Chapter 348: Changes to the New Wild Area
The first carry on the Peach North team is not the butterfly knife in the middle laner, but the captain and boss of Peach North.
For a long time, the team has used her as the center of the circle to attack, and some of the effective routines of training have also used her as the first core.
The main reason for this choice is that Peach North is one of the most stable players in the team, with almost no fluctuations, and has always been able to maintain a high level of play.
In comparison, the fluctuation of the butterfly knife is much greater. She has times when she plays very brightly, and there are also stages when she makes frequent mistakes, but the rest of the team is actually not much better than her, and she can be regarded as the second carry point in the team with a very high pole.
This kind of thing needs to be played steadily, and this is something that can increase one's combat power by percentage, or make the enemy's combat power unable to play normally. The most desired thing for one side of the sports routine is to be a qiē shun lì, not to make a mess. A player like Peach Nos, who is in stable form, is best suited as the core and eye.
There is no so-called routine in this game, and Peach North took a Zack, who was not very eye-catching in the late stage, and completely changed the first impression of the 'fierce top laner' established in the previous game.
The strongest point of Zack's hero is the development of shrinking towers, and he is a very good hero who changes lanes. I didn't change the way after I took it out, which is a big loss. Fist made Zack's passive ooze pickup range smaller and drop range weirder, making it difficult for this hero to mix up even in the lane. The toughness with the ultimate has been canceled, and now there are many tanks that are effective against Zak on the road, and the advantage of this hero is almost only a relatively OP rush ability.
Peach North is holding the 'A team' and relying on the characteristics of EZ's weak meat cutting ability to take out the meat crocodile. So I'm going to take Meat Zack to disgust the plane's thinking of the chosen hero. She is now very glad that she made the choice. Because the crocodile on the opposite side doesn't seem to be going to produce whole meat at all.
In fact, the half-fleshed crocodile is the best choice when facing EZ. Anyway, as long as there is a little hardness, EZ can't be cut, and you can chase it without a brain, so why bother with all the meat? Especially when the definite enemy lineup output is limited.
Zack is a hero who is very suitable for teleportation, and he is also a hero who is very suitable for playing a first-class team, and if he plays well, the damage is also very good. The reason why there are fewer and fewer people who use this hero is mainly because Zach was considered as the primary goal of the first-class team in the previous competition environment. Now that the first-level regiment is basically extinct, this green biochemical warrior who is considered as a hero of the first-level regiment has also been forgotten.
In addition, there are now two tanks in the top order, Big Tree and Lao Niu, which have some overlap with Zack in terms of function, so no team is willing to develop Zack's playing style in today's environment, which makes this completely usable hero deserted. Of course, after the passive revision, Zack's ability to recover fù has decreased, and the inability to play too fiercely online is also a factor that is not considered by the professional team.
A team on the lower road of a wave of towers, was taken by the peach north team with an ace, one for five plus small dragons, can no longer earn.
It's a pity that the tower couldn't be pushed off, and the peach north side made himself in a bad state compared to pushing someone else's down the tower, and was finally forced to go back to the city and fall off the tower. Prefer to guard their own towers and continue to delay with the enemy on the line.
The current gaming environment is a little bit awkward. That is, as long as the opponent is instigated to develop from the very beginning, then most of the strong heroes will also be forced to develop together, and there is no good way. Unless the organization crosses the tower and kills it.
Many strong teams play the rhythm of pressing people and shrinking the tower online, and then calling friends to play mahjong and then taking the dragon and taking the tower. This is the simplest game thinking, but it is not easy to deal with, many weak teams are beaten by this routine in the first ten minutes to lose the ability to resist, and then lose the game in 20 minutes.
Even some front-line teams, if they don't consider this routine and don't practice, it is difficult to think of a way to crack it at the moment of the actual battlefield.
The difficulty of this style of play lies in the natural disadvantage of the suppressed side. Either a lineup disadvantage or a technical disadvantage. With a disadvantage, you will naturally lose the initiative, as long as the enemy comes down, this table of mahjong is inevitable.
For the side that has the initiative, it can be said that it can be fought as much as it wants, and it is relatively easy. The passive side, only with their own not very strong heroes and techniques to fight back, the probability of being able to counterattack successfully is naturally not too high.
The easiest way to deal with this kind of thing is not to be pressed under the tower by someone, and choose a hero who will not lose on the line.
The main reason why planes and Obama are so popular is that Obama is too capable online, too easy to gain an advantage, and only planes can compete with him. It's a pity that the plane is only strong in the early and middle stages, and it takes one to thirty minutes to be completely soy sauce, unlike Obama, who still has a heads-up ability, and can still fight in the face of some stunted heroes.
If you can't hold it down no matter how you play online, then you can only pay attention to the rhythm. Insert more eyes to ensure that when mahjong starts, several junglers can quickly support the scene. As long as you can succeed in squatting, many times you will make a small profit.
If the jungler can't support at the first time, then he can only rely on his personal anti-cross tower technology to save himself. Anti-Tower is an ability that is often overlooked, as most of the time the enemy's Tower Crossing is accompanied by a must-kill determination and success rate, at least in the eyes of the enemy, which is a very easy situation to kill, so it will be attacked.
In other words, the side that was crossed by the tower was naturally in a disadvantageous state, and even if it was killed by the tower, it could be forgiven, and in the eyes of the audience, this was also a matter of no choice, and it was the reason for the lineup and the team as a whole, not the reason for a single player.
There is pressure to be motivated, and many times players grow up in harsh criticism, and this kind of thing that is easy to understand is also easy to understand in professional teams. The phrase 'I was playing mahjong, what can I do' sounds very reasonable, and some people will put forward rebuttals such as 'the sense of smell is not sensitive enough', but few people will say the line 'why didn't you complete the counter-kill under the tower'.
Counter-kill under the tower. The anti-crossing tower is an overly powerful skill in the eyes of most people. Not a must-have skill for a pro. Precisely because of this. That's why most of the teams ignore this aspect of training.
After more than a week of brainless special training on the side of Peach North, in fact, he did not get too much relevant knowledge and ability beyond ordinary people, after all, the time is not long, although the girl on Peach North's side is a genius among female players, it can basically be regarded as below the average level in the professional arena, and the ability to accept it will not be too rebellious.
They recognized that Team A would play with them and regarded this gameplay as the core of the early stage, so they chose an anti-tower lineup. The EZ is able to guarantee that it will not be consumed in the case of shrinkage towers. The hammer stone is the core of the counter-killing and control under the tower, Zack is the famous little prince of the shrinking tower, and there are all kinds of flexibility under the small fish tower, and there is only one prince in the choice of some controversy.
In fact, Biel originally planned to play Pan Sen or Dragon Turtle, these two things support quickly, one flies and the other rolls, and can rush to the sudden battlefield in time to participate in the rescue operation. However, Peach North is more inclined to use the prince's big move to stay under the tower, and as long as you pay more attention to the enemy's movements, you can do it when you rush to the battlefield, and what you need on your side is the combat ability under the tower. Although Pan Shen is very powerful, he still focuses too much on attack. It's OK for this thing to cross the tower and resist the tower. The prince who supports the output under the tower or has a big move is more powerful.
As a result, the lineup has become what it is now. The plan was also very smooth in its execution. In the early stage, he got an ace that was enough to decide the outcome of the game.
Peach Nos was happy for a while, and soon ushered in the second wave of mahjong.
This time the captain has the ultimate support, although it is not a single Yue Ta three to two, but under the cover of the captain's big move, the situation seems to be worse than the previous four people.
"This is trying to take advantage of our slack and bring the situation back, right?" Xiaohua pinched her waist and gave a two-word comment with a confident face, "Innocent! "Translated into English, it's also two words, 'pattern'.
Xile has long reminded that you can't get carried away. The psychological adjustment after the success of this counter-kill, the Peach North team did a very good job, and an ace only made the girls collectively excited for a minute before they eased up and returned to the active and tense game.
Now the working girl plays ADC,It seems a little difficult for her to chase people to play a single kill.,Recently, she didn't have a previous carry when she played the passer-by game.,Can't wave up with passers-by players.,It's purely broken by the rhythm of the game.。 However, her current operation is a little more delicate than before, at least she knows that she must dodge the enemy's key skills when she is forced under the tower. Knowing that compared to counterattacking and hitting output, it is more powerful to try to make yourself less controlled and damaged, because there is such a partner as the defense tower, and many times it is good as a newcomer.
The captain's ultimate is naturally not a key skill, and it can't be dodged. What EZ and Hammerstone need to dodge is a Q thrown out by the wind girl who is fighting against the tower.,The working girl dodged it casually.,Because this Q didn't blow at her at all.,It's estimated that even if you don't go, you may not be able to wipe the edge.。
EZ is a thing that is more difficult to kill under the tower, after all, there is one more displacement, and it is the kind of displacement without a trajectory that flashes, which cannot be interrupted, so the target that Team A wants to kill at this time is still Hammerstone.
It's a pity that this time the ink is finally shining again. She flashed away from everyone, then threw a hook at one of the creeps to escape out of the tower's range with the creep movement.
She originally wanted to slow down the Wind Girl who was resisting the tower with an E, and pushed her under the tower by the way, but unfortunately her hand speed was not fast enough, and she was blown away by the Wind Girl's wind. But it doesn't matter.,After resisting the tower, the wind girl has a trace of blood.,There's no displacement skill.,In the face of the hammer stone that wandered back, it was still the fate of being killed by A.。
But in the same way, the plane and the poodle will also leave the tower to chase the hammer stone, and the ink juice has to wander all the way to the tower, and in the end it is a one-for-one, no profit or loss result.
Xile believes that this game is won by his side. But here's the problem, in the first game, the blue side on their side, and their ability to counter the tower was exposed, so in the next game, Team A can come up with a hero who will not be restrained and no longer cross the tower, how should they fight on their side?
As a jungler prince, Biel is also very loyal to his love, and when his teammates were crossed over the tower this time, he ran to help Peach North.
In fact, Peach North's resistance to pressure is quite good, and the crocodile on the opposite side is pressing the line. It's also very attractive to the jungler.
For Zach now. The previous changes to Egg Fist can be said to be an enhancement. Now this item that adds extra health is perfect for heroes like Zack. The effect is still very good. However, this situation will not last long, because the jungler equipment is about to change.
Although it is not known exactly what the Egg Fist will become, it is known that the Jungle Knife will only be purchased if it is brought with punishment.
Riot is also going to let go now, and increase the diversity of jungler heroes. It is estimated that they are also tired of watching the duel between the blind mantis poodle, but I don't know if the designer blushes about the kind of 'pig girl jungler has risen' that he said before.
The most important thing in jungler is to help the team stabilize the early stage, not to become a carry point in the later stage, which was the game thinking tens of thousands of years ago. The new jungler changes didn't put much effort into this, and the early stage was still the same one. However, Fist strengthens the mid-game abilities of the Jungler. There are a lot of specific changes, and there are also a lot of eye-catching places, so it can be said that this is the biggest change since the revision of the auxiliary and vision versions.
As can be seen from the modifications, the fist pair is still very positive in making those heroes who are not strong enough in the early stage appear in the jungle, they have increased the number of monster buffs in the early stage, and each wild monster has a buff, among which the buff of those small wild monsters is not obtained by killing them, but is obtained with the skill of punishment, which means that only the jungler can get it, and the early ability of the jungler hero can be stronger than the online hero by relying on multiple buffs.
In addition, it is a real 'super oversized' equipment and diversified equipment. Achieved on the jungler. These two points have always been the point where Riot has not done a good enough job in the equipment system, and now the jungler can enchant his own jungler outfit that originally only cost 2,000 yuan through guò enchantment. Although it is not clear from the description that it will cost this 'oversized' item in the end. It looks like it's in the four thousand two hundred.
The extra 2,000 dollars can bring the jungler one of four types: 500 HP, 90 AP, 60 AD, and Wisdom Endblade attributes, with a small amount of magic resistance and life stealing effects.
After several years, Riot finally found out how useless the equipment with a price of 2,000 yuan was, and the only one that had entered the mainstream market except for an electric knife was the crown, which was also changed.
If you want to make the game varied, you need to control the pace of the game. If you want different types of teams to compete against each other, you need to add layers to your equipment. Riot's modification of equipment has always been petty, and those props such as the Wisdom Terminal Blade and the Twin Shadows, since no one uses them and no one buys them, then the price should be adjusted according to the relationship between supply and demand, so that they are cheaper to 1,08 or even 1,005. At that time, players will encounter the problem of 'whether to produce large pieces or medium pieces of equipment to grab the rhythm', and the gameplay will naturally be diverse with the increase of optional equipment.
At this time, the introduction of jungler outfits with the attribute of 'super large pieces' can also be regarded as a way to deepen the layering of equipment. Although it is still a little conservative, it is a good improvement.
In addition, Riot finally realized how mentally retarded a scythe that only provided online blue battery life for more than 3,000 yuan, so they launched a small piece of equipment with a blue-absorbing effect, determined to regain the market for their new product.
It can be seen that if Riot switches to high-tech manufacturing, such as the manufacturing divisions of Google and Apple, it will be wrong in terms of product positioning.
Among the series of adjustments to the jungler position, the biggest drastic move is the enhancement of the dragon's buff mechanic and punishment skills.
New punishments can be enhanced with Jungler Gear, dealing direct true damage to local heroes and reducing movement speed.
While it feels like a Bilgewater scimitar, this one change alone allows the Weapon Master to appear in the Jungler position.
The fly in the ointment is that this equipment costs seven hundred and fifty yuan, not the jungle knife that comes with it. In other words, if you want to use Jax with this slowing equipment to fight gank, you need to go home at least once. This does nothing to limit jungler heroes who gank all the way to level five or six before returning home. Wanting to limit strong junglers without giving them a commensurate opponent is the logic of Riot.
In addition to this, the dragon also has a very powerful buff, and it is permanent, team-based.
As long as you kill the dragon, you will accumulate a layer of dragon buff, and the five layers are capped, and each layer has a bunker effect. These include health regeneration, additional armor resistance, movement speed increase, a 10% double piercing, and the final stack - all of which are tripled, plus a very strong attack burn.
With such a powerful effect, it is basically certain that there will not really be a team in the game to get this kind of thing. It takes twenty-five minutes for the five dragons to refresh, ten minutes to fight the first dragon plus the time to kill the dragon, and it takes about forty minutes to get the super buff at the earliest.
In the late game, the small dragon will obviously be more competitive than the big dragon, and the team on the inferior side will do their best not to let the enemy get the follow-up dragon buff effect. There's no need to guess, as long as this change is brought into the game without any water, the game will become more confrontational, especially in the later stages, and there will be no more monotony of circling around the dragon for ten minutes, because the dragon is just as important. (To be continued......)