
To be honest, every time the Zhulu Jiuzhou update announcement comes out, there are always people in the forum shouting "refund my money" and "ruining my life", but as an old viewer who has watched it since the S1 season, I think the version adjustment of this game is actually quite good. The essence of our game is a strategic game. It's not just about your krypton gold that can defeat you. What's more important is your understanding of the lineup and the battlefield. This wave of updates has cut off the passive skills of several T0 generals, and increased the siege buffs of unpopular auxiliaries. It is obviously forcing everyone to break away from the fixed thinking of "brainless five tigers rushing to face".
From a competitive perspective, in the previous version, anyone would rush in with Lu Bu and Zhao Yun. At the beginning, they would directly face each other and demolish the tower. The defender had basically no room for counterattack, and the viewing experience was actually very poor. Now Lu Bu's injury avoidance rate has been reduced, and the displacement distance of Zhao Yun's ultimate move has been shortened. This means that the fault tolerance rate of pure reckless play is low, and you have to reconsider the timing of entry and terrain blocking. On the contrary, for those players who are good at using archers to pull and use strategies to consume, this version has a lot of room to play. I think this is a good thing, at least the game won't be about whoever has the faster hands and clicks the skill first wins.
In addition, this update is also critical to strengthening the "strategic" generals. For example, the newly added "dissension meter" effect allows enemy generals to attack friendly forces in a short period of time. Once this thing is used well in high-scoring games, it can directly reverse team battles. But the price is that the caster swing becomes longer and can be easily interrupted. So now in qualifying, many teams have begun to bring control front row to protect the back row counselors, and the depth of the lineup has suddenly increased. I personally predict that in the professional arena in the next week, there will be more slow-moving lineups with three guarantees and one or even four guarantees, relying on poor resources and blood exchanges to win the front.
Of course, version updates are not without problems. Now the advantage of the defenders in siege battles is a bit too great, and the damage value of the arrow towers obviously exceeds the standard, which makes it more difficult to forcefully kill and take the towers in the early stage. The pace of the game can easily be delayed beyond fifteen minutes, which is a bit boring for the audience. I guess the next minor version will cut the splash damage of the arrow tower, or increase the collision volume of the siege vehicle, giving the attacker more path options. I hope the officials can balance the rhythm and prevent a game from turning into a bladder game.
In short, version replacement is the vitality of strategy games. It's inevitable to feel sad when old routines are cut, but seeing new tactics being developed shows that the depth of competition in this game is still there. Which unpopular warrior do you think will rise this season? Or are there any tricks that have been tested in actual combat? Let's chat in the comment area so that I can learn from you. For this update, I give it seven points, deducting three points because the UI animation is still too laggy. To be honest, the smoothness of competitive games really affects the operation. 😏