
Let me start with the conclusion: this time the balance adjustment of Hua Yishan Heart Moon is in the right direction, but the intensity is still a bit "gentle". As someone who watches KPL and LPL games all year round, I am used to analyzing the PVP ecosystem from the perspective of rhythm and fault tolerance. The most obvious perception of this wave of updates is that the priority of the control chain has been raised, and the fault tolerance rate of pure burst push has been reduced a lot.
In the past, in the arena, if you got two high-level single-target burst celebrities first, you could basically kill the opponent's core within two rounds. At that time, the numerical expansion of the output was a bit outrageous, and the defender's countermeasures were very limited. However, after this version update, the coverage of purification skills and control-free status has become larger. Many outputs originally used for harvesting will be forced to control for one round before firing. This change is actually very subtle, because the playing rate of the control characters has suddenly increased, and functional celebrities in the hands of civilian players have regained employment space.
But there are also problems. Some of the newly added mechanisms, such as "Rage Seal" or "Delayed Settlement", if stacked properly, can even be more difficult to deal with than the numerical monsters before adjustment. I watched a few high-level games and felt that the rhythm had slowed down, but the winning hand often depended on the luck of the first two rounds of shuffling, and the room for manipulation of the situation was not as large as expected. The balance team still needs to be careful not to let the control system expand from a "countermeasure" to another "one-vote veto."
I defeated it myself, and now the lineup is more inclined to bring two support Cs with switchable forms, one for control and one for milking, and paired with a tank front row that can stand up. In this way, no matter whether the opponent goes for a fast attack or delays, they can at least catch a few rounds and then find an opportunity to counterattack. Compared with the mindless output in the past, now it really tests the understanding of the skill axis and the timing of substitutions. This is something I appreciate. After all, as long as the competition is not purely numerical, the tactical game will be more interesting.
Of course, the game itself is, after all, a country-style power-based game, not a pure hard-core battle. The balance of the operation may still focus on the experience of players who want to explore the plot and explore the big world. But as an observer who pays attention to the competitive environment, I still hope that subsequent versions can continue to weaken the overly strong single-target killing skills, while appropriately increasing the joint benefits of non-mainstream lineups. When playing ranked in this way, there are more variables, and the sense of achievement of getting higher scores is more solid. I recommend friends who like to study lineup matching to give it a try. The current version is much more interesting than last season.