![]() Even though randomness plays a large part in an individual hand, the same top players emerge with the most money over the course of several tournaments. If a game is too random then you should not see the same players constantly at the top. If the game was purely RNG then everyone would have a win rate of. Controlling the RNG by getting starting alliances that work well together and pivoting early if needed, will net you wins. Rank play, no matter the game, is about having consistent play. Making it to Big Boss is possible, but it'll just take a lot longer due to this mode being 90% RNG-driven. I'm at Smuggler rn, so your gitgud-attitude is invalid. 引用自 モロキアネ:>implying being "good" in Knockout requires something other than being lucky and rolling needed heroes fast Especially since some alliance combos include units that don't even belong to both of them (like Bloodbound Deadeyes). Allowing to sell your starting units if you don't need them or have better options available. Or at least show all starting heroes, not just two. Getting to choose your starting alliances manually - by combining two choices from two separate pools. This will allow for some comebacks and will make matches more unpredictable. Giving losing players 2 re-rolls instead of one. It won't really increase the match length too much, but will give unlucky players more breathing room to recover. So, in short, I don't mind having a quick RNG-based mode for fun and giggles, but why Ranked then? This mode doesn't go well with it. Having 2-3 upgraded tier I units early is much more viable than having a single upgraded tier III champion, despite costing the same. It's very disadvantegous during first 2-3 matches, as you're forced to spend more on upgrades and thus spend less on rolls (and rolls is all that matters in Knockout). Some starting rosters almost exclusively consist of tier III units. In the end it all comes down to whether you're lucky enough to get some double-star units early or not.ģ. And with no interest you can't even lose few first matches to have some more rolls in the future. I had lots of matches where I lost 4 rounds in a row because I was able to upgrade only one single champion in like 12-15 rolls (and I wasn't even buying any new heroes in advance). ![]() By the time you finally roll something viable you usually have 1 life left and no room to recover if you lose. It's really great when by round 5 you're able to upgrade only two tier I heroes (out of six), while being thrown against players with tripe-star tier III units. There's too few lives to counter unlucky rolls. Also you can't really adapt to the situation - because starting units have no price and replacing them is a huge economical disadvantage.Ģ. But if you get only some meme-tier Evasive Shamans and Deadeye Demons, you could just leave and save yourself 5-10 minutes. If you're lucky to roll some good combos like Heartless Brutes or Scrappy Inventors, you're very likely to end in top-3. You don't get to choose your alliance/hero combos. All RNG-mitigating mechanics from the normal matches are scrapped here, so playing this mode is like white noise: on the average, I have the same amount of 1st, 3rd, 5th and 8th places. And Knockout is so heavily RNG-riddled, it's like having "ranked" d20 throws: skill hardly matters here at all. I mean, the term "ranked" implies you can promote your rank by stably showing your high enough skill through multiple games. ![]()
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