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Let me talk about the conclusion first: the foundation is good, but the balance still needs to be improved, especially the strength gap of certain professions in the current version, which has affected the BP and tactical ideas of the high-end game.
In terms of professions, among the four major professions, sword cultivation and spiritual magic are currently the obvious answers. The sword cultivator has both rush and control-free, and the burst window is short. After the equipment is formed, the threat of entering the field and cutting into the back row is too great, especially the "one dodge + army breaking" combo, which is almost impossible to solve. The spirit law relies on hand length and AOE suppression. As long as you stand back in a team battle, the output environment is much more comfortable than in melee combat. On the other hand, Shadow Thorn is in a bit of an awkward situation right now. Although its burst is high, it lacks stable control. Once the opponent groups up or puts out two pieces of defensive equipment, it's basically a giveaway when it enters the field. As an auxiliary position, Zen practice is functional, but its battery life is weak in late-stage team battles, and its milk volume and shield value cannot keep up with the pace of the version.
Speaking of the equipment system, the original intention of unlimited equipment is good, but it brings a problem: there is no attenuation of stacking attributes. The current mainstream style of play is to pile up critical hits and explosion damage for all players. As a result, in the early stage of the laning, you can still rely on skills to exchange blood. In the middle and late stages, it is basically a matter of who gets the first move and who is second, and there are very few opportunities for counterattacks. In this kind of "instant kill flow" environment, it is more difficult for professions like Shadow Assassin to survive when they enter the battlefield. On the contrary, sword cultivators with built-in damage immunity can withstand the first wave of counterattacks, and the advantage will naturally increase.
In terms of version updates, the last change reduced the 0.2 second cast forward of the spiritual ultimate move, but the damage coefficient remained unchanged, which actually has little impact. What really needs to be adjusted is the shield value of the sword cultivator's "Breaking Army" skill. Now this value can reach more than 2,000 in the mid-term, which is more effective than half a piece of defensive equipment, allowing sword cultivators to jump over towers and kill without restraint. I hope the next version can make a balance on this point.
As an aside, the arena matching mechanism is also a bit confusing. My star rank is often ranked as a boss with a low star or a king. Although I can learn something, my mentality is really easy to break when I lose in a row. It is recommended that the official consider giving priority to matching in the same rank, at least to allow ordinary players to have room to experience.
In short, the operation feel and graphics of this game are indeed good, but the competitive environment is still a "sword cultivator vs. spiritual magic" pattern, and other professions will have to wait for version adjustments if they want to get ahead. Players who like to delve into tactics can continue playing. If you want to increase your points, it is recommended to practice sword repair first and then change after it is weakened. Rational discussion, welcome to add. 😄