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The development path and wandering are about to optimize the experience - the planning has something to say

Hello friends, just now, the planner has something to say about to adjust the development, swimming and walking, in fact, it is a disguised enhancement! Encourage everyone to be able to "C" and encourage players to carry the flag of development!

The development path and wandering are about to optimize the experience - the planning has something to say

Development path optimization scheme - elf sanctuary, restricted tower crossing, river grass, river channel elf

Judging from the feedback of the players, it was decided to adjust from these three aspects, summarizing the reasons for the bad experience of the shooter: 1. It is easy to be caught in the early stage, the development environment is poor (often suffer from frequent patronage of the middle auxiliary, often catching the wild and the strong tower killing (dish)); 2. The team battle often "goes" one step first (lack of self-protection means, "I want to start the show... 3. The headwind is firmly suppressed (don't panic, wait until I develop to the later stages!). Can you survive until later? yes? ( -﹏-`;))

The development path and wandering are about to optimize the experience - the planning has something to say

The shooters are hard at this stage ( _ )! Therefore, slight adjustment, without enhancing the shooter output and economy, optimize the shooter environment, so that the shooter can have a good development space.

Elf Sanctuary

Expand the elven protection area for the first 4 minutes, extending it from their own wild area to all the out-of-tower attack range of the fencing, which can greatly protect the shooter from encountering his own wild area and suddenly encountering the enemy hero

Limit the crossing of the tower

“YTG?” After optimization, still want to cross the tower? When an enemy hero is under our tower for the first 4 minutes of the game, it will reduce its output by 20%, don't be afraid! Always can't face the tower to kill strongly, one for one! No, Σ( ° △ °|||) _No, it won't ( )

The development path and wandering are about to optimize the experience - the planning has something to say

River channel grass

The development path and wandering are about to optimize the experience - the planning has something to say

The development road channel grass is far away from the line, while the confrontation road grass is close to the line! Therefore, in the future, if you say: "Just go to fight against the grass of the road, from the line of soldiers directly to the grass", and the shooter road is not afraid of being crouched by the grass! Baili Shouyo and Li Yuanfang: "Strongly accuse GF of blatantly targeting!"

River elves

Development Road, which refers specifically to the river spirit of development road, will avoid the grass when moving, and will "obviously" wait for the result of the contest between the two sides of the shooter

Wandering Optimization Scheme - Wandering Equipment Price, Guerrilla and Gift Time, Wandering Equipment Attributes, Shape And Star Spring Active Loading, Settlement Score

The problems summarized by player feedback are: 1. The economy is too low, and it is difficult to get together. 2. The equipment is not good, can not bear the damage, but to resist the "cauldron" of the defeat of the regimental war. 3. Pay silently, and teammates and systems can't see! ( í _ ì )

The development path and wandering are about to optimize the experience - the planning has something to say

Guerrilla equipment prices

Level 2 and Level 3 Auxiliary Pack purchase gold coins are reduced by 100. Help the auxiliaries to form equipment faster and play a coordinating role in the team

Guerrilla and gift time

The development path and wandering are about to optimize the experience - the planning has something to say

Guerrilla effects (regardless of teammate money and experience) are removed from 12 minutes to 10 minutes. The Bonus Effect changes from every 3 seconds +4 coins/experience to +5 coins/experiences per 3 seconds, and the duration is postponed from 12 minutes to 15 minutes, which can help the wandering heroes catch up with the economy in the middle and late stages

Wander gear stats

Secondary set attribute adjustment: +400 max health +500 max health

Triple Pack stat adjustment: +800 max health +1200 max health

Survival transforms into the gift attribute of the Wandering Suit: 20/40 maximum life per layer 15/30 maximum life per layer

That is to say, in the three-level wandering suit, the equipment of the survival direction increases the maximum health by a total of 200, and the equipment of the offensive direction increases the maximum health by 400

Shape Akira and Hoshizumi take the initiative

The effective scope of the Lessons: All enemies within 1000 range Enemy heroes within 1200 range

Cooldown: If the target is not hit, 50% cooldown is returned

Star Spring's target selection adjustment: teammate with the lowest health in range Teammate in range (default is the lowest health)

The development path and wandering are about to optimize the experience - the planning has something to say

Billing scoring

For example, the value of the field of view, the number of controls for teammates, the amount of shields that are put on and actually consumed by teammates, etc., are included in the calculation rules for the scoring of a single game. Will be more showcasing the role that the auxiliary plays in the battle

The development path and wandering are about to optimize the experience - the planning has something to say

Well, the adjustment is roughly as above, the shooter, the assist or the enhancement, but this adjustment will be tested in the experience suit first, the general direction will not change, and the small details will be adjusted in the test!

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