The "Tinkerer" hex, there should be a lot of people who will be unfamiliar with this name, I can guarantee that even the players who have experienced many battles in the S6 season will be the same.

It is a first-class functional Hex whose effect is that every three battle turns when the Geek Bond is activated, it will get an equipment disassembly or an equipment reforge.
Well, is there no impression, I was also confused when I first saw this Hex in the official database.
Because I have never seen it in the game, even if it is rare, the refresh rate is particularly low, it will not be so, after all, only 1% of the three colors we have seen many times, stunned that we have not seen this Hex.
In order to find out the truth, I patiently went through the national service history update record, but still found nothing, and then shifted my attention to the test suit long ago update record, the emperor did not pay off, and finally let me find the answer.
It turned out that before the official launch of the 11.22 version of the national service, the final version of the test suit finalized all the Hexes to be played, and two of the Hexes were removed, and the above-mentioned tinkerer was one of them.
The other one, called the "Universal Scope", is also a first-level Hex, but the effect is very op, which can double the range of long-range attack units, and the general attack must hit.
Imagine what a terrifying existence it would be if it were retained, it would certainly be an artifact of the physical C bit, the chance of dodging added by any fist suit, or the fact that the Yodel people were so short, they were not its opponents.
Therefore, it is understandable that they failed to live out the test suit.
Since the launch of the national costume, there has never been a case of Hex being removed, because the birth of these Hex has gone through countless hardships, how can designers easily abandon these perfect results?
So as long as there is still room for salvation, it will find ways to make changes and adjustments to keep it in the game, such as adjusting attributes, downgrading or upgrading, stipulating that it can no longer appear in certain rounds, and so on.
But there are always exceptions to everything, in the recent 12.2 version update, the birth of S6's first removed Hex, this "unlucky egg" is the third level of hunting rhythm, then everyone thinks it was tragically removed, in the end is it unjust?
Let's take a look at its effect, its effect is that its heroes heal their own 750 (actually 900) health when they complete the kill, while the two-star non-front-row tank class of four-fee heroes, in the case of naked equipment or no health, the amount of health ranges from 1260 to 1620, the minimum ember is 1260, and the maximum of Yong'en is 1620.
That is to say, once the third-level hunting rhythm effect is triggered, the hero can return more than half of the amount of blood, if it also has a blood-sucking effect, the group battle endurance will be very terrifying, often there is an overdose of treatment, and it is difficult for the other party to reach its killing line.
This kind of belongs to the super high strength of the lineup, or after the transfer book makes a strong bond, the crushing effect that this Hex can play.
But more often, everyone will generally pay attention to the overall strength of the lineup, pay attention to the reasonable distribution of equipment, and reserve the defensive equipment in the front row, rather than blindly only giving the C position to take the output load.
So although with the third-level hunting rhythm, the return will be very high after triggering, but if you can't even get past the front row and fail to produce a kill, this Hex is equivalent to not being able to provide any help to the lineup, just a pendant.
And we all know that innings with colored Hex, there will generally be monster players who get excellent Hex, so just because of this one Hex, the gap between everyone is very wide.
In the final analysis, the third-level hunting rhythm action is too polarized, and the setting of generating kills to trigger the effect makes it extremely unstable, and the player chooses it, which means taking a lot of risks, which is very unfavorable for competing for the final high rank.
So being removed is not unjust at all.
In this regard, you may wish to refer to another Hex, the astral blessing, and its setting is very reasonable.
The third-level Astral Blessing effect is that heroes receive a healing effect equivalent to 25% of the attack and damage caused by the skill, and the spilled healing effect is converted into a shield, which is capped at 600.
So whether it's a physical damage hero or a mage hurt hero, it can come in handy, and there is no over-treatment, because the overflow part will be converted into a shield, which is directly proportional to the hero's output and play, who wouldn't love this Hex?
Do you think it's reasonable for the third-level hunting rhythm to be removed, or is there any good remedy? Welcome to leave a message in the comment area to share! If you think the article is not bad, don't forget to use your small hands to support it, the author thanked you here~