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King of Glory optimizes the game experience, development path, wandering adjustment plan announced: encourage everyone can C!

March 9 news, according to the glory of the king released, this time the team will share the development path and travel experience optimization adjustment plan.

King of Glory optimizes the game experience, development path, wandering adjustment plan announced: encourage everyone can C!

Based on the King of Kings All-Star Program, the team wanted to ensure that the upper limit of each breakout – encouraging everyone to have c, highlighting the highlight performance of each position ; also wanted to retain the lower limit of each breakout – to provide a guaranteed experience without fear of difficulties during practice.

This time, the team will mainly optimize the experience of development and wandering, and the optimization scheme for other branches will also meet with you one after another.

First, the development path optimization

Based on everyone's feedback, the reasons for the current poor experience of the development path can be mainly summarized into three points:

It is easy to be caught in the early stage, and the development environment is poor: in addition to the frequent "patronage" of the wild will, the frequent hanging edges of the middle auxiliary also make the development road full of confrontation and risk, and the multi-person strong killing over the tower makes the shooter player powerless to resist;

Poor self-protection ability and lack of output environment: shooters, especially non-displacement shooters, have been killed before they start output in team battles due to the lack of sufficient self-protection means in team battles;

Headwinds are difficult to hold, easy to vicious circle: once the line is inferior, it is easy to be pressed all the time and drop the tower, how not to be infinitely snowballed when headwinding is a big problem.

The shooter is the core of the continuous output of the later team battles, and the corresponding shooter needs a certain amount of development time to form.

For the adjustment of the development path, the team hopes to give the shooter a basic development space, but not to be unable to suppress. Therefore, it is not inclined to roughly increase the total economic volume or hero damage of the development path, but to optimize it more from the perspective of improving the bottom development experience.

01 Increased elf protection and reduced tower hero damage

Expand the Elf Protection Area for the first 4 minutes, extending it from its own wild area to below the outer tower attack range of all branches.

When an enemy hero is under our tower for the first 4 minutes, it will reduce the output by 20%, increasing our hero's survival rate under the tower.

02 Adjustment of the position of the river grass

After adjustment, the river channel grass of the development road will be more distant from the line, and the grass of the opposite road will be closer to the line.

The team hopes that through the adjustment of the grass terrain, the alignment behavior of the developmental road and the confrontation road is more in line with its positioning: the developmental road is more focused on development, and the confrontation road is more focused on confrontation.

King of Glory optimizes the game experience, development path, wandering adjustment plan announced: encourage everyone can C!

03 Development Road River Spirit Patrol Path Adjustment

With the adjustment of the river grass, the river spirit patrol path of the development road is adjusted, closer to the line and avoids the river grass, so that the development road player is safer when competing for the river spirit.

04 Shooter Hero Survivability Adjustment

The team is ready to gradually make some adjustments to improve the survivability of some shooters, please pay attention to the follow-up experience service announcement for specific plans.

Second, the wandering adjustment

Looking at the optimization of wandering, the experience problem of wandering can also be summarized into three points:

The innings economy is low, the formation is slow: the economic gap between the various periods of the wandering and other branches is obvious, and a great sacrifice has been made in the early stage in order to not divide the teammate economy, and it is still slow to catch up in the middle and late stages, and the economic gap in the whole period will inevitably make the wandering players feel inferior.

Can't bear the damage, easy to die and carry the pot: Due to the lack of sufficient equipment support, the auxiliary, especially the soft auxiliary, is easy to be killed quickly when exploring the field of vision, opening a group or protecting teammates, and may be blamed or even reported by teammates.

The perception of the role of the team is not obvious, and the system rarely affirms my contribution: although I have conscientiously done a lot of work such as opening the field of vision, protecting people, and opening the group for the team, many times the teammates are not aware of it, and the system does not provide enough presentation channels.

Wandering sacrifices a part of its own economy to serve the team, is the most solid backing of teammates, but also the tactical core of the team, can provide the team with vision, guarantor and open the group, and is an important link connecting all positions.

However, at present, whether it is from the use experience or the team recognition, there are some problems in the wandering, and the team hopes to optimize this.

01 Walking suit reduces the purchase price

The purchase price of the Second And Third Levels of The Walking Suit will be reduced by 100 coins in a unified way, which will help the Wandering Suit to take shape faster, play the team's buffs as early as possible, and also allow the Wandering Player to have more money to buy other equipment.

02 Guerrilla removal time advance & gift time extension

Guerrilla effects (regardless of teammate money and experience) are removed from 12 minutes to 10 minutes.

The Gift effect changes to every 3 seconds + 4 coins / experience to every 3 seconds + 5 coins / experience, and the duration is extended from 12 minutes to 15 minutes, helping the wandering heroes catch up with the economy in the middle and late stages.

03 Travel suit increases health stats

Regardless of the type of wandering hero, the survival attribute is relatively important, so the team will also close the difference in the survival attributes of the attack direction and the survival direction while adjusting the wandering suit attributes.

Secondary pack 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 health per layer 15/30 maximum life per layer

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

04 Lessons from the Shape & Star Springs Active Installation Ease of Use

These two pieces of equipment are not very convenient in the use of the process, the application cost is too high, this time will make some adjustments.

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

Cooldown: If the target is not hit, a 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)

05 Spotlight moments

The highlight event exclusive to the auxiliary profession has been added in the bureau, which makes the highlight performance of the auxiliary more concerned by everyone.

For example, [Extreme Rescue], when a teammate is in a very low health and is attacked by multiple enemy heroes, quickly leave the battlefield through the Luban Master TWO skill to overcome the danger.

06 Optimization of the dimension of the settlement scoring data

Added data dimensions that are not discovered in the game but have actually contributed to the game: such as 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., which are included in the calculation rules of the single game score.

Overall, the team hopes to optimize the bottom-up experience of development and wandering, as well as enhance the team recognition of travel. Other shunt adjustments are already being planned, and I hope to meet with you as soon as possible.

The content shown here is the content in research and development, the value and specific effect may be adjusted, the near future will be online experience service, in view of the length of the reason, there are some details of the content has not been disclosed, please also pay attention to the official announcement, then the effect of the line shall prevail.

The source | internet

Text | Cat from afar

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