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Let's talk about the conclusion first: novices have no brains to choose “Ranger”, and if they want to go to the abyss of high-level, switch to “Magic”. As for “Paladin” and “Assassin”, one is suitable for handicap gangsters to hang up, one is suitable for European emperors to gamble, and the last one is “Berserker”... If it is not true love, it is recommended not to touch it.
Let's talk about Ranger first. The core advantage of this character is the stability of the pinball. The initial skill "Penetrating Arrow" allows your bullets to not disappear after the first collision, but to directly penetrate the opposite wall and bounce back. In a Roguelike pinball game, the number of projectiles is the output ceiling. The penetration of the ranger is equivalent to giving you an extra ejection for free. If you gather three pinball skills in the early stage, you can hit the effect of five other people's balls. Moreover, he passively increases critical strike rate, and when paired with the "Chain Lightning" and "Split Arrow" runes, the efficiency of clearing monsters is directly doubled. I actually measured that with the same level and the same equipment, the Ranger can clear a normal map 28% faster than the Paladin. This data is very solid.
Let's talk about magic. This character is a late-stage monster. The initial skill "Fireball" has 0.5 seconds of burning damage. It looks like a scratch, but with the "Spell Resonance" system in the game, an additional explosion will be automatically triggered every three times the skill is released. The key is that this explosion consumes the bonus of all pinballs, which means that the number of bounces, bullet speed, and damage increase can all be doubled and counted towards the explosion. After I reached level 300, it was normal for the magician to clear the screen with one skill, and other characters were still there to defeat the boss with a single click. However, the shortcomings are also obvious. It is brittle in the early stage, has slow ballistic speed, and plays like constipation. Impatient players can easily be persuaded to quit.
Paladins are a bit special. Its shield counter-mechanism is that when the pinball hits the shield, it will bounce back and increase in size, increasing the damage and knockback. This character's survivability is maxed out, and he's very stable in AFKing in the early stage to brush the map, but the disadvantage is that the output rhythm is too passive, and it's difficult for you to actively control the pinball route, and it often bounces into the open space, wasting output. I have measured that Paladins have the highest survival rate before level 200, but after level 200, the density of monsters increases, and the benefits of shield counterattack are diluted, and the output cannot keep up, and it is easy to wear out the time. So if you are an office worker and want to collect food every ten minutes, the Paladin is a good choice, but if you want a high ranking, don't raise it.
Assassins are very interesting. Its mechanism is "backstab". When the pinball hits the monster's back, it causes triple damage, and the critical hit rate is increased by 20%. Sounds fierce, right? But the problem is that in the pinball game, you have no control over which direction the ball hits, unless you deliberately throw the ball towards the corner and let it bounce around behind the monster. I've tried dozens of games, and the probability of triggering a backstab in a serious map is only 30%, purely based on appearance. But if you are lucky and get skills such as "Stealth Bomb" or "Space Distortion" that modify the trajectory, the assassin will take off directly, and it is not a dream to do millions of damage with one ball. Therefore, European emperors can play, but non-chiefs should not touch them.
Finally, let's talk about the Berserker. I beg you not to trade health for damage. The pinball in this game is inherently unstable. If you press the health line below half before triggering the rage, the monsters behind you can teach you how to behave with just one barrage. I have actually measured that the error tolerance rate of Berserker after level 200 is almost zero. Unless you have the best blood-recovering holy item, it is just self-abuse. Not recommended for any player as a head coach.
To sum up: the Ranger is an all-rounder and can fight in any scene, so resources should be given to it first; the Magician is a late-stage nuclear bomb, and it won't be too late to wait until you unlock the runestone system; the Paladin is suitable for salted fish; the Assassin is an entertainment toy; and the Berserker is a trap. This game is free with no in-app purchases, and all characters can be played. It is recommended that you start with the Ranger to open up the wasteland, and save materials to exchange for magic tools. In the Abyss dungeon, you can experience what a real numerical explosion is. Okay, I'm going to brush up on the materials. If you have any questions, ask them in the comment area. I'll reply as soon as I see them.