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Let's talk about the Arena first. In the past, scoring points mainly relied on hard power, and equipment crushing was more obvious. Now that the matching mechanism has been optimized, there are more civil wars in the same rank, which further tests lineup matching and on-the-spot command. I recently tried a few games in low ranks, and it clearly felt like my opponents were alive, and my tactical options were diversified, unlike the previous routines. but! This also brings a potential risk. If the rank protection mechanism is too strong, a "mixed monster" may appear. I think the official will continue to optimize this point in the future.
As for career changes, this update focuses on weakening the ranger's control chain and strengthening the mage's burst damage. As an old player, I can feel that the ranger who fights alone is indeed not that strong, but if there is an excellent ranger in the team to play first-hand control, the benefits are still very high. The changes to the mage have made the magic output stronger in team battles, but the problem of brittleness has not been solved, and the requirements for positioning and auxiliary protection are more stringent. To be honest, I like this adjustment very much. It at least allows multiple professions to have playing space, and there will not be a situation where the entire server is dedicated to a certain profession.
Speaking of multi-class and mercenary systems, I strongly recommend that you use this update time to try out new combinations. Now that the version has been updated, the mercenary's hatred mechanism seems to have become smarter, and it can effectively draw the enemy's firepower. Several black teammates and I tried the "berserker front-facing attraction, rogue flank cutting" style of play, and we were able to win eight out of ten games. However, if your teammates often go up to you, then I advise you to play a long-range profession and do wretched output from behind, which is safer.
In addition, regarding equipment acquisition, this version adds a new human-machine arena path, which can be exchanged for the set of arena equipment from the previous version. This change is very friendly to civilian players. They don't have to go to the wild and be chased and beaten by big guys. But I want to remind new players that there is a limit to the human-machine rewards. After playing, you still have to try your luck in the free PK area. If you should be defeated, you will be defeated. Don't ask me how I know.
The strong soul system can really create miracles in the arena. Last time we were three against two, and saw that the assassin from the opposite side had already cut into our mage's face, and when the next skill could take him away, our auxiliary explosive strong soul was directly triggered, and the assassin disappeared on the spot. This sense of uncontrollable suspense is the charm of competitive games.
Overall, I hope the official can maintain this pace of updates, especially make more adjustments to career balance and competitive experience. In addition to fine-tuning equipment values, it would be perfect if there were more dedicated arena lounges for players to compare lineups in the future. After this version update, my feeling is that this game is moving in the direction of e-sports. Friends who want to get into the game can take advantage of this version to experience the arena. Now both "Infernal Affairs" and "Guangmingding" are really fun to play.