
Usually this section is about playlists and BGM, but today I want to make an exception and talk about a mobile game that many people may ignore at first glance - "Cooking Dimension" from the perspective of an e-sports observer. It is no exaggeration to say that I was initially persuaded to give up by the cute settings of "Foodie World" and "Eating Soul", but after I really understood the combat system, I found that its foundation is far more hard-core than the label promotion, and even has a lot of competitive potential🤔.
Let me talk about what surprised me the most: the battle is not a simple collision of combat power, but a clear skill cycle and energy operation rhythm. The timing of each food spirit's skill release and the connection between C position and support skills require thinking and prediction just like fighting a MOBA team battle. For example, some Soul Eater's ultimate moves have obvious forward movement, and the opponent can waste time to surrender control or add resistance. What matters is on-the-spot reaction and shot sequence. This kind of pleasure of "reading tricks and changing tricks" is difficult to experience in most similar products where leisure and education are the mainstay.
More importantly, there is an obvious counter relationship between the lineup ecology. The current mainstream system probably includes a burst flow, a consumption pull flow, and a quick attack suppression flow, but none of them is unsolvable. I tried to use a highly mobile single target to rush in and cut the opponent's main C, but was trapped by someone's backhand with a set of purifying and silent skills, and was dragged directly into the quagmire. This kind of restraint is not a simple "A beats B" with a sword, but depends on what auxiliary buffs you bring, how to allocate defensive decorations, and whether to leave a key skill for the opponent to cut in. The game space is very large, much like the BPs in professional games against each other.
The version balance also makes me feel more at ease. Anyone who has paid attention to several major versions knows that the planners have never done anything like "whoever is stronger will be eliminated directly". Each round of adjustments is to change the values while leaving a way for other systems to survive. The mechanism of several new food spirits recently updated is obviously a patch for the current rhythm. It not only restrains certain popular play styles, but also may lead to a new round of counter ideas. It can be seen that the production team really wants to make the competitive environment better, rather than superficially introducing new cards to cheat krypton.
If I have to pour cold water on it, it would be that the content is now more development-oriented and there are relatively few real-time battle modes. But I think the foundation is here. As long as full-level competition, banned positions or event modes are opened in the future, the tactical depth of this game can fully support a stable competition rhythm. Friends who like to study the details of lineup restraint and micro-management, you might as well get into the pit as early as possible to experience it. Maybe you will be able to talk about "that second-level counter-jungle decision" with your friends on the field in the future😏.