The molding lineup is:
Werewolf Barbarian King Pig Sister Prince Zach Excavator Wei
6 population open d werewolf barbarian king Zach pig sister prince excavator
Seven people make up for Wei, and all cards are chased three
If the card is drawn well and can be eight, you can make up the card according to Hex, and in general, Silco is the best.
Equipment, on the Side of Hex:
The werewolf equipment is the same as in the previous version. Mercury Electric Knife Titan. This version of Mega Kill Personal Feel is a good fit for the version and can be used as an alternative.
This lineup can play all the time, try to choose all the buff of Hex, other equipment is also best to take the secret flag holy grail.
The current strength of the test suit, 6 population werewolves three stars the rest of the 2 can lock blood, pull seven population 50 slow d full chase three. The official service may be faster on the line, but the intensity should not deviate too much.
This lineup has a high utilization rate of bondage 3 alchemy 2 strong attacks 2 law enforcement 2 hex 2 challenges 4 fighters
Only 1 mutation overflows
And there is no waste card, I don't know if you have such a feeling, this version of the single card is very strong is not good to take the bondage, strong bondage needs to build a bunch of waste cards, so that the overall strength of the lineup is very low. For example, Xavier and De Levine feel uncomfortable.
After the brute king weakened, there are fewer people playing the brute king, the card is not difficult to take, and it will be difficult to find The Wei when pulling 7 is late, so it is recommended that the six people see the Wei and take one.
(The appearance of world famous paintings according to the situation of the game to choose their own, personal feeling that the priority of pigs is the lowest, three-star pigs are the icing on the cake)
League of Legends soon ushered in the 12.4 update, which not only has the new hero Renata, but also the S6.5 season update of Genting Game. In genting's mid-season update, Renata appears as a new hero, and Fist Game adds The Genting Game's first original character, "Hilco", who comes from League of Legends' first animated series, The Battle of Two Cities.
Hilko gained great popularity in "The Battle of Two Cities", a Zuan speaker known for his ingenuity, which made many alchemy barons shudder, and his feelings for Jinx were very complicated. In the short first season of the plot, Kirke impressed the audience, and many people called for Fist Games to make him a new hero. Genting's design team fulfilled their wishes and added him to the game this month.

Although Hilko has died in the anime, there are too many examples of comebacks in League of Legends, and Xena, Yon, and Orne are all of this category, which is not to say that dead characters cannot become new heroes. So, will Hilco, the leader from the dungeon, become a member of the League of Legends Summoner Canyon in the future?
For this question, Riot Praeco, co-creator of "Battle of Two Cities", gave his own answer on the forum.
"The main problem is that we created Hilco out of the box, not a new hero. The heroes of League of Legends are warriors who fight with fists, weapons or spells, and we want Hilco to be different. He uses language to destroy enemies, to end the lives of others, and to influence the ending of the story. This is Hilco's superpower, but this talent doesn't translate well into gameplay in League of Legends games.
We can definitely shoehorn Hilco into League of Legends, but we need to give him a bunch of skills that have nothing to do with him and make him look nothing like Hilco. Therefore, we should not add Hilco to the League of Legends body. ”
If the above statement is just the opinion of the "Battle of two cities" team, then let's take a look at the response of Reav3, the head of the hero team responsible for making the new hero, on the forum.
"At the moment we have no plans to bring Hilco into league of legends. When he appeared in Genting Game, his model didn't even create a unique character silhouette that provided the corresponding gameplay clarity (which is very important for MOBA games like League of Legends). Hilco himself does not have a very clear source of strength that allows his personal abilities to be well translated into skill sets in League of Legends.
This means that we have to change Hilco's identity in order for him to become a good hero in league of legends. While that doesn't mean we'll never try to solve these problems (we could try to solve them, but in doing so, Hilco could be so different from the character in the series that he's no longer the one everyone likes), so we don't have plans to make Hilco the new hero in League of Legends at the moment. ”
In simple terms, it's not that Fist Games doesn't want to turn Hilco into the new hero of League of Legends, but that the hero himself belongs to the brain-type strategist character, who relies on ingenuity and dominance to conquer the Zuan gang, and does not have too much combat power and any superpowers. Hilko's fists were not much harder than the average person's, and the only means that could be said to be a superpower weapon was shimmer.
Hilko's exclusive bondage in the Genting Game is the "Shimmer Head", the skill is to inject shimmering light to provide buff effects to friendly troops, and his general attack is to throw a few soft attacks far away. Relying only on this "needle" ability, it is difficult to make Hilko become an interesting character in the League of Legends, and it is difficult to reflect his character positioning in the soft auxiliary category, especially in the Summoner Canyon, an auxiliary hero Renata who relies on alchemy technology to brush the sense of existence.
In this/development blog, I'll list three reasons why developers think that ranking higher in their games doesn't help them create better games.
Hello, I'm Mort, Director of Game Design at Genting Game. Here, I want to talk about the expectations of game developers. This story begins when I finally reach the position of the strongest king. Genting: A Battle of two cities is our most dynamic product at the moment, and I want to prove to myself that I can play the strongest king. It was very tough and almost exhausted, but I'm glad I can finally say I'm one of the top 250 players in the region. However, I'll leave the content of self-congratulations to the next article, and I want to discuss that in order to work on a game, you need to do your best in this regard.
To make a game, you have to be on top of the game's player base, which is a problem for the entire gaming industry, not just Genting Or League of Legends. Many people think my claim as a developer is unreasonable because I'm not the strongest king. I've seen colleagues get fired for only being Diamond (top 4% players). I've seen similar accusations from developers of other competitive games. It's all ridiculous.
Let's analyze the three main reasons why we shouldn't ask developers to be the best in their own games.
Consumption of time
Design improvements
Audience understanding
Game developers work more than 40 hours a week, a fraction of that time involves game testing, which is not done on real-time servers. Instead, they're done in an environment where we often try to screw up the game and see what fails and what succeeds. We're testing future versions of the game, sometimes the next patch, but usually the next mid-season version, or the next full version — and I'd say those habits aren't conducive to improving real-time rankings. None of the 40 hours of weekly work are used solely for the purpose of upgrading. Now, ideally, developers would also play games outside of work — and believe me, we're all. But how much time should we reasonably spend playing outside of work? It took me two months to play nearly 400 games to reach the strongest, which is more than 300 hours in about 8 weeks. If we count it as part of the work, it takes about 25-30 hours a week. In addition to full-time work in the genting game, this is also the cause of burnout. You want your developers to maintain a good work-life balance and have experience beyond Genting. Family time, other games, exercise, etc. can all make developers more resistant to burnout, while also making them better and healthier people. For developers, the expectation of being a top 1% player is to want them to work 70 hours (or more) a week – which is an unreasonable expectation for anyone, whether it belongs to the developer or not.
Either way, good developers will still play the games they create. This is good! What do we want them to do during this time? Do we want players to follow the instructions of the high-end Raiders to play qualifying, practice known combos or focus on a single hero? Or do you prefer that they use this time to come up with a better way to make a game? Try out heroes they haven't played before so they can understand what the pain points are, or figure out why builds and cards don't work well in high-end games? If you want a better game, you'll choose the latter. Personally, one of the reasons I've never reached the top of the game before is that I've always focused on trying out non-version answer content to find areas that need to be improved. However, in the process, I avoided comparisons I didn't like, and I've always insisted on using the same powerful early gaming rigs, after all I play to win rather than learn. That's not what game developers should do. We should have our developers retest Wei to figure out how to make her feasible, or try bird shield construction to see if the equipment needs to be strengthened. Developers know how to win, we see data from games every day, we hear from top players every day, we live every day in balanced discussion projects – but that's what the low intensity, the low pick rate, or the content that hasn't been developed yet, and so on, that's what the developer should be playing the game for.
If you enjoy the game you play, you'll want it to become more popular. The way to achieve this is to increase the attractiveness and ease of use of the game for a wider range of users. In fact, competitive players tend to resist the practice that if you want to have millions of players, you need a game that appeals to millions. High-end gamers and junior designers often make the mistake of designing games for themselves, which can make the game inaccessible. Yes, Genting's Game is sinful in some ways. But that's something we've done better on more accessible vertical features, and while that's not the most powerful way to play games, they're doable. But beyond that, we also need developers who have a variety of different experiences to ensure that the game can appeal to players with a variety of skills and game styles. That's why we're constantly asking ourselves what makes playing Genting Fun – not just for ourselves, for our skills and favorite style of play, but for all of our players.
Take Hilco, who was created by Chloe "Alice of Clubs" Wright and other team members for our mid-season version of Genting: Neon Nights. Early versions of Hilko had him never attack automatically. Instead, he gives mana to each living ally every second and casts spell buffs on his allies. But the really exciting gig is at the end of the battle, where he will summon a monster, similar to the Light and Dark version of Zombie Abomination. But Hilko can only summon monsters when he has no allies. This complexity creates confusion because on the surface it requires you to do the opposite: there are many allies, and very few allies. The goal has always been to keep the teammates needed by the entire team alive long enough to allow Hilko to zoom in, but in fact this confuses the player, is bulky, and requires the player to build a full tank to pave the way for Hilko's skills. Such gameplay can add a lot of unique depth and challenge to the game, trying to form the perfect combination to execute, but in reality, they end up becoming very boring and not very intuitive for most players. With such a broad appeal on Hilko, Chloe and the team restarted their efforts to create a game mode that was easier to understand and more interesting, rather than procrastinating until you won.
With this in mind, we go back and ask ourselves: What makes playing Genting Fun?
What I'm going to tell you now is that if you have a diverse development team, it's much easier to answer this question. We need more advanced players to discover and extract the essence of the fun of the game. It requires a variety of life experiences, game ideas, play style preferences, and skill levels. I'm proud to say that we've finally done this in the Genting Team, and the continued popularity of Genting: A Battle of two cities proves it.
End
Finally, I want to draw attention to the psychological pressure of constantly exerting your best abilities while playing your favorite games. We often forget: we are gamers because the game is fun. If developers want to relax and restart while playing the latest game, they should be able to enjoy the process.
I can go on and on, but I want to end with the fact that reaching the strongest king has cost me a lot. I was lucky enough to have a supportive wife who wanted me to do so to "prove wrong to those who hate me". But I probably won't fight for higher positions in this way again. If the ultimate goal of genting developers (or other games) is to create the best game possible, then fighting for a higher rank is not the best use of time. I hope that, by the people reading this, you will agree. You want your favorite game developers to not run out of energy and do their best so that your favorite game will always be your favorite.