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Glory of Kings: Where is the weight of the current version? Understand the current situation of the split, in order to better score

Original | Bunny Bugs Chat Game

preface:

For the weight of the game, there may be some small partners who do not understand it very well, so here is to explain it to everyone first.

The so-called weight of victory and defeat, simply understood is that in a game, a certain position can completely control the situation, which is what we often call the core position. However, in this relatively balanced version, there is no separate core, so the weight of this position to determine the outcome of the game becomes very vague.

Glory of Kings: Where is the weight of the current version? Understand the current situation of the split, in order to better score

So in the current version, is there really no place to take on the absolute core? In fact, in some high-end matches, or the professional games we often watch, the importance of the team is the first. However, ordinary passers-by can still match the lineup according to the positional weight, so that they can take the lead in the game.

So in these five positions, how is the weight of the current version of the winner and loss used to be distributed? This is what I want to share with you today, because only by understanding the weight ratio of each position can we achieve arbitrary points and not be completely sanctioned. Let's talk to you specifically:

Glory of Kings: Where is the weight of the current version? Understand the current situation of the split, in order to better score

First, the confrontation road:

For the current version of the confrontation road, what understanding do you know? In the previous version, the confrontation road was like the second auxiliary position of the lineup, and the attacking hero was completely selected, and the effect obtained was not as good as imagined. Therefore, in the actual confrontation, the hero selection of the confrontation road will give priority to the injury as the main output. In the current version, the definition of adversarial road is even more vague, simply without a clear standard.

In fact, in the current version, the weight of the confrontation road is very high, and no standard is the highest standard. Because of this setting, the player has more room to play, and can be a good way to enhance the player's awareness of confrontation. Therefore, in the current version of the actual battle, we will always see some players, whether they are tank heroes or warrior heroes, who can control the confrontation path very well. This is to put the current version of the confrontation road weight, fully exerted.

Glory of Kings: Where is the weight of the current version? Understand the current situation of the split, in order to better score

2. Middle Road:

At the beginning of the season, the middle road received a lot of "care", why do you say so? I believe that many small partners still remember that at the beginning of the current version, they all thought that the version change was to enhance the use of the middle road, and in the end they found that it was a collective weakening. In such a confrontational environment, there is no so-called weight of victory and defeat in the middle road, so how can it dominate the battle situation.

In fact, you can look at it from another perspective, that is, the middle road is taken out alone, but the role is not very large, but in the way of the lineup to understand, you will find that the middle road is very important. In the current version, even if it is balanced, it also needs the existence of two cores, so the middle road takes a back seat and can transfer the economy to the core very well. In this way, in the lineup, the weight of the middle road is very high.

Glory of Kings: Where is the weight of the current version? Understand the current situation of the split, in order to better score

Third, the development path:

At the beginning of the season, many friends called the development road "sterilization road", because in this version, the living environment of the development road is very poor, and it is also the main location of the two sides. And in the confrontation, the treatment of the development path is not much better. But what I want to tell you here is that as far as the current version is concerned, it is really necessary to say that the highest weight ratio of victory and defeat is definitely the development road.

In the conventional definition, the development path is the shooter position, and the shooter itself is the main output point in the lineup, as well as the main thrust point, then the weight of the development path is understandable. So in the current version, if you want to quickly score points, the environment of the development path must be guaranteed, otherwise you will lose.

Glory of Kings: Where is the weight of the current version? Understand the current situation of the split, in order to better score

4. Wandering:

The wandering bit is what we often call the auxiliary bit, and in the current version, the wandering bit can be said to be the absolute rhythm core. And this core is not the rhythm that directly controls the entire game, as in the past, but as the core of the offensive rhythm. Simply put, in the current version, the wandering position and the wild position turn the entire lineup into two core points.

I believe that in the process of actual combat, everyone has had such an experience, that is, in the team battle, the victory won by the first hand of the wandering position is more than the victory won by the first hand of other positions, which is the main role of turning the wandering position into the core of the attack. But this can not increase the weight of the wandering position, after all, the ability of the wandering position is limited, so the weight of victory and defeat is not above the wandering position at all.

Glory of Kings: Where is the weight of the current version? Understand the current situation of the split, in order to better score

5. Fight the wild:

Those veteran players should know that the main reason why there are so many popular heroes in the field position is that the position has created a lot of "miracles" and can fully control the entire rhythm of the game. But in the current version, the weight ratio of the wild position also plummeted, and this decline is not because the wild position is weak, but because the version is more balanced.

However, as far as the current version is concerned, the wild position still bears a large part of the weight of victory and defeat, because no matter how the version changes, the wild position is a rhythm driver. So in the current version, a strong game can bring a lot of advantages to the entire lineup. Therefore, in the current situation of the upper score, if you want to score more easily, playing the wild position is also a preferred choice.

epilogue:

From the perspective of the lineup, the weight of victory and defeat in each position is the same, but for the ordinary passer-by bureau, the lineup adaptation is a vacuous thing, so instead of looking for this kind of illusory thing, it is better to directly distinguish the position weight. In this way, at least many players can really dominate the game in the game.

Well, the above is jin yong's content, so how do you think the current version of the weight of victory and defeat should be divided?

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