Looking at the level of balance adjustment in terms of the strength of the new heroes, the weaker th

Mondo games Updated on 2024-02-10

A long time ago, everyone had the impression that the new heroes were more fierce when they were launched, but recently this impression has changed, and the online performance of Doria and Haino has confused many people, why the win rate of these two new heroes did not dominate the list, but the performance was mediocre, and even a little poor, so let's talk about whether the new heroes are stronger or weaker.

Everyone knows that a new hero needs to be tested for a period of time before it is launched on the official server, and the gap between the environment of the experience server and the official server is very large, and the performance of the experience server does not represent the performance of the official server, so it is difficult to control the actual strength of this hero.

A hero will have two strengths after it goes live, one is the initial strength and the other is the development potential strength. Both of these must be well controlled, otherwise there will be a problem with one segment. Let's take a practical example to make it easier to understand, if a new hero is launched without much development and everyone is better at playing, then it is easy to go wrong.

If the initial strength of this hero is high, and then it is developed later, wouldn't it be invincible?

So the question is, which one is more important? I think the initial strength is more important, that is, the initial strength of this hero can't be too high, because it is impossible for a new hero to have no development potential, but there are high and low, and the initial strength is a foundation, and this foundation is high, and once it is developed, it is exceeded. The ideal state is that the initial strength of the hero is average, can be played but not high strength, is at a medium or even lower middle level, and then reaches a medium or above level after development, this hero is well balanced.

On the other hand, a hero that is too strong will cause balance problems, because everyone is rushing to play, and it will be very uncomfortable if you can't grab it, but a hero who is too weak will not have a big impact on balance, because no one will rush to play a hero who is too weak, everyone can play the others, and this will not have much impact on the version. If a new hero is too strong online, it is urgent to come up with an adjustment plan to cool down, but a new hero is weaker online, so you can have more time to slowly optimize and slowly develop it to a normal level.

Many people will ask, why can't it be launched with the right intensity? Everyone wants to be like this, we players think, why don't you want to plan, but it's almost impossible, MOBA games involve the whole body, any change may have a great impact, you can only slowly observe and slowly change, and it is unlikely that you want to go online with moderate intensity. So between the strong and the weak, the current weak route is the most reasonable

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