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Tavern Wargame Weekly Issue 35: The buddy system is coming to an end, and a new wargame experience is about to begin.

Author's Chat: This week is the last week of the buddy system. The only thing left to experience the tavern where the partner exists is today.

The partner was officially launched on January 21, and it has been nearly four months since today. Over the course of 4 months, countless partners strengthened, weakened or redoed. Tomorrow, as the new version goes live, the buddy system will be temporarily (forever) removed. After four months of wargaming experience, do you think the partner is a fun version?

While not useful, tradition can't forget the average ranking of the top 20% hero players

Tavern Wargame Weekly Issue 35: The buddy system is coming to an end, and a new wargame experience is about to begin.

Tomorrow will be updated, the average ranking of this hero is not informative, let's take a look.

Heroes like Deathwing, Mukla, Hang-up Akai, and others will plummet in strength as their partners are removed. The next time they rank in the top 10 on average, I'm afraid they'll have to wait until they redo or their partners go back online.

Battle Flag Chief Designer John McIntyre gives the top ten heroes who rank best on average in the full segment and the top 1% segment

Tavern Wargame Weekly Issue 35: The buddy system is coming to an end, and a new wargame experience is about to begin.

(Image from Brigade Mage Camp)

Partners make the hero's learning cost higher. The same hero performs completely differently in different segments, like the list given by the designer, and the only heroes on the list are George and mushroom warlocks.

The difference in heroes leads to a very strong sense of separation between high and low segments, although it is not very good, but it is helpless. Many games are like this, high play likes to operate more difficult, the upper limit is also higher hero. Meng Xin prefers simple and rough, the effect comes to the obvious hero.

(For example: Euphreus in lol is a regular in the game, not a must for Bna.) Passers-by have always been the lowest winning ADC in the game)

A unique gameplay that exists because of your buddies

Tavern Wargame Weekly Issue 35: The buddy system is coming to an end, and a new wargame experience is about to begin.

The companions bring many different ways to play, and a very small number of partners even give the hero a unique way to play. For example, the Yellow Dragon Demon, the brother-in-law's three-in-command partner in the three consecutive, Milpheis blowing up, etc., these unique routines are a highlight of the partner system, and they are also very interesting, and their removal is a pity.

This goes back to the question at the beginning, do you think partner is a successful version?

The author's answer is that Partner is a successful but slightly boring version. Success lies in having new ways to play and the balance done very well, and the last two months of the partner should be the best version of the tavern wargame balance (except for the week of friends of friends)

The point of intriguing is that a partner is essentially a snowball system. The higher the early combat power, the faster the partner will arrive, which makes it very difficult for backward players to turn over.

Second, the partner version of the hero is more rigid.

A new version of the traditional mighty hero will rise

Tavern Wargame Weekly Issue 35: The buddy system is coming to an end, and a new wargame experience is about to begin.

The companion is removed and the skill is once again the most important part of a hero.

Heroes with very strong skills, such as Hook tooth, Millhouse, TreeMan, and Master Nguyen, will rise again.

Finally, which of your favorite heroes is the one you use when you're alive with your buddies?

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