League of Legends Mobile Directional changes, Ultra long-distance support, and Improved
League of Legends: Wild Rift, a mobile adaptation of the popular PC game League of Legends, finally released a regional beta in seven Asian countries/regions on Wednesday. The title of Riot Games, a subsidiary of Tencent Holdings, has been highly anticipated since its release in 2019. This is the result of ten years after the original game was released.
The game can now be downloaded on Google Play in Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, and Thailand. Riot Games said on Weibo that five other countries-Laos, Cambodia, Brunei, Myanmar, and East Timor-will also participate in the public beta test.
Players in other parts of the world will have to wait longer. Riot Games stated that due to the Covid-19 pandemic's challenges, the release in North America, South America, and India had been postponed to 2021. The company did not specify a release date for other regions (including China).
Directional changes
In the mobile game, to make it easier for some of the hero's skills to hit the enemy, some consumable directional skills have been changed to non-directional skills. In the current version, the Q skills of Annie and Female Gun have become non-directional skills.
In other words, we can no longer consume enemy heroes across the line of troops during operation, and we need to consider ballistic issues when releasing these skills.
Ultra long-distance support
I believe that players who often pay attention to LOL mobile games have a bit of an impression of Hanbing and Luxe's ultimatum changes. After the changes, the ultimatum of Hanbing has become an arrow that can control the direction, a bit like an old driver driving.
After the change, Lux's ultimate move has become a full map skill, and the K head is very convenient.
The changes to Frost Bing seem to be great, but in fact, there are still great hidden dangers because after Frost’s arrows are shot out, if you want to control the Frost Arrows, you must turn the perspective to the arrows. At this time, we can control the arrows but cannot. Controlling your own role is equivalent to opening a big penalty station. Simultaneously, the difficulty of controlling the arrow to turn is a bit high, but it is easy to pass awkwardly.
Improved feel
Let's talk about some changes in feel. To speed up the game process, the mobile game version advances the big move's learning time to level 5. Basically, the big move can be brushed in more than two minutes, and the rhythm is swift.
Although the game has set up a compensation mechanism, it actually simplifies most of the operations.
1. The creeps have set up a bloodline reminder for the patch. The creeps' food bar below the patching bloodline will appear white and be killed directly, avoiding the embarrassing situation of "good patching."
2. Minions can also get gold coins after they die naturally. Although they can only get about 40% of the money, they are better than nothing.
3. The damage of the defensive tower to soldiers has been greatly reduced, and the tower knife has been made better. (The specific damage was mentioned before)
The changes to these three mechanisms allow us to have a compensation mechanism without worrying that there will be too much economic gap in the mobile game due to the compensation problem. The focus of the mobile game is still the fast-paced battle between heroes.
Besides, because the mobile game adopts a dual joystick design, it is straightforward and silky to walk A. You only need to pull the mobile joystick while clicking the attack button. Many detailed operations that are difficult to do in the mobile game will change in the mobile game. It's much simpler.
Simultaneously, even tricks such as blind monk R flash, barrel E flash, Yasuo's EQ flash, clockwork R flash, etc. can also be played. The familiar operation and awareness in the terminal game can be seamless in the mobile game. Convergence.
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