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To be honest, as an old viewer who has watched games from KPL to now, I have always been very sensitive to the competitive balance of card games. This version of "My Name is MT-Standard Edition" has so many new cards at once, and there is indeed something to talk about.
Let's talk about the new orange card National Football Team Cavalry and National Football Team Shishi first. The positioning of these two cards is very clear, they are in the front row to resist pressure. Judging from the skill template, one focuses on reducing damage and absorbing damage, and the other focuses on controlling counterattacks, which can be regarded as splitting the traditional tank function into two directions. This design idea is actually quite similar to the dual front-row system popular in LPL now - one is responsible for taking damage, and the other is responsible for pacing. In the MT arena, the upper limit of this combination depends on how many attributes can be fed into it by activating the runes. If the tankiness overflows, it may slow down the overall battle rhythm and turn it into a bladder-building machine. But if the numerical balance is not adjusted well and the front row is too brittle, then the rear output card will take off directly, forming an instant kill meta.
Let's talk about the red card. The four cards of Bad Guy, Slow, Nodoku Shinnosuke, and Dark Traveler are obviously aimed at strengthening the output and functional positions. The bad guy is a typical hero in the era of PC games who "becomes a god with the wind and a ghost with the wind". If it has its own critical attribute growth, this version is likely to become the X factor in the arena. A character with a debuff mechanism like the Dark Traveler is a bit like a tool, and is suitable for the control chain system. However, the cost of developing a red card is there, and the investment cycle is long. If the balance is not well controlled, it can easily become a crushing weapon exclusively for gold players, which is a test for the fairness of the competitive environment.
I think the rune activation system is the most important point to observe in this version. It is equivalent to giving a set of growth paths that can be customized with attribute bias. It is a bit like the matching logic of the inscription page in Honor of Kings, but with a deeper depth. If the benefits from the combination of runes can form obvious system suppression, then the arena will become a dual game of lineup understanding and resource accumulation. This is a good thing, at least it's more interesting than simply stacking up combat power. But thinking about it conversely, once the rune system is designed to be numerically inflated, the living space of low-Krypton players will be further compressed. This is the number one hidden danger in e-sports that directly dissuades a large number of civilian players.
The two new gameplay methods, Guild Star and Lucky Star, are soft balances at the social ecological level. The e-sports environment has never been just about numerical values ​​and decks, but also players' sense of participation and topicality. With more output targets in guild battles, middle-class players will have a greater sense of belonging, and the foundation of the competitive ecosystem will be more stable. This is actually quite similar to the fan culture of KPL teams. Some people chase stars and some chase tactics, but the core is that they love the game itself.
Taken together, the 6.3 version of "My Name is MT-Standard Edition" clearly has the intention of "homogenizing all people" in the design of the arena. Through the subdivision of tank positions, the functionalization of red cards, and the three-way intersection of the rune system, players are given more space to build. But the final verification of balance depends on actual combat data. If the frankness overflows, you should make a moderate adjustment and add penetration attributes. If the win rate of the red card is too high, you have to keep an eye on the next version of the weakened list. It is recommended that the official release more arena statistics reports, showing the relationship between winning rate, appearance rate, and system restraint to players like the LPL post-game data panel. Transparency is the correct answer to the long-term operation of competitive games.
Finally, I want to ask, regarding the set of attribute combinations activated by runes, has anyone in Europe already used double critical strike and penetration? Posting it opened my eyes 😂 I have browsed more than 300 times, but I still haven't found the ideal entry. This wave of green-faced non-chiefs belongs to them. 🏆⚖️