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Let's talk about the background first. I usually watch KPL and LPL, and I am more sensitive to the version changes of MOBA and FPS. There has been a recent game shortage, and a friend recommended Bear Run. I originally thought it was a casual parkour for children, but after playing it in depth, I found that the competitive depth of this game is much higher than expected. Especially when it comes to version updates, the balancing idea of ​​planning is quite interesting.
The core competitive point of the parkour game is the racing and prop confrontation in qualifying matches. The attribute differences between the characters in this game, such as Xiong Da's power-based acceleration and Bald Qiang's skill-based steering, have completely different performances on different maps. After the previous version update, the cooldown of Xiong Da's sprint skill was reduced from 12 seconds to 15 seconds, and the trap placement range of Bald Qiang was increased by 5%. This change directly changed the ban position pattern. In the past, the muddy jungle map was almost dominated by Xiong Da and his family. Now Bald Qiang can play more operational styles in narrow lane maps. The routine of placing traps in the corners of the opening card has become very practical.
I think this adjustment direction is right. The most common problem in parkour games is that the track is answer-oriented, that is, all players choose the same optimal solution. This version removes the hard control of strong characters and gives weak characters a tactical fulcrum on terrain, which forces players to study the routes and time differences of different maps. For example, in the picture of the waterfall mining area, Bald Qiang can predict and place traps on the edge of the platform, disrupt the opponent's rhythm and then use the rolling invincible frame to pass through. This kind of game did not exist before.
Of course, there is also controversy over whether the random prop mode added to the new version makes the competition fairer or more respectable. I personally think this is the point in the current version that players need to adapt to the most. The prop refresh point has been changed from a fixed position to a semi-random one, which on the surface reduces the certainty, but actually places higher demands on players' on-the-spot reactions and route planning. In the past, the backboard was enough, but now you have to always observe whether the props on your opponent have changed, and whether they are blocking your timing to release skills. This kind of dynamic variable actually makes the suspense of watching the game much stronger. There will be no situation where you can tell who is sure to win within the first five seconds.
Finally, let's talk about the frequency of balance optimization. This game releases a version about half a month. Every time the change log comes out, I go to the training ground to test the feel. What's rare is that the planners don't just focus on the winning rate and cut off the numerical values. They also adjust the character's operating feel, such as shortening the back sway when jumping and landing, and optimizing the judgment of the collision box when turning. These are details that can only be felt by playing ranked games. For a non-head-track game that can polish competitiveness to this extent, I think it is worth recommending to players who like to study version changes.
If you are also the kind of person who studies version answers every season and likes to ponder the hero curve, you can try this game. Its ceiling is not as high as that of MOBA, but the completeness of competitive logic is indeed rare in the parkour category.