk about the rhythm of version updates. Now it's two weeks of minor adjustments and one month of major changes. It feels a bit like learning the operating ideas of end-game e-sports projects. The advantage is that the environment will not be solidified and there are always new routines that can be developed, but the disadvantage is that ordinary players may be a little tired of chasing the version. But to be honest, as a player who likes to study, I think this continuously evolving ecosystem is more interesting, and I can always encounter new ways of playing in ranked.
To sum up, this version update of "Yin Yang Swords" allows me to see its potential as a competitive mobile game. It not only has the unique charm of the fairy tale theme, but also works hard on balance and strategic depth. Of course, there are still many areas that can be optimized in the game. For example, the server occasionally becomes popular, and the matching mechanism occasionally arranges extreme matches between awesome teammates and awesome opponents. But I personally feel that the flaws outweigh the flaws. At least it makes competitive players like me willing to go online and practice twice a day. Finally, don't forget to fill in the gift code when creating a corner. After all, the new benefits sss6666, sss7777, and sss8888 are valid for a limited time and can help you quickly get your first set of competitive transitional equipment. Don't waste it. Game operations these days are full of real money and benefits. Our rational harvest is also a recognition of the production team. 😉