
Let me talk about the conclusion first. What concerns me most about this update is not the new costumes or the new copies, but the adjustment of the skill cycle of the good and evil dual forms. As an old player who has played all the way through PC games, I know the weight of this system very well. In the past, switching between good and evil was more of a tactical tool in PVE. When fighting a boss, you could switch to different forms and switch gears to explode. However, this change directly brings dual forms into the arena, which means that the skill axis must be recalculated for every PK.
I looked at the values in the update announcement. The cooldown time of several core skills of the evil faction has generally been increased by 1.5 seconds to 2 seconds, but the additional armor-breaking effect has been changed from the original fixed value to a percentage of the target's current defense. This change is very subtle. The squishy profession may be evaporated directly if hit by the evil sect's combo, but the meat shield profession is not so afraid. On the other hand, the decent side has strengthened the stability of the control chain, and increased the hit rate of stun and immobilization, at the cost of reducing the damage coefficient by about 8%. To put it bluntly, the official is forcing players to make a choice.
Interpreted from a competitive perspective, I think this version of Decent is more of a "functional" positioning, suitable for teamwork, controlling people first and allowing teammates to focus their fire. The evil faction is more dependent on personal operation and entry timing. After all, the skill CD is long. Once the key skills are empty, it is easy to be counterattacked during the vacuum period. Nowadays, in the rankings, we see that many double-row teams have begun to use the combination of decent support + evil output. The effect is indeed good, but if single-row players do not adapt to this rhythm, their winning rate will probably drop.
There is another small detail. In this update, the displacement distance of Qinggong has been adjusted to a fixed value. The previous gameplay of relying on the movement speed of equipment to stretch the movement is basically useless. The intention of planning this wave is obvious, which is to shift the focus of competitive gaming from equipment differences back to skill release and positioning awareness. Although old players may feel that the feel is different from before, I think this is a good thing for the entire competitive environment, at least there are not so many people relying on numerical values to crush them.
As for the cross-server battle for hegemony in Jianghulu, due to version changes, the mainstream lineup has obviously shifted from the dual evil attack to the good and evil mix, which is very interesting. This is the case with every major version update. Strong professions may not always be strong, but people who know how to play can always find new tricks. I have tried several sets of equipment in the arena these days. At present, I feel that the decent Qigong style combined with the evil style's explosive style is particularly fierce in positional battles, but it is a bit weak in outdoor encounters, and I need to think about it more.
In short, after this wave of updates, the pace of the arena has become faster and the depth of the game has also increased. It is definitely good news for brothers who like to study tactics. Of course, there are also brothers who feel that the evil sect has been weakened and are complaining. I can only say that the version understands this thing, and it will take a few more rounds to get used to it. Are you using the righteous or evil faction to increase your points now? Let's talk about it so I can adjust my thinking as a reference 😂