It is my long-term dream that it is so big and it actually can do it. For now I have to fulfill my purpose in real life, but I will-you mark my words. Until then, at least I have The escapeS new test card, which transforms the tanks into physical walls very close, to help me imagine a better world.
The test card, which started earlier this week, is a new branch The escape aims to test Gameplay wall concepts that may never make basic game mode rotations. The first experiment changes the group's songs. Currently, the entire game is played with two tanks, two DPS heroes, and two healers, but the "triple lane" of the test mode changes the count to 1-3-2-one tank, three DPS heroes, and two healers. This, of course, is a must shorten time on the line for DPS players, who often wait longer to play than tanks and healers.
It it may not sound like a global change made on paper, but in a team game that is as inclined to participate as it is The escape, indeed. Always The escape, players designate tank heroes as main tanks or off-tank tanks. Large protective tanks can mount them to gain damage, while tanks are not powerful and difficult to lower but can reliably protect the entire team. This creates a problem: If you can run just one tank, then half the tank The escapeTheir plan just doesn't work. Blizzard's solution? Get the hell out of them.
While big tanks like Reinhardt, Orisa, and Sigma are getting hfunctory buffs on HP and shields, off-tanks such as Zarya, Roadhog, and D.Va are experiencing significant changes in their skill levels at the top of increased HP. For example, Zarya, can now make her entire team into "short" obstacles that give the heroes a few seconds. These issues, which were limited to only one hero at a time, also compensate Zarya's weapons for any momentum he receives. He can now get more damage than before, causing him a powerful threat to defend and protect him. Roadhog, on the other hand, can affect everyone within the sphere of space that works slowly with its HP restoration and reduction of "Take a Breathe", and the damage to D.Va and the Defense Matrix is now double.
These changes make many tanks feel like juggernauts (next to Wrecking Ball, which didn't get any changes because I think Blizzard hates hamsters now). Tanks can now eat casualties such as a continental breakfast that you sprinkle like a ball of food unlike a ball, in the hope of obtaining high nutrition, and their abilities – especially Zarya & # 39; s – can be revolutionaries. Yesterday evening, I had a great time catching the first point on King & # 39; s Row as Winston's set up with the kind of trivial idea that might win Winston's regularly refined league on a burning leg. I also privately took the last point in Paris with D. D. and got a horrible number of homicides like Zarya. I rarely died. It was really fun!
It was ridiculous too. I think that's a big part of the reason I can be sour in my way and be successful: 1-3-2 doesn't encourage teamwork in the same way as 2-2-2. In light of the high numbers and lack of off-tank threat, DPS heroes are encouraged to kill gear, while healers have to choose between supporting a small group of DPS-capable players and a tank alone, without the support of offankank and DPS players, they cannot to hold down the fort. The gaming I've played thus far has been a pleasant conflict, but I have no doubt that this is the right form The escape to take.
That said, I'm glad to see The escape a team that will come out injured and just trying things out. I just fell to play The escape for a while, but I'm happy with the sense of constant improvement. If nothing else, I'm totally planning to go into extra time with Triple damage mode before it disappears, as long as I don't have the dream of the day to be, which is too big and basically unrealistic.
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