
Let's talk about the most intuitive “100 times attack speed” and “six swords per second” first. On the surface, this is a very satisfying change, but its impact on the PVP ecosystem is far-reaching. In traditional legends, positioning and skill release timing are the core of the game. Once the attack speed reaches this level, the fault tolerance rate of frontal force will become extremely low. The warrior's assassination and the mage's thunder and lightning, under the ultra-high attack speed, almost become an "instant melting" game that competes with hand speed and network speed, and the space for movement is severely compressed. Is this considered a self-denial of "restoring the positioning of the three PVP professions in the PC game"? I think it's a contradiction.
Another key change is "Equipment materials can be dropped at will" and "Free recycling". From a competitive balance perspective, this actually weakens the decisive impact of the "equipment gap" on the outcome of the duel. The individual players can still catch up with the equipment of the kryptonians in the front row by relying on their skills. Then the competition will shift from "fighting for resource thickness" to "fighting for professional understanding and operational details." It sounds friendly to ordinary players, but it will also lead to the homogeneity of high-level segments - after everyone is fully equipped, professional restraint and skill rotation will become the only variables, and the enjoyment of the game may decrease.
As for the frequency and direction of version updates, the current approach is to "enjoy first and then balance". In the early stage, super attack speed and explosion rate are used to retain players. In the middle and later stages, there is a high probability that the values will be adjusted back and the rhythm of the game will be lengthened. This adjustment is a double-edged sword for veteran players: those accustomed to the fast pace will feel weakened, while new players may find a healthier space for confrontation. As a viewer, I am even more looking forward to seeing how subsequent versions balance "exhilaration" and "competitive depth." After all, only when the game space is large enough can the game be interesting.
Finally, to be honest, the positioning of this game itself is "emotion + fast pace", and talking about hard-core competition may be a bit harsh. But since it insists on restoring PVP positions, the version update must find a balance between numerical expansion and tactical diversity. The current attack speed is indeed a carnival of "one knife, one child", but if there is a ranking or event in the future, the official will not cut the value or add a toughness mechanism, and the PVP ceiling will soon be touched. I hope the planner has something in mind 🤔