
I don't know if you guys feel this way after watching the recent games. The answer in the current version is more and more towards operation and lineup depth. The early fighting income has been cut off a lot. On the contrary, it is easier to win the chicken with the kind of lineup that can flexibly transform. This game actually has a bit of this flavor. Although it is a Roguelike auto-chess game, the idea is the same - you have to adjust your route at any time based on the dealer's face and the opponent's lineup.
Let's talk about the basics of this game first. Heroes are synthesized by stars, three one-stars combined into two-stars, three two-stars combined into three-stars, and in the later stage, the big-core three-stars are really the final word. But the key is that each hero's "talent skills" are not fixed values, but have linkage effects. For example, I played a game yesterday and got a Shadow Assassin in the early stage. I originally wanted to use the Assassin Burst style, but a "Shadow Lord" bond passive appeared in the middle, and I directly transformed into a Summoning style. I relied on the summons to drag the opponent, and the Assassin circled around and cut into the back row. It was a very comfortable game.
The strategic depth brought by this randomness is actually much more interesting than many fixed lineup auto-chess games. Because you not only have to calculate the math problem of your current combat power, but you also have to predict the talent events that may appear next and pave the way in advance. It's a bit like watching the top teams in the game doing resource replacement. They don't just look at the team battle in front of them, but also calculate the ownership of the two dragons behind them.
Speaking of competitions, I have been following both KPL and LPL recently. I feel that after the version update, the priority of heroes who are strong in the early and mid-term has dropped a lot. On the contrary, those systems with growth potential in the later stage are more popular. This is quite similar to the one-star chess piece in "The Road to Peace" that works in the early stage and finds the core idea in the mid-term. If you pick a hero with high talent but poor basic skills in the early stage, your opponent may lose blood, but as long as you survive the power period, the hero's talent skills will be triggered in the later stage, and the comeback will only take two rounds.
The style of the game itself is dark fantasy, and the world tree line can be considered a bit of a plot foreshadowing, but when we play auto chess, we mainly focus on the combat logic. In terms of operational rhythm, the refresh opportunities of each round must be planned well, because the economy is shared, unlike some games where you can save money and wait for a certain card. This coincides with the "economic efficiency" emphasized in the current game-the timing and method of your spending determine your mid-term fault tolerance rate.
If we talk about the shortcomings, the pleasure of matching with foreign servers is still a bit boring. After all, the player base has not yet increased, and sometimes it takes a while to search for a game. However, the frequency of official updates is quite stable. After the recent release of the new hero "Ember Mage", the fire-type lineup has obviously increased, and the arena environment finally looks like a hundred flowers are blooming. I hope that a replay function can be added later so that you can review your own mistakes as clearly as watching the game video.
Generally speaking, this game is suitable for players who like to use their brains, especially those who enjoy finding the optimal solution through randomness. Anyway, now that I'm playing ranked matches, I'm used to using a custom game to touch the talent pool first, and then seriously score points. If you want to find a new pit, you can try it. Maybe you can find some new tricks to share on the forum.