"EH newcomer sword refers to EDC champion" is an article written by an experienced editor in the local newspaper Yangcrocodile Evening News, which not only analyzes the gains and losses of EH this season, but also feels a little regret that EH did not counterattack this season. After expressing a foreign outlook, it is discussed by Lin Feng, an EH newcomer.
On July 7, 2024 by adminq StandardBased on the running-in problem of team play
There is also a KDR value based on war damage statistics. Lin Feng’s performance in the last round fell to the ground. As a whole, it was still objective. After all, a big newspaper did not show too much goodwill.
In the end, not only did it come to competition, but it also came to social responsibility. EH Lin Feng prepared to contribute to the disaster area, and so on. Generally speaking, this is summarized in article 4, which is not surprising.
The editor, that is, the one who asked Fat if he looked nice.
"SOLO is immortal or withered? 》
This is the article written by a reporter, which is different from most of the introductions by Yu Linfeng in a local sports fan magazine. This article discusses SOLO and team competition in a large space
Then finally, the press conference was presided over by two rumored girlfriends, Lao Pei and Xiao Ru, especially when finally, when Lin Feng walked out of the press conference beside Xiao Ru and Lao Pei, the handsome man or Yi Long Erfeng couldn’t help but make people connect with the former Lin Feng.
Most of the peach scandals are fanned by this, and then they become more and more unreliable.
However, before EDC, there were a lot of people who turned their attention to competition to see what Lin Feng could do when he fell to the ground.
However, the center of the incident, Lin Feng, went to see the’ same-sex’ friend again.
"When people come and go, they see you as smelly and fart ~!"
"Fuck off. Things are done. There’s a bit of routine on the other side of the sea. A friend said it’s not a big problem."
"The characteristics are understandable, but in the end, can he be stable?"
"I wish him an early arrest, and sooner or later he will be detained."
"Ha ha …"
The two idiots in the subway laughed heartlessly again.
(PS: After re-sailing, the onion actually knows that this foundation can’t be built, but the onion has always despised the onion. I still hope that everyone can give the onion the red ticket and click on the most important collection. Onion has always felt that onion doesn’t have much demand, and it’s not difficult to have a few red tickets. It’s actually not difficult for everyone to get things by doing something. In fact, it can really make their favorite stories more exciting and their favorite characters more fashionable ~)
Chapter three hundred and thirty White cat black cat debate
"Whether a black cat or a white cat can catch mice is a good cat!"
Shortly after the shocking G League ended, DOA67 thunderbolt appeared in front of us. The last update involved many heroes and more than two props. Another eye-catching update was that two new heroes joined.
Hidden mystery panda
"Every explosion will refresh the magnetization time of the unit body near the boulder."
Look at the local panda first. There are two core features in the skill design of the local panda:
First, show the skill mechanism around the "boulder";
The second is a lot of displacement skills (for friends and enemies, for yourself).
The mechanism of "megalith" is generally a local panda casting prop. At present, placing local pandas on the map can achieve the effective conditions of skills through the interaction of skills "megalith", and at the same time, the limited number of "megaliths" also limits the freedom of local pandas to cast spells, which is an alternative "skill consumption" (most hero skills consumption is blue or blood)
In addition, if we look closely at the setting of the big move of the earth panda, we will find an unprecedented refresh mechanism in DOA (of course, except for the skill’s own refresh goblin tinker K, but strictly speaking, that is the skill effect, not the skill mechanism). When the hero who is infected by the big move of the earth panda will continue to be hurt and expect that if the infected person encounters the "boulder" and "infected" state, the damage will be calculated from the beginning.
"Unprecedented refresh mechanism in DOA"
"shackles"
In this paper, the frozen meat is written in the following sentence: "In addition, if we look closely at the big move settings of the local panda, we will find an unprecedented refresh mechanism in DOA", because this mechanism has long been common in another MOBA popular league of legends LOL, the biggest competitor of DOA2 in the future.
"meet certain conditions to refresh skills" represents a lot of LOL heroes, such as the well-known "Unknown Blade-Katrina". Once Carter completes a kill or an assist, the three small skills will be refreshed and reset immediately, and the big move will reduce the cooling for several seconds. In addition, there are "Extremely blade master-Yi", "Virtual Looter-Kazik", "Berserker-Olaf" and "Blade Shadow".
Seeing that many people here are very disgusted with LOLDOAer must have been difficult to suppress their anger. Don’t worry, there are views that are more likely to make everyone angry, but this is not what I mean. It is not to explain the biased and radical view that "Icefrog is copying LOL". Please be patient and read it.
There is also a core idea in the design of the earth panda, that is, placing "boulder" and interacting with it. Actually, the interaction of "boulder" here is terrain interaction. In DOA, there are very few heroes who can directly interact with terrain, but I’m afraid there are "goblin loggers" who can directly interact with terrain (trees are a basic unit in WAR3 and there are many other terrain). This is because DOA is limited by WAR3 map editor. The design of the local panda has brought its own terrain element "boulder" which can be set on the map, but because it doesn’t want to give it too unique ability to change the terrain (or other abilities), the boulder has neither collision volume nor vision.
In LOL, many heroic skills can interact with the terrain. For example, "Shadow Hunter-Vayne" has a skill that can repel opponents. If the opponent retreats and hits the terrain, it will have a stun effect and additional damage; The big trick of "Blind Monk-Li Qing" can kick people away. If the opponent passes through the lower wall terrain and flies directly over the thicker wall terrain, it will have a short-term "lag" effect near the terrain; "Deep Sea Titan-Nohles" has a similar butcher hook skill, and the effect after hooking an enemy hero is similar to the chaotic knight E skill "reality crack", but this skill can also be applied to the terrain (the hero will move directly to the hook point after hooking the terrain). One of the reasons why these skills can be realized in LOL is probably that LOL is not subject to a magical but old platform like WAR3 map editor.
Have to make a comparison
"root difference"
This is a very sensitive frozen meat, and it is also qualified to judge high (in fact, it is meaningless to score high in two different games). Here, it is only necessary to briefly explain the differences between the two games
Inaccurately speaking, DOA was born out of WAR3. A small map is a MOD map. At that time, people didn’t expect that this map would shock the game world in the future. However, even its excellent game concept can be said to be a gift after a large number of players personally "tested" and the makers patiently adjusted (these efforts the day after tomorrow). In other words, the success of DOA after several generations of producers and players is the result of physical wisdom.
The birth of LOL is a completely different story, which comes from Guinsoo, a former DOA map maker, PenDragen, a founder of DOAAllsars community, and omCadwell, who once planned World of Warcraft and warcraft 3, who founded RIO Company. Strictly speaking, LOL is a long-cherished ambition. From the time it was created, its creators never thought of making a DOAlike game, but an excellent (even better) MOBA game.
DOA is a game that has been evolving from scratch, and LOL is designed from scratch.
Carefully designed double-edged effect
"balance between’ controllable’ and’ pattern’"
What is the direct difference between the two games reflected in this root? One of them is the array structure.
To put it simply, although the scale of the LOL array is also five people (also three roads), the structure of the LOL array is basically fixed, which is reflected in the fact that the shunt is "two roads, one single field and one auxiliary to ensure the later development", and the array composition is "one road and a half tank" (half DPS and a half tank), "one road method DPS/ Fatan", "wild tank /DPS" and "physical DPS" (later stage). In LOL, it is unscientific to have equal strength and five crispy skin.
The reason for "unscientific" is actually very simple. This is because LOL is the most reasonable array structure for designing a good game.
It is worth noting that the LOL company has not been constantly adjusted by them. Now LOL has been different, but the basis is the difference of injury sources (the main injury method and the pure physical output of the abandonment method), but it is difficult to achieve such diverse array changes in DOA.
In the hero design, the two also show great differences. In LOL, the hero design is "position first". What does it mean by "position current"? Let’s take basketball as an example. If I want to design a character in an NBA game, he will play center, then I will pay attention to his height and weight in terms of physique and his ability to play singles, rebound and block shots. On the other hand, I can make this virtual person play center, and I can’t let him play guard. Even if I do that, the effect will definitely be unsatisfactory.
LOL hero design is like this. Take the most obvious physical late role (ADC) as an example, there are two standards for physical late skill design: high output (plus attack, attack speed and attack special effects); Second, optimizing the output environment (displacement and restriction skills) is simple.
In this design idea, at most, some heroes in LOL have the potential of being like "swingers in front and defenders", but first, they are not many, and second, they will choose to be "fronters" or "defenders" in a single game, which makes LOL heroes should be homogenized seriously, but in the face of this potential negative effect, LOL makers have made such a response.
We can make a fuss about the skill consumption mechanism! There are many blue bar heroes in LOL. Some of them consume health values (there are also gods and phoenixes in DOA who design heroes around health values). Some of them are simply not blue bars to restrict the release of skills through cooling. There are also heroes who replace the blue bar with "anger value", "energy value" and "charge".
We do something new in the heroic way! For example, if A and B are both in the later stage of physics, and they also have an attack speed increase skill, then A skill release requires that A can’t turn to the fire target, and B skill requires that B must first play two different heroes and play the third hero before increasing the attack speed, so that the output modes of the two are naturally different and the player experience will be different.
So what are the advantages of designing heroes like this? That’s convenient and fast, just like pinching people in NBA games. I’ll think about your position first, then adjust your abilities. Finally, I’ll give you a little feature in the skill consumption mechanism or operation mode to make you different. This is just the right LOL marketing model, that is, heroes’ main businesses frequently update and introduce new heroes, which is what LOL has a lot of interesting skills, such as a lot of terrain interaction, because this will become a selling point.
DOA worry
"potential bottleneck"
There is a reality that many DOAer are unwilling to admit, that is, LOL has gradually replaced DOA to become the hottest MOBA game in the world. The continuous rise of LOL momentum also proves that there are several magic weapons for the insulation of MOBA games, and the second point is that new heroes and new props are constantly added in the update.
On the other hand, DOA has been doing this all the time, but after the analysis of the text, you may have been able to see that DOA is a natural bottleneck, just like frozen meat in the general situation of 67 and the analysis of the fiasco of China team in G1 League. DOA, the hero, is not "designed", but has gradually formed its own "system" in the long development (for example, a lot of routines and "common sense" have gradually emerged, which is what the classic battles in ancient times are usually seen by new DOAer. It’s very plain and very "dish"), but including IF, in designing heroes, it must have been designed without following a specific "system" (which is why frozen meat can also enumerate a number of "heroes outside the system" in the previous article)
Similarly, it is difficult to say a few words about basketball, such as DOA array. For example, in the core array of Dragon Riding, Dragon Riding is mainly responsible for meat and the first hand in the early and middle stages, and it will generally transition to the main force of physical output in the later stage. This means that in basketball games, players like "Dragon Riding" play point guard in the first quarter and become small forwards in the second half.
This has caused great difficulties in design. First of all, I don’t have a fixed role template to design the foundation and prototype for reference. Second, even if I design an original hero with a skill, I still have to consider his/her influence on the existing hero (the so-called "Phoenix+Heroes are routines"). This should also be considered in LOL, but the possibility of big design flaws will be much less because the role positioning is relatively certain. There will never be such a bold design in LOL because the skills in LOL are all "fit together".
We throw a stone into a pool of water, and it is difficult for us to predict that it will make all waves, but we put a new thing on the shelf, and the customer’s response is relatively controllable. This is the new hero and new prop design of DOALOL.
What does this mean? For DOA, the design of new heroes will be a very headache, and so will new props, so it is full of difficulties to ensure continuous fresh blood in DOA games in the future
IMBA Oracle-Icefrog’s Second Bomb to Destroy DOA?
"conspiracy theory"
This brings us back to the interpretation of the new hero. The second hero is the Oracle.
A few days after the 67 update, many players have shouted "Earth Panda Complex Oracle IMBA!" That’s true. Compared with the native panda, the Oracle skill operation is much simpler, but the fact is that we can also see which hero skill design is more complicated from the skill theory.
The thinking of Oracle skill design is relatively obscure some frozen meat speculation.
To put it simply, the Oracle skill is to "do addition and subtraction calculation" and the ideal goal is to get a "positive number"-that is, the core skill of the Oracle is the big move, and the 3 skill is derived from the big move. 1, 2 skills are designed to be 3 skills.
There are already players with strong understanding and diligence who have summed up the Oracle’s "continuous strokes", which is exactly the fact that I want to emphasize that "the Oracle has continuous strokes"
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