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Fearless Contract: Some Thoughts on the Change of 1.07

Author: NGA-ancientarcana

The enhanced change is very reasonable.

Breach's functionality has been greatly improved-this is also the purpose of his design. Three flash bombs made his counting ability even worse than those of the duelist, and the change of the big move was much more obvious than the change of the numerical value.

The most important thing is that shock can now shake off the changes in the opponent's opening of the mirror. There is a very funny situation in the current version: Jett leads the big attack on meta, and then the best choice to fight back is Jett. But now breach can play this role better. I'm a little worried that he will be too strong in a well-coordinated former team or professional field, but everything depends on his performance afterwards.

Although there is no numerical change, the strengthening of vipers is actually quite large. Putting the wall at the beginning and keeping her teammates from fatigue are all useful corrections to keep her out of the team-in fact, it is long overdue to change this. In the future, there will be no situation where everyone has pushed into the store and the viper is still looking for something at home, and he will not say that he has execute. His teammates are afraid of fatigue and dare not push in the smoke.

But I think the biggest improvement is the big move. Now, everyone can crouch together in the viper's big move area, which is very strong in the case of post-planting, and it is almost impossible for the defender to recapture it in the case of equal numbers. On the ascent map of forcibly grabbing the middle road, the viper can directly zoom in the middle road, allowing teammates to easily penetrate into the market or catwalk. So overall, the current enhancements will definitely help viper-

The question is, are these improvements enough? I don't know. I always think her smoke bomb needs a little help. Only time will tell whether she is good enough.

Then the weakened part.

It is reasonable to spoil the fun. Compared with others, her flask injury is really too high. Nanoswarm itself has many special points to hide, and moderate vfx changes are also reasonable. Will this have a great influence on her? I don't think this would be the case. Most people have gradually learned not to pack by default in the face of spoiling, and will consciously clean her flask.

If it is not for the special case of unpacking, this skill is not much different from other flasks. You can also block the intersection and force others out of the corner. It seems that a delay of one second is not so unacceptable. In my opinion, the problem now is that her skill group is not balanced enough. Her battery is too strong, her blood volume is too high, and a lot of power is occupied by this skill, which makes the detection robot too weak. If we take cypher as a benchmark, there are still some minor problems in her overall skill group.

Finally, the weakening of sadge, which is also part of my main point. I have no idea.

1.05, Moreiro said in the live broadcast that they want to weaken Sage, and mentioned that it is not only for treatment, but for all-round weakening. I agree with this, because Sage was the hero with the highest selection rate and winning rate among all the ladders at that time. So weakened, I admit; But it would be ridiculous to cut it like this.

Moreiro means that the most self-healing player in the game should be the duelist, and Sage's self-healing is too high. I agree with this, but why not only weaken self-recovery, but also weaken the reply to others? Moreover, weakening is to reduce the intensity level of a skill, not to make a skill completely useless. When 10s returns to 60, there are only two replies per hop on average, and sometimes only 1, which is more than twice as slow as in the past. Of course, I also think that treatment needs to be weakened, but the degree is debatable. Values may be radical, but the direction is fine.

The range of the deceleration ball has been reduced, which is the only change I agree with. In the past, the scope was really too large. Not only can you block the intersection, but experienced sage players can even block half the corridor. Before ascent, the connection between the market and the middle road can be completely sealed with a ball, which is too OP, so I have no problem with this change.

The change of the ice wall completely killed the sage. Maybe many people don't realize how much this change has affected sage: my first thought is that big moves may not be as good as before. You should know that the places where teammates died are basically places that have been cleared by the opposite side, and most of them are very dangerous. It takes a few seconds to come back to life, and it is easy to be knocked off by the other side.

Sage used to use walls to ensure the resurrection of his teammates, but now it is almost impossible-400 blood is equal to 10 Vandal, or 1 1 Phantom. Now, basically, you build a wall opposite, and it's gone in an instant. Split's closing the middle road is a joke. A little sweep will clear it up, without taking any risks. If the first two changes are barely reasonable, this weakening is simply inexplicable.

To sum up, it weakens my understanding ability, but I can't understand it at this level. At present, Sage is not strong in the competition, nor is it a compulsory choice for a long time, and it has not reached the point where it can't be handled. So when a hoe comes, it will directly flush her into the toilet and the sewer. Maybe I'm wrong, but Sage's appearance rate in the professional arena will definitely plummet. She couldn't stop it before.