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Let me talk about the conclusion first. From the current look, this game is a competitive prospect worthy of attention. Don't be fooled by the "cartoon 2D" appearance, the 5V5 confrontation inside is quite solid. I am an old MOBA player. I have watched all the way from PC games to KPL, and I am particularly sensitive to maps, troop lines, and team battle rhythms. The first feeling this game gives me is "fast", not mindlessly fast, but the pleasure of compressing decisions and operations into a shorter time. You don't have to wait too long to start the fight at the beginning, and there are many points for resource competition. Basically, you are playing the game from the first minute. There is no long laning period and development period, which tests real-time judgment.
Then I want to praise their talent system. Eighty types of talents and hundreds of growth routes may sound like a gimmick, but in reality, they are really deep. It's not just about adding some values, but it can significantly change the hero's play logic. For example, in the same shooter position, one set of talents can be used for attack speed and critical strikes, while the other set can be used for skill consumption and pulling. This directly affects your positioning habits and skill casting timing, and also makes every game feel like you have built your own. For me, who likes to study versions and ponder the optimal solution, this uncertainty is the most fascinating part of e-sports.
Let's talk about some practical tactical details. Face detection in the grass is as deadly in this game as in traditional MOBA, but because the game is fast-paced, the competition for vision in the grass is more frequent, and a small mistake may be taken away by the opponent's crouching combo. Extreme counter-killing is not luck, it is the calculation of skill range and opponent's skill CD. I have played more than a hundred games, and I can still see wonderful operational performances at high levels. The positioning of heroes is also clear. There are team-starting types and harvesting types. Combo with teammates' skills is really comfortable.
In terms of balance, I have been playing the current version for about two weeks, and I have not seen the existence of a particularly supermodel T0. The counter relationship between each hero is relatively obvious. Of course, this is just my personal experience. It remains to be seen whether there will be changes in subsequent updated versions. However, judging from the developer's thinking, they seem to be willing to work hard on competitiveness, and are not the kind to make a round of money and be done. After all, the charging model is also 0, which is really rare in the current mobile game environment.
To be honest, this game has not been online for a long time, and its popularity is still far behind those of the leading e-sports mobile games, but I am really optimistic about its competitive potential. The three core elements of map structure, talent system, and combat rhythm are all established. The rest depends on whether the league and clubs are willing to join the game. Anyway, my own ranked team has been assembled and I practice tactics every night. If you are also looking for a competitive mobile game that you can seriously study, you can give it a try. You can also make an appointment to form a team in our forum. Anyway, the name of the forum is selfie dating, so I will show my rank box as a selfie first🤣