Hello everyone, I'm at the tip of my fingers, the Lan of the experience suit has finally ushered in a mutation, instead of the same sewing and mending as before, what has it become? Just look at the picture below.
After the update,Fingertips immediately went to the experience server to try it.,Because there is no one in the ranking.,I played a man-machine simulation.,The feeling I get is that the operation is more coherent.,The feel is better.,The strength is much higher than the official server.,Of course, it can't be ruled out that it's my illusion.,After all, man-machine and actual combat are still different.。
(There is a bug in the experience server, and the ultimate damage is lost)
Therefore, this article will analyze the adjustment of the experience service one by one
(1) Skill adjustments
Damage detection range matching effect in the diving state.
The official service has always been like this, the 1 skill looks at the special effect distance is very far, and the actual damage distance is very close, so this time the actual distance of the 11 combo has been strengthened.
As shown in the picture above, this is the limit distance that can hit the puppet with 11 combos, and the experience server is much farther away than the official server, so it will be easier to replenish the knife and harvest the residual blood.
(2) Second, skill adjustments
First of all, the adjustment of CD is needless to say, directly reducing the cooldown by 0.5 seconds, and at the same time, each level will also be reduced by 0.3 seconds, and there is only 5 seconds of cooldown after full level, if Lan has 40% CD, then the skill only has a 3 second cooldown.
The second skill release can get one health regeneration, and each unit hit can be restored once, up to three times.
So now when Lan is walking, there is a period of health recovery when he leaves 2 skills (although it is unlikely, it is more so that it is not purely wasted when he is empty), and he can also return health by the way when he is in a hurry with 12 combos, and he can maximize his health by hitting two additional units.
In the past, the blood regeneration could only be triggered by strong Pu, so when the limit of blood amount, when the 2 skill was scraped and killed, this time it was improved.
Because of the addition of a direct blood return setting to the 2 skill, the blood return of Qiangpu has been reduced accordingly, and the blood return bonus of additional AD has been directly canceled, and some foundation, growth, and extra life bonuses have also been reduced, which is understandable.
Empty 2 skills not only have health regeneration, but now you can also get an extra layer of seals, which is equivalent to giving a guarantee to a skill to be empty.
Each basic attack has changed from reducing cooldown by one second to reducing cooldown by 20%, so you can calculate the cooldown gap between early and late stages.
According to the calculation of 6.5 seconds after the adjustment, the first level without cooldown is calculated, it is 4.5 seconds to hang to a target and go down with two knives, and after the adjustment, there are 3.9 seconds left, and the three knives are 3.5 seconds and 2.6 seconds.
The full level is calculated in 5 seconds, and if you have two knives, it will be 3 seconds before and after adjustment, and if you have three knives, it will be 2 seconds.
Therefore, if this wave of adjustment is combined with the cooldown of the 2 skills, it is definitely strengthened, and the problem of slower farming speed due to the reduction of the number of wild monsters in the early stage has also been solved, and the gap between the adjustment and the end of the full cooldown is not large.
(3) Ultimate
When diving, increase the forward swing, and make a comparison between the formal suit and the experience suit, just take a look.
I seriously suspect that this ultimate move is not in place.,Or there's a bug.,First of all, the damage is gone.,There is a high probability of loss in actual combat and training camp.,And this dive when the big move swing didn't feel it.,On the contrary, the hegemonic time of the experience server is a little longer than the official server.,It's strengthened.。
The second point is that hitting the first unit will drag an additional 200 yards in the direction of the skill, which actually strengthens Lan's advancement time for single heroes.
However, Lan's ultimate is group control, and in order to reduce his group control effect, it can only cause additional advance distance to the first hero.
So how do you evaluate the adjusted intensity?
First of all, it is difficult to accurately calculate the blood return, because it is affected by the difference in the number of skill hits, the number of strong pu hits, and the choice of equipment, and it is not accurate enough to only look at the blood return data, because now the 2 skills can be released to restore blood, and the performance is obviously better under that extreme condition.
Other adjustments are also good for Lan's development and advancement, especially the CD changes of the 2 skills, which can effectively improve the development speed in the early stage, if the experience server can fix the damage bug of the ultimate, it is estimated that the shark king is coming back.
What do you think of Lan's adjustment this time?