聯盟戰棋:劍士威能,剛普無限炸炸炸

現在各種套路層出不窮,今天就帶大家看看比較少見的冷門套路。

起手依然是最強的貴族

前期菲歐拉,蓋倫,路西恩,汎,包括最初選英雄如果可以的話搶到帶反曲的慎做第一個英雄。這幾個英雄出場率還是非常高的。

GP這個英雄除了玩劍士跟海盜,我想不出還有誰會拿,所以相對卡牌來說是比較多的,成型也是比較簡單的,裝備應該帶

大家應該清楚劍士額外攻擊,所以回魔刀是非常有必要的,主要就是靠回魔打傷害的。

這個可拿可不拿,因為攻擊距離翻倍就是跳一格打,效果來說可有可無,第三號裝備位置可以選擇一些生存裝。

一直等不來犽宿,少一個劍士,最後是強行做了個殞落給黑人了,上圖已經是剩我和對面了,犽宿來的話就把黑人換下去,七人口羈絆就是6劍士1浪人,雷歐娜可以換成凱爾,效果也是非常不錯的,要是能打到後面,可以再把帝國羈絆做上去,畢竟德萊文carry位也是比較強的。

最後當然是贏的,只是打下來發現一個問題,有點害怕布朗姆這隻英雄,三星反甲+好戰直接坦住外加把我反死,碰到他可能要先上一個嗜血者了

How we think about maintaining multiple versions of a feature 
Given recent discussion around the Legacy Cursor I figured a bit of visibility into our thought process when it comes to offering multiple different versions of a feature might be of interest. Before diving into that though, for anyone who's missed it the option to use the Legacy Cursor's back in again. 
So, first off, general thoughts on benefits and costs of maintaining prior functionality when we update something. I'm assuming here that the output of the feature in question is the same (e.g. a cursor you use to control the game, a patcher that updates the game for you, a particular UI etc). Things like old and new versions of a champion by contrast are a very different case because what one player chooses impacts others. 
The benefit side of things is pretty straightforward - it lets us give different groups of players what they want. The cost side by contrast tends to be more complex, particularly depending on what the feature in question is. Meaningful costs we think about include: 

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