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Towards the end of the game, you really don't have to do these 3 things anymore

author:Mo Shang Ling K

In Honor of Kings, a high-profile mobile MOBA, players are often caught in the question of whether it will be necessary to make some actions and decisions that seem crucial in the early stages of the game, which involves a series of tactical, strategic and psychological issues. However, after a thorough analysis, I believe that in the later stages of the game, there are some actions and decisions that players can reduce or give up modestly to be more effective in their quest for victory. In this article, we'll look at three things you really don't have to do anymore as you get closer to the late game, and explain this claim in more detail.

Towards the end of the game, you really don't have to do these 3 things anymore

First of all, we are going to talk about "fanatical pursuit". In the early and mid-game, Feverish Pursuit is a very effective strategy. Quickly expanding the advantage by killing in enemy territory, depleting enemy resources, and rapidly expanding the advantage is the goal pursued by many teams. However, as the game moves into the late stages, especially in the final minutes of the game, this strategy can backfire. In the later stages, the enemy player may have already completed the equipment and increased their strength, and the use of fanatical pursuit may cause your players to be counterattacked or even wiped out.

Let's take a real match, for example, when there was not much difference in strength between the two sides, and we were a short distance ahead. In the late game, we chose to pursue a frenzy in an attempt to defeat the enemy's core heroes, only to fall into an ambush set by the enemy. The enemy took advantage of the resources in the late stage and successfully counterattacked us, and finally turned the tide of the game. This experience suggests that in the later stages of the game, overly adventurous and frenetic pursuits may not be the best option.

Towards the end of the game, you really don't have to do these 3 things anymore

Secondly, it is also necessary to be cautious about the behavior of "excessive pursuit of kills" in the later stages of the game. In the early stages of the game, killing enemy players frequently can effectively widen the gap in strength between the two sides and earn more resources for the team. However, in the later stages, especially when the match enters a high-level confrontation phase, an over-the-top pursuit of kills can cause the player to lose sight of more important objectives such as pushing towers and protecting cores. At this stage, the safety of the tower and core is even more critical, as a single team wipe can lead to the defeat of the entire match.

In a high-level game, our ADC players were overly focused on kills and ignored the opponent's split push tower. As a result, while the enemy core is properly protected, our core is defeated by the enemy, which ultimately leads to the loss of the match. This example shows that an overly focused pursuit of kills can cause players to lose control of the game in the late game, so players need to focus more on overall strategy and goals later in the game.

Towards the end of the game, you really don't have to do these 3 things anymore

The last thing to be cautious about is "being too stubborn about your personal style". Later in the game, for a variety of reasons, some players may fall into the misconception of "I've always played this way, I'm not going to change". However, the later stages of the game place higher demands on teamwork and resilience. Being too stubborn about one's own style can lead to a lack of understanding and difficulty in making the right decisions quickly and at critical moments.

In an actual match, for example, one of our players on the team who is good at splitting the way forward has been sticking to his personal style in the late stage and going to the splitting lane to advance alone. However, the enemy team managed to destroy the team by quickly massing and then quickly advanced to our core. This scenario shows that teamwork and timely communication are more important than individual style of action in the later stages of the game, and that being too stubborn about personal style can cost the team dearly.

Towards the end of the game, you really don't have to do these 3 things anymore

These three examples remind us that in the later stages of the game, some actions and decisions that seem critical early on may need to be moderately scaled down or adjusted. Towards the end of the game, binge pursuits, overly kill-seeking, and overly obsessive personal handling styles all need to be treated with caution.

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