
I have been playing this game for a while recently, and as a sequel to COK, the foundation is indeed still there. However, we are used to watching games. When we start any strategy game, we will subconsciously think about its competitive fairness and version logic. Today, instead of talking about feelings, let's talk about what this game is like in terms of “competition”.
Let me start with a point of view: the "competitive environment" of this game is completely different from the KPL we usually watch. It is not purely about operational response, but more about the accumulation of resources and time. This leads to the first balance issue - numerical crushing. It's an old problem with the COK series. Old players know what I'm talking about. When your castle level and technological research are two or three levels behind, wild encounters are basically based on battle report numbers, and there is very little room for maneuver. However, "Clash of the Queens" has made some remedies, such as hero matching and troop restraint. In low combat power tiers, if you can thoroughly study the skill cycle of each hero and reasonably allocate the troop ratio, you can indeed use strategies to defeat opponents with higher combat power than yourself. At this point, it's a bit like the BP game we watch in LPL. The value of lineup rationality can sometimes offset part of the gap in personal ability.
Let's talk about fighting monsters in the wild and competing for resources. There is competition in the public areas of this game, but the biggest problem is the phenomenon of "big alliance area locking". This thing is just like the vision control of Dalong Pit in the game. Once a strong alliance suppresses an entire resource area, it will be difficult for individual players to develop. But the game gives room for maneuver, such as city relocation props, rallying counterattack mechanisms, including damage reduction and speed increase in alliance technology, which actually encourage small-scale conflicts and tactical interweaving. There were more than a dozen small alliances in the server I was in. They relied on driving at night to steal resources and accurate time cards to assemble, and they just brought down the pace of the top three major alliances in the combat power list. This is a good thing, and it keeps the competitive environment from completely turning into a power game.
However, I still have to complain about the balance. The strength of some heroes is obviously super high, especially that of the cavalry type. He can fight, resist and speed up the rally. This is definitely a non-ban choice in the hero priority of the competition version. To be honest, the restraint relationship between arms is not that intuitive. Sometimes, after watching too many scenes of a group of spearmen being smashed by cavalry, it is easy to doubt the numerical design. In terms of researching technology, some routes are too cost-effective, resulting in a highly unified version of the answer. Just like the appearance rate of some mid lane heroes in the current game, you will feel at a disadvantage if you don't follow that system.
But the game seems to be adjusting now. The recently updated version has made changes to some skill cooldowns and unit movement speeds. Although the changes are not significant, it at least shows that the manufacturer is looking at battlefield data. This is a positive sign for players who like to study version trends. After all, the biggest fear in competitive games is not that there is no imbalance, but that the official turns a blind eye to the imbalance.
To sum up my feelings: If you are looking for a game where you can spend time playing to gain experience and rely on your brain to fight against big heads, you can try this game. The competitive experience is definitely not as intensive as MOBA, but the tension of cross-server offense and defense, and the team deployment game before gathering for the war, are still quite interesting. Finally, I would like to advise brothers to calm down. Those who value game rankings as much as we value the outcome of the game will easily get offended. After all, the opponent may have simply charged two more 648😄. Find an active alliance, chat, and play city battles. The lower limit of this game is very high, and the upper limit depends on the ecological level of your server.