图片
Brothers, I went around the music area and found that everyone was talking about BGM and sound effects. However, as an old viewer who has been watching version updates all year round, I still want to talk about the new Zeta version of Ultraman Universe Heroes. After all, the competitive environment has changed too much.
This time, three new characters, Zeta Original Form, Alpha Armor, and Ex Beta Spark, entered the pool. To be honest, at first glance, the intensity didn't feel right. The speed advantage of the Alpha armor form is too obvious, the skill has a short forward swing, and the combo error rate is extremely high. It is basically a T0-level position grab in ranked. Are you going to ban or not? Banning is a waste of position. If you don't ban the opponent, your lineup will be forced to speed up and compete for rhythm. However, competing for rhythm will disrupt your original operational ideas.
Then the Beta Spark of X was even more outrageous. The range of the Beta Flash Light Arrow was exaggerated, and it was a typical long-range consumptive suppression position. In KPL, this kind of hero usually needs to eat up the economy, but its skill CD compensation and distance gain allow it to produce stable output even with low resources. This will cause the game in the middle and late stages of the game to become very utilitarian - whoever gets the initiative in this line first can control the map resources and force you to come and pick up the team.
As for the addition of the boss mechanism of the void monster Griza, I think it is more prepared for PVE players, but in competitive mode, its skill mechanism has the range interference of the void rift, which will disrupt the positioning habits of the auxiliary. Many old players are used to being stuck in corners. Now that they are covered by Griza's dark energy, the entire area is useless. This forces you to re-practice your positioning and vision management instead of relying on experience as before.
In fact, what concerns me the most is the balanced tonality of the version. Just looking at the values ​​​​this time, Zeta's three forms are obviously offensive-oriented. Although the original form has simple skills, the damage value is too generous, the threshold for getting started is low, and the profit is high. As a result, many friends who play the support position have also begun to switch to the output position, and the function distribution of the entire environment is a bit messy. After all, if any character can do explosive damage, then who would be willing to start a team and protect people?
Of course, this version update is not all bad. At least the diversity of tactics has increased. The old routine of quickly pushing Han Xin to conquer the world is completely unworkable now. You must dynamically adjust your play ideas according to the opponent's lineup. This is also the most fascinating part of e-sports games. Version changes never bring about simple data additions and subtractions, but the reorganization of the entire arena ecology. You have to always think about how to use new mechanisms to crack old solutions.
I hope that in the future, Griza's damage coefficient can be slightly lowered, or some resilience compensation can be added to the auxiliary heroes, otherwise this version will really be a competition to see who can get Zeta faster. It's a bit sad to see the decline of the traditional style of play that I like, but in any case, the enjoyment of the game has indeed improved. Watching friends play training games these days, the waves of extreme form changes are still quite impressive.